How Class Shapes Social Networking Sites...

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

What Makes Japan So Cool?: An Interview with Ian Condry

From time to time, I have shared with my readers some of the podcasts being generated by the Cool Japan Project, a joint research effort at MIT and Harvard, focused on understanding more fully Japanese popular culture -- especially anime and manga but also the culture around popular music and toys/collectibles. The project is sponsored by the MIT Japan Program, Harvard's Reischauer Institute of Japanese Studies, the Harvard Asia Center, MIT Foreign Languages and Literatures, and MIT Comparative Media Studies. Today, I thought I would introduce you to the man behind the Cool Japan Project -- one of the coolest guys I know at MIT, my colleague Ian Condry. I had the good fortune to go on a tour of the Japanese media industry a few years ago along with Condry and it certainly opened my eyes to the richness and complexity of what's going on in that part of the world. Now a junior faculty member in the MIT Foreign Languages and Literatures program who is affiliated with CMS, Condry was trained as an anthropologist and so his research into Japanese popular culture is shaped by extensive field work at sites of both production and consumption. His first major book, Hip Hop Japan: Rap and the Paths of Cultural Globalization came out earlier this year and is highly recommended to anyone who wants to better understand contemporary hip hop music, the globalization process, or the links between Japanese and American popular culture. He is now hard at work on a second book project, Global Anime: The Making of Japan's Transnational Culture, which has taken him behind the scenes into some of the key studios producing contemporary anime and has brought key players in that space to MIT to speak as part of the Cool Japan program. In this interview, he talks both about Japanese hip hop and about the process which has brought anime and manga to the attention of American consumers.

If American youth are drawn to Japanese popular culture, your book explores the opposite phenomenon -- hip hop culture in Japan. Why were the Japanese drawn initially to this form of American popular culture?

Hip-hop music and breakdance were mind-blowing to youth audiences worldwide when both appeared overseas in the early eighties. The sound was so different (where's the band? why isn't he singing?) that it drew many people who had grown tired of rock and roll. So too with breakdance which had a competitive energy that was impossible to miss. Both offered the promise of liberation into an uncharted realm. The dynamics have changed, now that hip-hop is bona-fide pop music, but the transformative impact was unmistakable. Interestingly, the first audiences in Japan didn't understand what was going one, but they saw it was something different, and that sparked curiosity that kept growing. The early days of transformative early cultures are a mysterious and wonderful thing.

In your book Hip-Hop Japan, you suggest that the Japanese use this musical form to explore their own themes. What kinds of topics does hip hop address in the Japanese context?

Some of the most interesting recent rap songs in Japan are addressing America's misguided "war on terror," and the complicity of the Japanese media and the national government. The group King Giddra, for example, has a song called "911," which uses images of Hiroshima's ground zero after the bombing as a way of rethinking ground zero New York. The group Rhymester raps about America's hypocrisy in always telling Japan to "follow the path of peace" but then starts bombing Baghdad. By the same token, they see the Japanese government as little more than "yellow Uncle Sam."

Many rap artists are addressing other aspects of Japan's changing society, from women trying to find a place in a patriarchal society, to rappers questioning the failure of the economy, to criticism of the pornography industry, youth violence, and drug abuse. There is plenty of Japanese rap that tends to light and poppy, or even pseudo-gangsta and tough, but there are also some of the most striking alternative voices in Japan appearing in Japanese hip-hop music.

Can you describe something of the research process that went into this book? How

were you able to get such access to the Japanese hip hop world?

Fieldwork is an amazing thing. Going to the nightclubs week after week, month after month, over a year and a half (1995-97), formed the basis of my research. There I met the musicians, record company reps, magazine writers, organizers, and all manner of fans, from the deep b-boys and b-girls, with their hair and clothes just so, to the "first-time checking out a club" kids. It was clearly the interaction among these groups that built the hip-hop scene, from the largely underground scene it was then, to the expanding underground and mainstream elements that have developed today.

Hip-hop clubs in Japan are active from midnight to 5 a.m., with the live show happening around 2am, well after the trains have stopped running for the night. That means everyone is stuck at the club to the first trains around dawn. This turned out to be a boon for fieldwork. By 3am, most of the people had told all the jokes and stories and gossip they had to tell to their friends already, and many people were willing to come up and find out what this gaijin (foreigner) with a notepad was doing there.

Access to the hip-hop in Japan kept developing over the years following during periodic trips to Tokyo once or twice a year. Over time, I got to know some of the artists more personally. Watching their careers change and develop over almost the 10 year span of the book's research meant that I could see the struggles of artists coping with a quixotic pop world, where youthfulness is highly valued.

Something curious must be going on with race as an African-American music form gets taken up in an Asian culture where there are relatively few black people. What do you see as the racial politics of Japanese hip hop?

Race is very important for understanding hip-hop in Japan. Young Japanese (and many white Americans, too, I would add) are drawn to the "blackness" of hip-hop, most visibly in the clothing styles, hair styles, but also in a widening sensibility towards a particular musical style, born of verbal dexterity and polyrhythmic nuance, as well as the creativity involved in sampling and remixing.

The images of African-Americans in Japan tend to reinforce stereotypes, and hip-hop can be viewed as one of vehicles for these stereotypes. But at the same time, the fans who get more deeply into the music and culture are forced to deal with questions of race, questions of where Japanese fit into the matrix of white and black, questions of how Japanese racial nationalism still influences the ways resident Koreans, Ainu, and Okinawans have been treated historically, and how they are treated today. In these ways, the impact of hip-hop on racial attitudes has been complex, at times contradictory, but, I believe, generally among hip-hop fans, moving in some right directions.

Your next project has you examining anime and manga more directly. What can you tell us about this new project?

My new book project is called Global Anime: The Making of Japan's Transnational Popular Culture. I'm interested in "the making of" anime culture as an entire global circuit of media production. I spent the summer of 2006 in several Tokyo animation studios, primarily Gonzo and Aniplex, but also with visits to Ghibli, Sunrise, Aniplex, Studio 4 Degrees C. and others. I observed the collaborative creativity that goes into anime production, how they divide the process - characters, premise, worldview - and how the ideas about creativity become enacted, actually made real, through the daily practices of making anime, frame-by-frame.

To me, Japanese anime provides an important, non-Western case study of the ways media goes global, both by speaking across cultural boundaries while retaining a kind of cultural difference (have you ever seen so many giant robots or transforming schoolgirls?). Anime's connection to the world of Japanese comic books, woodblock prints and ancient picture scrolls is often deemed sufficient to prove a kind of cultural particularity, but at the same time, the development of Japan's anime industry was closely linked to American comics, Disney and other pioneering cartoon creators.

I also explore the ways anime fans, first in Japan and then overseas, have been integral to the expansion of anime culture. Too often we are told to "follow the money" when we analyze media production, but what I see is that the money follows the creativity of artists who are able to capture audiences, and, at the same time, audiences can rescue lost gems in ways that many entertainment companies seem not yet to recognize. By looking at the case of Japanese anime, I believe we can come to a deeper understanding of national differences and global synergies, the evolving worlds of media, digital technology, and the ways artists, fans, and businesses interact.

How has this growing interest in "Japan Cool" impacted the study of Japanese

language and culture in the United States?

The idea of "cool Japan" really took off with the publication of journalist Douglas McGray's 2002 article "Japan's Gross National Cool" in Foreign Policy magazine. He argued that Japan had become a "cultural superpower," despite a decade-long recession that began in the early nineties. It has also changed the attitudes of American's interested in Japan

In the eighties, when I began studying Japanese language in college, my classmates tended to be Economics majors who planned to make a killing in international trade. They wanted to know how to bow and hand over business cards, but seldom seemed interested in Japanese history or culture Today, the majority, though not all, students of Japanese language and culture are drawn to Japan because of their experience with anime and manga. They are more interested in the culture, history, religion, and educational system of Japan. To me, it's a much more interesting group, more broad-minded, socially aware, and intellectually curious.

Some Japanese policy makers view the overseas interest in manga and anime as a vehicle for "soft power," political scientist Joseph Nye's term for political power that follows from the attractiveness of a nation's culture and ideals. I think the effect is in fact different. Manga doesn't convey "power" so much as it provides an entryway to a larger world, but one that is clearly conflicted and contradictory. The real power of popular culture is make stereotypes seems less compelling, and to force us to ask more complex questions about cultural differences.

Why do you think anime and manga have succeeded here while Jpop has largely

failed to generate the same level of interest?

I give American anime fans a lot of credit for driving the interest in anime through devoted, unpaid efforts to make the media available. In the eighties, they used VCRs, and today it's fansubs online through sites like www.animesuki.com.

Manga in Japan are such a powerful media because of the intense competition among manga artists. The largest weekly magazines carry about 15 serialized stories. Each week the publishers received about 3000 postcards, which list three most interesting and three dullest stories. A few weeks' of poor grades, and dull stories get cut. The manga stories that have survived for years are the ones that have maintained their edge. The fact that it is easy to read manga for free in convenience stores or borrowed from friends also means that fans are exposed to a lot of different manga and thereby become more sophisticated judges as well.

I think record companies in Japan haven't made much effort to break into the US market in part because US prices are about half that of Japan's, so they feel they won't make money. From the American perspective, Japanese CDs are simply too expensive, running about double the price of US albums. Both sides of the equation limit the flow.

Reading the UpFronts: A Conversation with Media Analysts Stacey Lynn Schulman and Alex Chisholm

Last week, I previewed a CMS course description for the fall 2007 semester, Quantitative Research: Case Studies in the fall 2007 Television Ecosystem. As a follow-up, Alex Chisholm and Stacey Lynn Schulman, the course instructors, started a dialog around some of the dominant issues in the television marketplace as they create the syllabus. Much of the discussion here follows upon the recent upfronts, an annual event during which each of the networks announce their plans for the coming television season. Their perspectives illustrate both the urgency of change and the breadth of historical perspective these two will bring to students at MIT this fall. Characterizing the State of Primetime Television Performance

AC: This year's television season was, at best, lackluster. Despite some really great promise, especially with the arrival of many new and expanded extension strategies, there wasn't much to get excited about. Viewers either tuned in or didn't show up at all -- there didn't seem to be much of other networks catching the "run off" when a proven or presumed hit didn't deliver. Even juggernaut hit American Idol ended the season down in year-to-year ratings despite a strong early showing. Ratings that used to guarantee a show would be cancelled (anywhere between 4.0 and 6.0) are now regarded as highly respectable (the CW seems to be sustaining a business with shows averaging 0.5-2.0). At face value it seems that the sky is falling...

Meanwhile, with DVRs, online extensions, iTunes downloads, and advertiser-supported streaming video at network sites, we're seeing a significant shift in how people consume television content. While actual numbers aren't available because they're proprietary,

I believe that during the Tuesday and Wednesday following the broadcast of the Heroes series finale, NBC set a network record for the total number of page hits and video streams it served. Heroes was arguably the biggest new hit of the season.

SLS: The current season's performance is actually part trend, part business-as-usual. Keep in mind that new season successes are few and far between -- very few shows make it past the 4th quarter (October - December) and even fewer are picked up for the next season. Each year around this time I present the new season to advertisers and make the same point -- networks are in first place this year with ratings that would have left

them in third place just a year before ... and what constitutes a "hit" is relative to the network (i.e. CW). This trend is unavoidable in a fragmented entertainment market where the average home receives 102 channels. So, these observations have been fairly standard in TV analysis over the past 15 years. In the past, the industry has blamed cable as both thief and benefactor of disenfranchised network TV viewers. What is different about this past season, as Alex correctly points out, are new challenges facing programmers in a universe of time- shifting and on-demand viewership. Nielsen reported in April that DVR penetration had reached nearly 18% of the TV population and networks began full-force efforts to provide multiple viewing windows on air (in repeats) or online (on demand) throughout the season. Subsequently, the "live" TV audience for many established hits appear to be waning - and new shows are being

sampled, but in totally new ways. Unfortunately, without good cross-media metrics, we still can't tell whether the online (or alternative view) audience is the same or different from the TV audience ... and if their viewing once or multiple times. Here the question of actual audience size comes down to an old metric of reach and frequency ... how much of your audience is unique or unduplicated? And which environment is better for advertising - one in which you CAN skip the ads or one in which you CAN'T?

Look at how HBO's long-awaited final season of The Sopranos has declined every week from its premiere. The network wants to explain it away by the multiple windows they're

providing throughout the week to catch the show (on air)... but one has to wonder whether the bloom is far off the rose when there is significant audience erosion on the first original airing each week -- clearly not a water- cooler event!

Programming and Scheduling Strategies in a New Media World

AC: Last year was my first chance to attend all of the network upfronts. As a "newbie," I found the whole experience to be fairly entertaining and very much like what I've seen at other "pitch fests" such as the old E3Expo, the Consumer Electronics Show, and Macworld. It was a challenge to focus on what was "new" and what was "business as usual" (or "business in crisis"). I remember being excited by the amount of time NBC had spent on their digital strategies and then was disappointed to see that presentation slammed so badly in various media and financial reports through the rest of the week. What did I know? Given the way that last year's television upfront presentations were pitched -- new shows, mid-season replacements, lots of promos that started as early as last May -- and the reality of what happened during the year, I started to seriously question how much longer the traditional "season" of September to May is going to endure.

Two years ago, Prison Break was introduced in the late summer and has gone on to do very well. Last summer, The Closer became the highest premiering cable show ever in June. This year, ABC didn't premiere one of its midseason replacements, The Traveler until May. NBC pulled the plug on several shows within three weeks of premiere this year, while ABC was criticized by angry fans of both Desperate Housewives and Lost for the long periods between the airing of original shows, which were held to artificially inflate sweeps periods. Even Heroes, which has been a breakout, still could not give NBC a full victory on Monday nights when Nielsen data was analyzed; it helped NBC win the night during the fall and early winter, but it's not been able to bolster the network's programming through the spring, where it repeatedly lost the night to ABC (Dancing With the Stars) and Fox (24 and Prison Break).

SLS: In Gail Berman's last year as the head of entertainment for FOX television, she unveiled a progressive plan to move out of the traditional season and develop year-round

programming. That year, the FOX presentation stood out among others as the most confusing and complicated schedule ever presented. Not only was the industry confused, but so was the audience. The experiment failed miserably and Gail left to helm Paramount before the season was completed. Regardless, I applauded the effort, having proven through audience research that cable gained significantly in periods where the broadcast networks aired more repeats of established series. Sweeps stunts have been diminishing over the years - and this is an issue we will cover at some length in the course. The existence of sweeps is largely to gauge and set ad rates for individual stations in markets where there is not continuous measurement. Complicated network affiliate agreements that involve station compensation by the networks are at risk - and one might argue that digital viewing windows for content strain the relationship even further. While stations - owned or affiliated - pour millions into upgraded station equipment for HD transmission, their back-end is less and less secure...

The issue here is thus a good economic exploration of the business on multiple fronts. It costs a lot of money to produce television series, particularly fictional (although non-fiction costs are significant for series like, Survivor). It's not possible to produce the same quality of content every week of the year.. and networks depend on repeat windows to actually break-even on the cost of producing shows. When the FCC repealed the Financial Interest in Syndication Rules in the early 90's (which led to the expansion of the FOX network and the launch of the WB and UPN networks among other things), most believed that networks would take financial interest in the series they picked up for the schedule - and would thus benefit financially in the lucrative syndication marketplace. While we do have a much greater portion of the schedule owned by the networks (an increase from 20 - 60+% over the past 15 years), the declining trend of success and new digital distribution streams have significantly limited the syndication windfall. Three years ago, John Wells pre-empted the network in canceling his own series after only a handful of episodes, knowing full well that the cost of production would never be re-gained because the network would soon shut them down and there would be no pot of gold in syndication. And while the promise of digital distribution is tempting, no one has figured out how to properly monetize it and keep digital rights issues in check at the same time.

AC: My sense is that the traditional "tent-pole" programming strategies of creating an entire evening for a particular audience or demographic target have eroded dramatically in the past few years. It's hard to sit down and commit to one network's slate of shows. During the research we did around American Idol a few years ago, when I observed a single family week after week during the winter and spring, it was interesting to note that the minute the show ended, the kids were chased from the family room so the parents could settle in for 24, which was then in its second season, I think. The parents didn't necessarily watch American Idol with the kids, but rather entered the room 15 minutes before the transition to prepare the kids for the "chase." During our regular "design squad" research groups with about 65 teens for a "news for education" project this winter and spring, only a handful reported that they watched any television at all -- most surfed for entertainment content online, especially YouTube.

SLS: The bonds created by good audience flow are definitely diminishing, and yet, when we look at audience viewing clusters, we typically find that the shows which hold

together the strongest are those which fall on the same night on the same network. These bonds confound our common sense further because their linkages are stronger than linkages of genre. So there is a significant population of couch potatoes out there who settle into a night of TV, on basically the same channel. I believe that this is a phenomenon that may be explained by both generational and lifestyle gaps. A frequent urge in the media community is to want to study the habits of teenagers and young adults in order to forecast the eventual behavior of the population. While I agree that younger folks grow up in different circumstances and bring new expectations to experiences with technology (how long do I have to wait for x?), the life factors - children, job pressures, physical exhaustion, etc... provide a balancing factor (of how much we don't know) to the technological glee of earlier behaviors. Also, one of the hardest things to do in evaluating programming is to remove yourself from the audience and consider the overall complexion of the nation ... it may not be appealing to you the analyst, but it really plays in Peoria... It's the same with new technologies ... rapid adoption in some sectors doesn't always balance out laggard adoption rates in others...

On Changing TV Business Models...

AC: This year's upfront presentations were reportedly lean and mean, suggesting that all networks learned some lessons after last year's bloated and extended pitch fests. I didn't attend any but followed events and announcements on blogs and through popular and

industry media while I was traveling. Both TV Week and Variety reported that many in the industry thought the length and pitches were just right, a good compromise between total glitz and eliminating the upfront presentations altogether. The general observation is that television executives, long considered immune to criticism of excessive glitz in the business world, are now having to tighten their belts and be held more accountable for the businesses they steward; it seems the message that television executives need to respond to shareholders not just studio and network chiefs, has gotten through (General Electric, for example, constantly needs to "qualify" earnings per share limits given NBC Universal's performance; and, last year saw Viacom split CBS from its cable operations).

SLS: While certainly longer than this year's pitches, last year's bloated pitch-fests were actually shorter than years past... when I first began in the business each network presented for three-four hours a piece... and some of them were still doing that as of

last year. The debate around the upfront presentations is actually just the easiest target to hit first. What the industry really wants to debate is whether there should be an upfront marketplace AT ALL. Some marketers like J&J have taken strong positions to step out of the market, opting instead to negotiate throughout the year in the scatter market. Others are tried and true believers in the power of television. What becomes interesting is how we define "television" and whether marketers are best served with upfront dollar commitments to take advantage of new bells and whistles ... or not...

AC: The ouster of Kevin Reilly as head of NBC Entertainment over the Memorial Day weekend is perhaps the most immediate sign of how turbulent things have become at the "longtime-first-place-now-fourth- place" network as executives scramble to optimize development and business models. Reilly was released less than two weeks after the upfronts at a time when he should be one of the biggest champions of the new season's schedule and potential. Ben Silverman, owner of the company that produces The Office and The Biggest Loser for NBC, will replace Reilly, a sign that NBC is committed to following through on a strategy to create slates of reality programming across the board for the 8:00-9:00 p.m. and focus on high- quality dramatic/comedy program for 9:00-11:00 p.m. - Jeff Zucker outlined this strategy in October 2006, even before he rose to CEO. This strategy is having a ripple effect across the networks.

Indeed, only Fox touted a new comedy this year as a big chip in its line up ( Back toYou with Kelsey Grammar and Patricia Heaton); the rest of the networks buried anything new as replacement fare and actually cancelled most of the 30-minute sitcoms that

premiered and failed to impress this past season. What implications do business realities have on the development of new creative content? I'd love to do some case studies on how economics have long been part of the "culture machine," from Shakespeare's work at The Globe to Dickens's publication of stories in serial form in Victorian papers. I want to show that this business influence doesn't so much create a crisis of creativity but forces artists to, well, be more "creative," that it's not simply a matter of producing "art for art's sake" in many instances.

SLS: The ups and downs of entertainment executives is just part of the cycle... most don't last more than than 2-3 years (better than CMOs of late, but not by much). Ben's

appointment is interesting having grown up out of the talent agency business in London and making his mark by successfully importing formats to the US. This is a 33 1/3 proposition -- sometimes it really works (American/Pop Idol), sometimes it works marginally (The Office / Ugly Betty - critically acclaimed, but not a MASS audience

vehicle or time-period winner) and other times it disappoints (Big Brother - never as big as European success, Coupling -- ugh, remember that?). It will be interesting to see Ben in a true development role that isn't about harvesting success across the pond, but

is steeped in real scheduling and programming needs... Zucker's strategy wasn't exactly played out in the schedule that was announced, either... The creativity case studies are an excellent idea on Alex's part .. particularly in recent times relative to the FinSyn Repeal and the jockeying for schedule slots among Independent and Established producers. As networks demanded financial interest in order to get picked up, more independent voices emerged because established ones wouldn't play. Only the most celebrated producers and show-runners could make demands over the last 15 years creating a marketplace of hi and lo- end talent exposure with very little middle...

On Capitalizing on Fan Forums

AC: Finally, another interesting development this year was the acquisition of Television Without Pity by Bravo, an NBC Universal cable network. It will be interesting to see if the neutrality and honesty -- the brutality we've come to know and love -- of the site will be retained as NBC "absorbs" it into the machine. I'm concerned, especially since we've seen other really cool sites wither as they are consumed by their conglomerate owners. Still, it will be great to see what the Aggregated Television Fan Site 2.0 looks like when the next "buzz" site pops up as the answer to what TWOP used to be.

SLS: Totally agree. Lame way for Bravo to capitalize on the fan movement without putting the work in to create it organically for themselves... but a great asset if NBC leaves it alone and mines it for insight, but I doubt they'll go that route...

Our Course

AC: Stacey and I have worked together, along with Henry and others at MIT and in New

York and Los Angeles, to explore new ways to evaluate audience engagement with media content. It's been a great partnership because we bring some very complementary perspectives to bear on both the quantitative and qualitative research methods needed to better analyze what's happening in the market. We're creating a course syllabus and lab experience that will, we hope, immerse students in the fall 2007 television season in a unique way, celebrating the great new content to come to market, critically evaluating what's not working, and exploring the business issues of the successes and failures as they emerge in real time. Hope to see some folks in the fall. If you're not able to take the course at MIT, we may open our Facebook group to a larger set of networks for people to engage in our online conversations. As they say, please stay tuned!

SLS: Having spent so many years in the television business, it's hard to take a step back and have an "outsider looking in" perspective. The only way to do that is to explore the landscape with great thinkers like Alex and Henry -- or get out of your market altogether and observe how other cultures do it. This course is going to give a strong foundation in the metrics and processes that make the US TV market work today while simultaneously inviting students to challenge what has developed as business-as-usual - all with the tapestry of the network TV fall season to draw from. We hope you'll be a part of it!

If you have comments on the above dialogue or questions for Stacey or Alex, you can

e-mail them directly to or .

==========================================================

Stacey Lynn Schulman is CEO, Chief Insight Officer of Hi: Human Insight, a media consultancy practice that specializes in unearthing insights that drive better connections between consumers and content. A recognized expert in fan culture behavior, Ms. Schulman was the president of The Interpublic Group of Co.'s fully-dedicated Consumer Experience Practice through January 2007. The practice advised marketers on how to effectively connect with consumers in the evolving media landscape, conducting proprietary research across the wide array of business sectors that reflected Interpublic's client roster. Insights led marketers to better understand the essence of the consumer experience in three distinct areas - brands, media technologies and content. Clients benefited from insight on emerging trends as well as customized advice on how to communicate with the consumer of the future.

Prior to her appointment at Interpublic, Stacey served as executive vice president, director of global research integration for Initiative, a media agency within the Interpublic family. Stacey was a key member of the global research team and applied her broad research skills to a wide array of critical research issues, with an emphasis on understanding consumer media behavior. She joined Initiative in August 2001 when TN Media merged with Initiative. Stacey played an integral role in Initiative's exclusive research partnership with the Massachusetts Institute of Technology (MIT), which resulted in breakthrough research on a number of key industry issues, including consumer behavior, interactivity and media convergence.

Before joining TN Media in 1997, Stacey conducted television and print research for D'Arcy Masius Benton & Bowles (DMB&B) while concurrently earning her master's in media studies from New York University. Stacey began her career at Katz Communications after completing her undergraduate degree from Northwestern University. At Katz, she conducted programming and local market research before moving on to spend several years at CBS.

Stacey is a former president of the Radio and Television Research Council (RTRC) and is a member of the Media Rating Council (MRC). Widely respected in the industry, she is routinely quoted in trade and consumer media outlets, and regularly appears on CNN, CNBC and FOX News Channel to discuss media trends. Stacey was honored in 2005 as a "Wonder Woman" in the cable industry by Multichannel News, one of the cable industry's most prestigious awards. In 2005 and 2003 she was named the most quoted executive in the industry by Advertising Age in the publication's annual "Media Talk" survey. In 2004, she was inducted into the American Advertising Federation (AAF) Advertising Hall of Achievement, the industry's premier award for outstanding advertising professionals under age 40. Stacey was the first research professional to be inducted into the Hall of Achievement in the AAF's history. Also in 2004, Stacey was named "Media All Star" in the research category by Mediaweek. In 2003, she was honored as a "Media Maven" by Advertising Age. In that same year, Stacey was profiled in Crain's New York Business as part of the prestigious "40 Under 40 - New York's Rising Stars" feature.

Stacey maintains an alternate career as a studio vocalist lending her voice to various projects in the New York City area. She resides in Harlem.

Alex Chisholm is founder of [ICE]^3 Studios, a media research and development consultancy that creates transmedia entertainment and educational properties, and is currently developing several projects with NBC News, NBC Olympics-Beijing 2008, and The Children's Hospital Trust. As Co-Director of the Education Arcade at MIT, Chisholm manages a variety of "games in education" projects, coordinates university-industry partnerships, and produces MIT's Games in Education conferences.

Previously, he organized the NBC Olympics Presents the Visa Championships-Torino 2006,

an "Olympics for the rest of us" experience that ran alongside NBC's coverage from Italy. As part of his ongoing work with MIT Comparative Media Studies and as a contributor to The Expression Lab, a research partnership with Interpublic Group's Consumer Experience Practice, Chisholm co- authored the third in a series of papers on the "expression," a new research model to better define consumer engagement with content across today's multiple media channels; this work was presented in Shanghai at ESOMAR's Wordwide Multi-Media Measurement Conference and was awarded Best Paper honors (June 2006).

Over the past seven years, he has collaborated on research, product, and program development with Microsoft, Electronic Arts, Sony Pictures Imageworks, Interpublic Group, LeapFrog, NBC Universal, Children's Hospital Boston, and the MacArthur Foundation. While Director of External Relations and Special Projects for MIT Comparative Media Studies between 1999-2003, Chisholm oversaw creative development efforts and research with the Royal Shakespeare Company, producing a computer game concept inspired by The Tempest, and managed research with Initiative Media around American Idol; as part of this work, he co-authored the first two papers on the "expression," which were presented at the ESOMAR/ARF Audience Measurement Conferences in 2002 (Cannes, France) and 2003 (Los Angeles, California).

Chisholm is the author and producer of Earthen Vessels, an independent storytelling project that emerges from a novel, film, and web site. He is currently working with

Sarah Smith, author of Chasing Shakespeares, to adapt her novel to the stage. Chisholm earned his B.S. in General Studies from Cornell University.

Switching Channels: Branding Network TV in an Era of Mass-less Media (Part Two)

Yesterday, we ran the first part of an essay written by Sloan MBA candidate Eleanor Baird about the current fate and future branding of network television. Baird's work calls attention to shifts in the ways that networks measure their audiences, shifts which are going to be played out in dramatic ways as the networks launch their new season this fall. A team of MIT students -- graduate and undergraduate -- will be monitoring closely the week by week fluctuations in viewership figures and the ways that the networks are adjusting their programming strategies and branding practices in response. Here's the description of the course, which would be open to students from MIT, Harvard, or Wellesley, thanks to our various exchange programs. I hope to report on some of their findings here throughout the term.

Quantitative Research: Case Studies in the Fall 2007 Television Ecosystem

Alex Chisholm and Stacey Lynn Schulman

As creative development and business models change for television and cable networks making the transition from broadcasting to a mass market to immersing viewers in content across digital platforms, new opportunities to engage audiences in more meaningful ways are emerging as quickly as the underlying businesses that support production and distribution are outgrowing traditional valuation metrics and advertising currencies. There is a significant disconnect between what we know and can price versus what we're learning and where businesses are headed in the years to come.

Using the Fall 2007 television season as a basis for discussion and exploration, this seminar and lab course are designed to introduce students to the research metrics and business issues associated with broadcast and cable television, as well is with a variety of digital content extensions across web, mobile, and other platforms, all intended to create additional revenue streams while engaging audiences. In the lab, students will apply their learning to an analysis and revenue forecasting exercise for the television season as it unfolds in real time. The goal of the course will be to enable students to explore new ways of thinking quantitatively as we attempt to bridge the gap that currently exists between the known and unknown.

Our aim will be to begin the course with summaries of the networks' annual "upfront" presentations and programming strategies, immersing students in the creative and strategic pitches of the four major networks and explaining the corresponding business/programming rationale behind the new fall TV season. Then, in subsequent weeks, students will be introduced and become fluent in the mechanics and intricacies of rating points, Nielsen ratings, and other data to help understand the programming and business (e.g., marketing, advertising pricing inventories, sweeps strategies and case students, etc.) of the season as it progresses through the fall. Students will also be introduced to emerging strategies and tools to analyze "buzz" and other online behaviors -- such as online video viewing, iTunes purchases, etc. -- that now enable networks to better understand the "total" audience for their shows. While the course will focus on quantitative research methods and analysis, connections will be made to some new qualitative strategies and methods. Guest speakers from the major television networks, production companies, and advertising agencies will complement seminar discussions and readings.

As part of the weekly lab, students will work in teams representing the major television networks to "forecast" what the networks might and should do to revise their programming strategies and re-price their advertising inventories over the course of the fall season. The lab is supplemented by an online discussion/wiki where student teams will collaborate and collect data.

Stacey Lynn Schulman is CEO, Chief Insight Officer of Hi: Human Insight, a media consultancy practice that specializes in unearthing insights that drive better connections between consumers and content. Through January 2007, Ms. Schulman was the president of The Interpublic Group of Co.'s fully-dedicated Consumer Experience Practice, which advised marketers on how to effectively connect with consumers in the evolving media landscape. Widely respected in the industry, she is an award-winning professional who is routinely quoted in trade and consumer media outlets, including appearances on CNN, CNBC and FOX News Channel to discuss media trends.

Alex Chisholm is founder of [ICE]^3 Studios, a media research and development consultancy that creates transmedia entertainment and educational properties, and is currently developing several projects with NBC News, NBC Olympics-Beijing 2008, and The Children's Hospital Trust. Over the past seven years, he has collaborated on research, product, and program development with Microsoft, Electronic Arts, Sony Pictures Imageworks, Interpublic Group, LeapFrog, NBC Universal, Children's Hospital Boston, and the MacArthur Foundation.

Now for Part Two of Baird's essay:

Switching Channels: Branding Network TV in an Era of Mass-less Media

by Eleanor Baird

Digital downstream

Even if audiences are not planning to sit in front of a network television affiliate for hours on end, networks hope, as they probably always have, that the consumer will be at least be engaged with the some of the content and keep coming back for more. The interactive, on-demand nature of the Internet seems to make it a natural medium for audience engagement for a consumer who could access the content from a wide variety of channels at a variety of times. Network executives and programmers hope that enhanced and more interactive experiences through the "ancillary channel" of the Internet will increase retention, engagement and, time spent viewing the show and related content and ultimately, revenue going back to the original program source. With a network branded site, this strategy is another opportunity to have consumers interact with the meta brand

Caldwell argues that television styled itself a "pull" medium, while bidding to make the Internet a "viable 'push' medium" . The relationship between television and Internet may seem natural and complimentary in this way, but it is problematic in others, requiring the interaction of content created by a few and consumed by many to adapt to a medium where greater participation in consumption and production of the content and flow are the norm. Moreover, this relationship has implications for a network trying to maintain a clear brand identity in an environment where users expect to be able to repurpose content in ways that the producers may never have intended. In contrast to television, this medium gives the network far less control of the image of both the sub-brand (the content) but also the meta brand, then context in which the sub-brand is experienced (the network).

So, although consumption of digital content may engage the viewer more, there is no guarantee, given the nature of the technology and the norms surrounding it, that the engagement will be with the network brand, the show's sub-brand, a combination of the two, or other factors entirely. That said, a recent study suggest that, if presented through a number of media channels, network affiliation awareness seems to grow stronger, echoing multiple studies on marketing messages and consumer retention.

Although there is certainly potential for branding and revenue generation online, interactivity is not the silver bullet that will save the networks from a consumer standpoint either. Various companies have tried to launch costly interactive television initiatives since the 1970s, all of which failed because they overestimated the audience interest in the service.

The public's interest in interactivity does not seem to be much better for network websites. Even though the vast majority of homes have a television and Internet penetration in U.S. households is quite high, there are estimates that as little as 5% of broadcast networks' viewers actually watch streaming video, in contrast to the 15% of cable channel viewers who do. A recent study of cable network website users found that they enjoyed using the website, but did not see it as the "Internet brand of the network" or as a "functional alternative to television". In fact, the usage of the cable television websites was heavily dependent on if they had been mentioned on air - a factor that accounted for about two thirds of visitors - and, not surprisingly, the popularity of a cable network's website mirrors the popularity of the network's broadcasts.

This raises the question of the utility of focusing branding efforts on these channels at all. If the users are highly engaged "content junkies" who usually learn about the site through watching television anyway, is network brand development online a worthwhile area to explore?

Re-run or Pitch: Anything new?

One could argue that the current challenges facing the networks are nothing new. Viewership and ratings of network television have been in decline since the introduction of cable television channels and the VCR; network primetime share of the TV audience Network prime time viewing shares have dropped from over 90% in 1979 to about 50% in 1998, the same year the four networks' season rating slipped to 36%. The growing ubiquity of advertising in everyday western life and the issues that raises first drew comment in the mid-1800s, and many of the "new" advertising ideas, from the single sponsor to the commercial-program integration were used in TV's earlier days. Hand wringing about the propensity of consumers to skip advertisements on television began as early as the 1950s and 1960s when articles appeared in the popular press on how to "zap" commercials with a remote.

Going with the flow

If we take the opposite view, that these changes are significant and, as some have argued, we are living in a "post-network" or possibly even "post-television" era , where traditional channels will become obsolete and consumers will be left to their own devices in selecting the content they want to view. Although sensational and interesting to contemplate, these scenarios would not be consistent with the evolution of media where, as Henry Jenkins argues, "once a medium establishes itself as satisfying some core human demand, it continues to function within a larger system of communication options". This outlook would also be inconsistent with the current and historical behaviors of "mass" audiences who have been known to vary widely in their adoption of new technology and consumption habits, as we have seen.

If the latter case is true, how can television, and more specifically the networks, adapt to a brave new world that includes not only cable, and DVRs but digital distribution channels and an audience that wants more and more control over what it watches and when. If content is indeed king, where do broadcast networks fit in, and how do they keep their advertisers happy and revenue streams flowing?

The answer seems to be in stealthy advertising and broad diversification. John Caldwell argues that television is going through a rhetorical shift that directly reflects the industrial context and reality in which producers and distributors now find themselves. Productions are "content", not "programs", that media companies are now "repurpose[ing] and "migrating" to "platform[s]". As Sumner Redstone, Chairman of Viacom, a media conglomerate explained the company's philosophy in 2004: "What advertisers buy is platforms to get their brand promoted, and we've got four platforms for them [broadcast TV, cable TV, billboards, and radio]...[w]e're everywhere, because in this day and age you have to be where the advertisers need to be."

Unfortunately for the broadcast networks, the shocks of industry deregulation in the 1980s allowed "emerging media conglomerate were reaping the benefits of vertical integration in the cable landscape, but the broadcast networks were precluded from doing the same thing." When regulations changed again in the mid-1990s, a there was a "phase of frenzied merger and acquisitions activity characterized by an unprecedented commitment to vertical integration and 'synergy'" for broadcast networks, including extensive re-branding campaigns when the quality and familiarity message did not seem to help get an audience.

The new multi-platform, on-demand universe of repurposed channels and content disrupts Raymond William's concept that flow, sequences of items in a programming lineup, is a defining characteristic of television as a medium. Without the ability to control flow, broadcast networks - lacking the strong viewer identification and brand strength common to cable - seem to be in danger of loosing relevance as a medium or distribution channel and moving further and further into content production and promotion of engagement with a stable of content sub-brands.

Much has been written about brand extension and dilution. Most relevant for networks, however, are the risks and benefits associated with having a strong meta brand. Consumers like consistency and predictability. The more consistent, predictable and good a sub-brand, the more it would benefit from a strong meta-brand, and vice versa. If the meta-brand is weak, there is much more latitude to experiment, but no chance to benefit from a strong meta brand and market reputation for a certain competency or style. One 1993 study found that "when a firm systematically introduces brand extensions consistent with a broader, more superordinate product category, it not only modifies the brand's core business definition but also enhances the brand's ability to accommodated more and diverse extensions." Therefore, a strong network brand could actually help a broadcaster expand and diversify its offerings and protect it from some of the risk associated with new shows in an inherently risky industry.

As we have seen, advertising revenue and audiences have fallen, despite the desire to consume network television programming. New technologies for circumventing the push towards traditional network television "appointment viewing" are clearly causing some loss of revenue. However, even though lost revenue from piracy and illegal downloads online is difficult to estimate, these new technologies do not seem to have as great an impact on the networks as the advent of cable, still their main competitor, or industry consolidation in the 1990s.

If this is indeed the case, this moment in time may be a key opportunity for networks to establish themselves as meta brands and ensure that viewers identify with the channel and the product before cultural practice aligns itself more with the available technology.

Hustle and Flow - Network branding analysis

As the stage has now been set, and the larger issues in network branding addressed, this part of the paper will be devoted to an analysis of branding practices of the four U.S. networks from the mid-nineties until the 2007 upfront presentations.

Essentially, there are two models of network branding in use by these four players: the flow, or push, method and the hustle, or pull, method.

The first method of network branding, used by ABC, and NBC and FOX to a lesser extent, is what I would call the flow model. It relies on the traditional channel, the broadcast network to push content to the viewer, but uses a branded online presence as a secondary opportunity to engage the viewer in the content, but with the ongoing presence of the network brand in the virtual space. This approach is not about holding back content, but retaining control over how it is accessed by users outside of the television medium.

TV Week reports that ABC and NBC have worked aggressively to drive visits to their branded websites, largely by providing high volumes of content quickly in a single place. From September 2006 through February 2007, ABC.com and NBC.com were almost tied in first place with about 9 million unique visitors each per month, trailed by CBS.com with 5.5 and Fox.com with just 3.7 million, according to Nielsen Net Ratings. NBC and FOX have announced that they will collaborate to launch a yet unnamed content delivery site this year.

Where the three networks diverge is in their emphasis on event programming versus branding campaigns to encourage "appointment viewing". For example, FOX has relied on long-running programs American Idol to fuel some of its rating power. A true event program, Idol has been able to command huge premiums on advertising time for six seasons. FOX has released its content gradually relative to competitors, and has fewer 'high concept" programs like Heroes or Lost, which tend to drive online ratings by virtue of their complex story lines and serial narratives that prompt viewers to seek out information outside of their regular TV viewing time. FOX is the top ranked network in the lucrative 18-49 demographic, with a brand that has been described by one executive in as "noisy, inventive, [and] talk[s] with viewers not at them", which "transferred into Fox's new on-air look, characterized by bold type, kinetic footage and distinctive color palette."

ABC and NBC have also both created flow-based marketing campaigns to brand their content on television.

Perhaps the more well known was NBC's "Must-See TV" campaign that made the network's Thursday "clearly the most watched and most profitable night in network television during the 10-year use of the line". It was flow-based because it promoted a sequence of shows rather than a single piece of content as a weekly event. This enabled the network to leverage its own meta brand and program in a rerun and sometimes new or weaker shows with the support of proven hits.

Nancy San Martin also argued that the line-up had an internal logic, that "naturalizes and reinforces a traditional narrative order- providing a readily discernible beginning, middle and end" and thus encouraged viewers to stay tuned for the entire programming set. In the midst of the "Must-See-TV" era, the network launched the NBC-2000 campaign to bring errant affiliates, and their viewers, into the fold by presenting the organization as one big family. Although the network is lagging in the ratings, Mike Pilot, President of Ad Sales, recently said in an interview that "[y]ou have to believe in our heritage [brand] and that programming success is cyclical and we'll get back to a great place", adding that the Thursday night slot was (still) the one they would focus on. The network, perhaps to hedge against its aforementioned DVR woes, has invested in both TiVo and ReplayTV.

ABC has employed a similar logic to promoting its whole lineup, although it takes a much broader, less time-dependent approach and uses themes that are more abstract and popular music to create a meta brand. The "Yellow" campaign to promote the network's entire fall lineup several years ago, using the color, a set of clever taglines and a popular coldplay song to promote itself, the channel, as a sense of irony and ultimately a fun destination rather than just a position on the dial. This season, the network has been promoting their lineup under the title "One", using a Mary J. Blige song by the same name in spots, this time emphasizing "[t]he idea...that our shows bring people together, so the network brings people together." Mentions were made in the press of ABC's core demographics in articles about the 2007 upfront presentations, with one writer at Variety referring to them as "the most upscale-skewing of all broadcasters" and a writer for the LA Times blog referring to ABC's colorful and female skewing brand .

If the "flow" approach employed by ABC, NBC and FOX is a push strategy that involves a branded digital content experience, a branded look and feel and an emphasis on events or flow programming, the "hustle" approach of CBS is almost the opposite. Unlike the other three networks, CBS has not had a recent clear brand-building campaign for its flow on the air or huge content successes. What is interesting about CBS, and why I called this the "hustle" model, is that it has been relatively aggressive in shopping out its content using a much more scattershot approach and without the anchoring site employed by ABC and NBC.

Whereas ABC and NBC have very strongly network branded sites to distribute its content for free online, CBS has taken a much different, two pronged approach more geared to distributing pieces of content along the lines of Bernard Miége's publishing model of cultural production, not Williams' concept of flow.

CBS does manage a content site where full episodes can be viewed free, but the site, Innertube, makes only passing reference to the network. The conundrum was well-described by brandchannel.com: " [w]hile the official Innertube URL is filed under the CBS brand (cbs.com/innertube) rather than its own URL (like cbsinnertube.com), the rest of the site experience actually promotes Innertube as the primary brand, with the CBS parent brand having more of a secondary role." Meanwhile, CBS recently announced a series of agreements to distribute its programming online with portals like MSN and AOL; it was also the first network to sign with the Internet TV site Joost, and is in talks with the NBC-FOX content distribution site. This scope would give CBS more internet distribution partners than any other major media company , yet the exact benefits of this strategy are still unclear, beyond its content becoming a semi-ubiquitous feature of legal video viewing sites.

CBS also garnered a great deal of attention at this year's upfront presentation from bloggers in particular when it announced that the complexly-plotted show Jericho was to be replaced with a reality program called 40 Kids. Although the network was almost universally maligned for taking this step, given its limited web presence as a content provider online, it may not be able to support a more complexly plotted show like this and fully engage the audience. CBS' model seems to be about producing content that is good for television but with limited potential for brand extension online (like CSI) , and capitalizing on it relatively quickly with on air ad revenues and multiple deals with third party content sites.

Conclusion: Three questions revisited

At the beginning of this essay, I posed three questions: is the primary role for a broadcast network as a content producer or advertising aggregation channel, if the consumer's relationship to the content is stronger than their relationship to the channel, and if a network can be branded, how can it be done successfully. I would like to conclude by attempting to answer each of these.

On the first question, a network can (and they are) both, but fundamentally a network is a communication mechanism, a mass medium. Advertising aggregation is the motor that runs both the production and broadcasting machines. Even if media is now "mass-less", the networks are the closest thing we now have to a common media experience across the United States, and maintaining that broad, general reach is its raison d'etre. Perhaps it is not the content but the selection and programming of content that networks can market and sell to advertisers.

On the second question, I would argue that consumers currently have a stronger relationship overall with network content than the network channel, but it does not have to be that way. I would point to the BBC, PBS, CityTv in Canada, and the Discovery Channel as examples of networks (albeit some on cable) that have managed to create a distinctive relationship with the people that watch them through advocacy, higher perceived quality, local involvement, and/or merchandizing and retail.

Both of these questions lead, of course into the final question: can and should a network be branded and if so, how? Based on the research, I believe that the first two parts of the answer are yes it can and yes it should. Developing a clear identity and meta-brand has several important advantages in today's market. It helps define the audience for advertisers, which helps bring in revenue, as well as setting the stage for developing a set of clear marketing messages to draw those viewers to a variety of media properties where they can engage with both the network meta brand and the content sub-brand. It also helps set the stage for loyal viewership that will bear with the network while it experiments with the occasional incongruent sub-brand to look for new revenue opportunities. True, the networks need to stay national, but that is not to say that they could not pursue a certain niche with broad appeal, somewhat like FOX's emphasis on reality programming.

The final question of how, is somewhat more difficult to answer. I would argue that, in the case of television networks, DVRs and content online are important considerations but that the vast majority of people gravitate back, or can be convinced to gravitate back to, live broadcast TV. True, the Nielsen ratings can be changed, but less ambiguity will help to capture more advertisers. The live broadcast TV "product" should be the core of any successful TV branding, not content or websites. In my mind, the flow strategy still works best; television is a live, audio and visual community experience that the web or DVR cannot duplicate, and networks offer familiarity and editorial know-how in the clutter of the "mass media" - even if it is not so "mass" anymore.

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Lin, Carolyn A.; Atkin, David J. and Abelman, Robert. "The Influence of Network Branding on Audience Affinity for Network Television". Journal of Advertising Research. Vol. 42, No. 3, May-June 2002. pp. 19-32.

Milberg, Sandra J.; Park, C. Whan; McCarthy, Michael S. "Managing Negative Feedback Effects Associated with Brand Extensions: The Impact of Alternative Branding Strategies." Journal of Consumer Psychology. Volume 6, No 2, 1997. p. 119-140.

San Martin, Nancy, "'Must See TV': Programming Identity on NBC Thursdays." Jancovich, Marc and Lyons, James, eds. Quality Popular Television: Cult TV, the Industry and Fans. London: British Film Institute Publishing, 2003. pp.32-47.

Uricchio, William. "Television's Next Generation: Technology/Interface Culture/Flow". Television After TV: Essays on a Medium in Transition. Durham, NC: Duke University Press, 2004. p. 163-182.

Vlessing, Etan. "Report: Web TV won't challenge b'cast for some time", The Hollywood Reporter. 3 April 2007. http://www.hollywoodreporter.com/hr/search/article_display.jsp?vnu_content_id=1003566471. Last accessed 22 May 2007.

A native of Toronto, Canada, Eleanor Baird is entering her second year as an MBA student at the MIT Sloan School of Management. Before coming to Boston, Eleanor worked in media relations, consulting, and strategic planning in the public and private sectors. She holds a Bachelor's degree from the University of Toronto, where she specialized in Political Science and

History. This summer, Eleanor will be an intern with the Corporation for Public Broadcasting's Media Strategies department in Washington, DC.

Switching Channels: Branding Network TV in an Era of Mass-less Media(Part One)

In the June 1 issue of Entertainment Weekly, Jeff Jensen asks the provocative question, "Are you killing TV?" The article starts with a discussion of how Heroes returned from a seven week hiatus to find that they had lost roughly 20 percent of their viewership, a jaw-breaking drop of 2.6 million viewers, from its September debut to its final few episodes of the season. Many other popular and cult series have experienced similar drops this season, including Jericho (as a result, the show was canceled), The Sopranos, Lost, The Shield, Desperate Housewives, and 24. The magazine offers a range of theories about why the networks are experiencing such dramatic drops in viewership including:

The competition of American Idol which whips out pretty much all other competition.

Creatively uneven seasons, which resulted in mis-steps and lulls in the dramatic pacing of some key series.

The shift towards daylight savings time three weeks earlier this year.

A loss of interest and attention due to the extended hiatuses (an experiment in having continuous blocks of programming followed by periods of downtime). The result of this factor has been the fact that Heroes is actually producing a second spin-off series, Heroes: Origins, which will be a placeholder or miniseries during the downtime between episodes of the original series.

Shifts in the mechanisms by which fans access television series, ranging from timeshifting to downloads and waiting for the boxed sets. EW reports that 1.7 million viwers of Heroes do not watch it during its regularly scheduled time and an additional 2 million viewers watch Lost on DVR within seven days of its original airing. These numbers do not include those watching legal or illegal downloads of the series. About a third of the viewers of Lost don't watch during the regular series but catch up with it on DVD exclusively. Major shifts are occurring in how networks measure their audiences in response to these shifts in when and how we are accessing their content but in the short term, these shifts may leave some cult shows vulnerable.

This debate about the viewership of cult television programs is part of a larger discussion about the fate of the networks in an era where methods of content distribution and access are shifting dramatically. Eleanor C. Baird, a Sloan MBA student, took my graduate proseminar on Media Theory and Methods this term. She wrote a very solid analysis of the future of network television for the course, one which mixes modes of analysis common to business schools with those we teach through our media studies classes.

Switching Channels: Branding Network TV in an Era of Mass-less Media

by Eleanor C. Baird

No matter how hard they try to convince us otherwise, the big four U.S. broadcast networks are, at their core, a mass medium that fits awkwardly into our newly democratic and participatory media ecosystem. Their marketing strategy follows the widely outmoded "push" model of consumer promotions and advertising to draw viewers. Even as they become increasingly integrated into the media industry's value chain, broadcasters are challenged by new cultural norms of consumption and engagement that are combining with technological change to create a "perfect storm", an environment where they are creating more value, but scrambling to capture it.

What is happening? It is not that people are not watching network television or becoming engaged with the content anymore. New ways of consuming television content are challenging the old revenue generation models. Consumers are turning to DVDs, DVR, and digital alternatives on the web to fit more television viewing into their lives. Advertisers, enticed by the prospect of more affluent and targeted audiences on cable and online, are beginning to spend their budgets on content sponsorship along the long tail. Broadcast networks are consequently in the strange position of having a strong collection of sub-brands - the individual programs - under a relatively weak primary brand - the network itself.

TV and the big four may not be going anywhere for now, but the future is becoming less and less certain.

In this essay, I will explore how broadcast networks can respond to this changing and converging media environment by promoting themselves as distinct brands of television. To do so, I will address three questions. The first question is one of focus, if the primary role for a broadcast network in this environment is content production or advertising aggregation channel. The second question is one of consumer loyalties and identification, if the consumer's relationship to the content is stronger than their relationship to the channel through which they receive it. The third question is, can a channel such as a network be branded, and how can that be done successfully.

In order to answer these questions, I will begin by defining the broadcast networks and then analyze the major issues at play for them today - advertisers and audiences, content, channels, metrics, and digital distribution. Then, using Raymond Williams' concept of flow, as well as the writing of John Caldwell as a framework, I will address the macro issues of the role of the medium and the impact of branding, and then proceed to an analysis of the strategies of the four networks. The paper will conclude with some preliminary answers to the three questions based on my analysis.

What is a network?

Networks can refer to cable and broadcast channels, however, in this paper, the term is used to refer to the four major U.S. broadcast networks: ABC, CBS, NBC, and FOX. These four properties are linked by their intended mass appeal and accessibility, their advertising-based revenue model, "push" programming and promotion, center-affiliate operational model and reliance on the network-mediated model of content delivery, based on a set flow of programming. Another key commonality is their lack of a clear and consistent brand identity, in contrast to many of the more popular cable networks - including CNN, A&E, MTV, Discovery Channel - which have very clear value propositions.

With what I am calling the network-mediated flow model, there is an implicit contract between the consumer and the network to provide some editorial control over the content, to choose which programs to broadcast, when, and in what order to provide a unified viewing experience. This experience can stem from engagement with the brand, but also with a need for a completely passive viewing experience, something that sets this medium apart from the Internet, which is intrinsically interactive. Networks, with a relatively wide variety of programs airing on a particular night, are uniquely suited to appeal to those habitual and/or passive viewers.

Another defining feature of the network is that it uses a "hub-and-spoke" model of distribution; most content developed and chosen at the center then distributed by local affiliates. Although the interaction in the consumer's mind between the identity of the affiliate and the larger network are not heavily studied, keeping strong affiliates in major markets is a key priority for networks to secure viewers. A recent study also found that there was no evidence that a more media-rich environment weakened the branding of a network affiliate to the parent, meaning that the common use of new media did not affect the television stations association to the network.

Yet another shared characteristic among the networks is their strong reliance on metrics, particularly some form of the Nielsen ratings, to entice advertisers to purchase time on air.

Audiences and Advertisers - No more "monolithic blocks of eyeballs"

Audience attrition is not a new problem for the broadcast networks, but it is still worrying for net executives, advertisers, and media buyers. Five percent of the share of the lucrative adult 18-49 demographic has slipped away from the broadcast networks in the last year (from 15. to 14.3). FOX leads the broadcast networks in ratings for this demographic with just fewer than 5 million viewers, ahead of ABC and CBS. NBC is by far the weakest in this demographic, with just under three million viewers.

At the same time, ad-supported cable's share of advertising spend grew by 3% and continued to garner a higher rating (from 15.5 to 15.9). As early as 2004, Nielsen Media reported that cable owned a 52% share of the market in contrast to broadcast's 44%.

In other words, there is a discernable trend away from mass media advertising. Part of the problem is that advertisers are seeking out more specific demographics, diverting advertising budgets to more specialized and targeted media channels. According to Eric Schmitt of Forrester Research, "[m]onolithic blocks of eyeballs are gone...in their place is a perpetually shifting mosaic of audience micro-segments that forces marketers to play an endless game of audience hide-and-seek."

From the late 1990s to the mid-2000s, advertisers spent more than $10B a year on cable advertising, which has drained an estimated $1B a year from network prime time. Looking forward, a recent study projects the trend to continue, with ad revenues growing more than 13% per year for "narrowcast" media and only three and a half percent per year for the mass media from 2003 to 2010. The same study estimates that, by 2010, marketers will spend 41% more on cable and nearly 18% more on Internet advertising than on network TV ads.

At the same time, advertisers are demanding more flexible and non-traditional options from networks in order to get their messages across in the era of TiVo and free content online. Options sought from the networks include a range of embedded devices, including onscreen banner ads, product placement, single-sponsor infomercials, entertainment programming, and virtual product placement to achieve product "presence" in the content, not just "placement". In the new terrain of interactive television, the players also are optimistic for making up some lost advertising revenue through e-commerce applications that enable viewers to buy products that, in the vein of The Truman Show, are featured in the television show, reducing the need for traditional 30-second spots.

Content, Channel and Keeping Score

VCRs and cable television began to appear in American households in the late 1970s and early 1980s. Since then, networks have faced the disturbing realities of both competitive channels for advertising and opportunities for consumers to effectively remove and view TV texts from the channel altogether alongside opportunities to make money by selling content as a stand-alone product. Taken together, these developments set the stage for weaker identification with networks and the TV flow and stronger identification with self-directed content consumption that paved the way for TV on DVD and digital distribution.

Content ownership is part of the story; the more content the networks own, the more tempting the prospects of finding alternate ways of connecting viewers directly to content. Relaxation of the so-called fin-syn laws in the mid-1990s also led to a number of content deals between the conglomerates (AOL Time Warner-NBC, Disney-ABC, Fox, Viacom-CBS) and competing studios to capture as much value as possible. In 1995, networks owned the first-run and syndication rights for an average of 40% of their schedules, by 2000, 6 major networks owned or co-owned more than 50% of their new shows, while 3 had stake in more than 75% of them. This trend seems to have remained constant; for the 2007 season, the four broadcast networks, at least 42% of the new programs are produced in house or with a partner (see Appendix A).

In writing about the changing role of television and convergence, John Caldwell argues that the "real issue" has been syndication revenue, from cable in the 1980s and Internet in the 1990s, and that shows have consequently been designed with re-release in syndication in mind. Syndication is a lucrative way for producers to keep revenue flowing from older properties over time, similar to DVD, but still within the context of the television viewing experience.

TV is taken out of television with an affordable technology complimented by changing consumer expectations and viewing patterns. Digital video recorders (DVRs) like TiVo are becoming increasingly popular, and bringing a new and interesting twist to the question of network branding by splitting of content and channel. The frustrating issue for broadcast networks is that people with DVRs watch more of their programming, building a strong or at least passing affiliation with the sub-brands of individual shows, but they skip advertising. Research reported in BusinessWeek showed that DVR owners watch 20-30% more television, but bypass 70% of the advertising. NBC currently has two of the top five shows in the Nielsen rating "live-plus-seven" group of 18 to 49 year olds, the group that either watches the program live on television or uses a PVR to record and watch it within seven days of the broadcast. However, if live broadcast viewers only are included, the NBC shows barely make the top ten. Convincing advertisers to look beyond the traditional ratings is an upward struggle for any network, especially when those ratings are in decline across the board.

How big an issue is DVR adoption and use? One network executive estimated that time shifting viewers are resulting in lost revenue of as much as $600 million a year for a single broadcast network, or about $2.4 billion for all of them. On the plus side for the networks, these devices do enable some tracking of post-broadcast viewing, unlike playback using a VCR, which was almost impossible to measure. Adoption of DVRs has already lagged expectations reported in 2004 , however estimates for percentage of American households with a DVR by 2010 ranges from about half to about a third, up from only 16% in 2006.

Finally, taking the spilt of content and context even further, producers have also chosen to repackage television content completely distinctly from the format of television itself. Writing about the advent of television programming becoming commonly available on DVD, beginning with the X-Files in 2000, Derek Kompare argues that divorcing the content from the advertising enabled the content to "'transcend' television" and become a "multilayered textual experience" distinct from the medium. Although this generates revenue for the networks, it does little to strengthen their brand or capitalize on the strength of one show's sub-brand to promote another, potentially increasing profits.

A native of Toronto, Canada, Eleanor Baird is entering her second year as an MBA student at the MIT Sloan School of Management. Before coming to Boston, Eleanor worked in media relations, consulting, and strategic planning in the public and private sectors. She holds a Bachelor's degree from the University of Toronto, where she specialized in Political Science and

History. This summer, Eleanor will be an intern with the Corporation for Public Broadcasting's Media Strategies department in Washington, DC.

Chris Williams Responds to Our Questions about FanLib

As of a few minutes ago, I have received Chris Williams' response to the questions we collected here. I promised him that I would run his answers in full and I have accordingly made no changes here except to format this in a way that will make it readable on the blog. I should warn people that I am tied up with a conference this afternoon and this evening. I will put through comments from readers as quickly as I am able to do so but I may be off line for extended periods of time, so please be patient. As always, if you get an error message, send your comments directly to me and I will post them myself. THE ANSWERS

Dr. Jenkins,

Thank you for the opportunity to address the questions and share the unedited answers in full with your readers. I would like to apologize to the fan fiction community for creating confusion, being insensitive, sending some inappropriate communications, and acting in an unprofessional manner. I acknowledge that some of my answers below are repetitive but I wanted to make sure the answers are complete and in context for those readers that may only be interested in certain questions. Now to the answers...

BASIC BACKGROUND

What is your own background in fandom? Have you had a history of involvement in this community? More generally, are there people working for your company who come out of the fan fiction world and have an understanding of its traditions and practices?

I am a complete media junkie. I love stories and since 2003 I have involved over 100,000 people in online fan fiction events. Because of my involvement in these events I've definitely spent the most time with Harry Potter and L Word fan fiction. As you see from my response in the forums, I am not a great writer.

Several people in our small company come out of the fan fiction world. All of us are now involved in the community.

What led you to create this site? What first gave you the idea and why did you carry through with it? What are you hoping to achieve? What sold your investors that this was a good idea and that this was the right time to move forward?

I was deeply involved with the ongoing online revolution at Yahoo for a long time and I have always had a passion for film. In 2001, my friend and I had an idea, inspired by many people we knew with creative movie ideas, who didn't have the means or access to realize them. So we tried to create a collaborative event for fans to write an original script and produce a feature film from it. It quickly became apparent to us that online storytelling was about more than script writing: entertainment fans were also looking for venues to showcase their talent, and media companies were wrestling with how to best operate in a changing world. So we started by testing the waters with fans by running special online storytelling events and found that many of the participants loved fan fiction. We went to the media companies, talked to them about how they wanted to work with online communities and found that many wanted to connect with fan fiction readers and writers. FanLib started running special events in partnership with media companies and publishers in a moderated, controlled environment. These events were so successful with both fans and the media companies that we decided to create a venue for online storytelling based upon fan fiction.

In this broadly changing landscape FanLib (the company, not the website) is meant to be a positive agent of change for fans, media companies, and rights holders. I want FanLib.com (the website) to become a venue for fans who want to showcase and share their work, discover great stories, get closer to the talent behind their favorite fandoms and participate in creative storytelling events.

Our investors recognize the tectonic shifts taking place in the digital/media/consumer/entertainment landscape. I won't fill space here with the facts and research about media convergence, user generated content (UGC) and personal media consumption and I certainly recognize fan fiction is not your "vanilla" UGC. I know you and your readers are very well aware of these modern media phenomena and changes that are occurring everywhere. Our investors believe FanLib can play an important role.

What is the basic value proposition you are making? Who is making money here? Why are the fans not being compensated for the work they produce? In what other ways might fans receive benefit from their participation in your site?

The value proposition for fans is a free venue where they can pursue their passion by creating, showcasing, reading, reviewing, sharing, archiving, discovering stories, and by participating in fun events in a community with similar interests. For those that are interested, they can also get closer to the talent behind their favorite fandoms through official special events we create with media companies, like we just did with the TV show Ghost Whisperer.

The value proposition for media companies and publishers is to connect, engage, and entertain fans of their media properties in a new online storytelling environment.

Right now, in the early stages, no one is profiting. We are on the leading edge of the changes, and this is an evolving model. Media companies pay us to create the special events that I've described and advertisers pay to sponsor them. Like many sites on the web, users don't pay us and we don't pay them. We want to introduce fans to online storytelling, where fan fiction plays an important role and where they can share in a particular experience provided at the website.

What does FanLib offer a fanfic writer that other ad-free sites run by people from within the fanfic community do not?

FanLib offers four things:

First, we provide a venue for people who want to showcase and share their stories, discover great stories, get closer to the talent behind their favorite fandoms and participate in fun events.

Second, for people who want it, we provide the opportunity to be recognized and discovered by a wider audience and by our media partners. For example:

- FanLib has run two online storytelling events resulting in twelve winning authors being published in e-books distributed by HarperCollins.

- FanLib is currently running an event where authors have their parenting stories produced into short video episodes with major stars that are distributed on the Ellen DeGeneres Show and online. These videos have already been viewed over 2,800,000 times online, and we are only on the second episode with three more to go.

- FanLib launched the first ever collaboration between a television creator and their fans resulting in an original episode screenplay for The L Word. One of the winning authors secured literary representation as a result of the contest.

- FanLib has given away more than $50,000 in prizes to winning participants in our online storytelling events.

- FanLib has secured local and national press coverage for winning authors of FanLib events.

We have many more special fan events coming. You'll see us shortly announce and launch: a fan event with a major media company around one of the most popular fandoms, a collaborative feature film screenplay and movie, a partnership with a major talent management company to identify star writers from the FanLib.com community and create opportunities for them.

Third, we have highly responsive customer support.

Lastly, no other site - whether they have ads or not - offers all of the features listed below. Our beta site also actively solicits member feature requests and implements them.

Features:

+ Massively scalable, reliable archiving platform (backed up daily)

+ Easy submission creation and editing, including:

o WYSIWYG editing

o Import from another website

o File Upload with support for .doc, .txt, and .rtf formats

o Auto-save (i.e., your work is safe if your connection drops or computer crashes)

o "Make Private" option (your fic will be completely hidden from all but you)

o Add chapters over time

o Easily assign up to three fandoms to each submission

+ Advanced searching and filtering tools: Easy to add multiple criteria and build a filtered query with simple clicks

+ Featured Fanfics and Members: They will appear on the site homepage as well as at the top of searches

+ Syndication and Sharing Tools: Including RSS feeds, invites, and the ability to easily embed customized promotional badges on other sites

+ Customizable Member Profiles: You can build your profile with your fanfics, favorites, descriptions and feedback, deciding which elements will be public

+ Story Views:

o Paginated with bookmarking

o Single-page (printer-friendly) and ad-free

+ QuickLists (save a fic for later viewing)

+ Favorites

+ Subscriptions (see the latest from your favorite fandom or author)

+ Fandom FastFind: The ability to type a few characters from the name of a fandom, hit return and go directly to a page with only stories from that fandom

+ Tagging of fanfics

+ Customized Fanfic themes and images (with the ability to disable themes when browsing and searching)

+ Auto-Recommendations

+ Private messaging

+ Full Featured Message Boards

+ Content blocking based on age ratings (e.g., mature-rated submissions may be completely hidden)

+ Star Readers and Writers

+ Rate submissions (1-5 stars)

+ Leave multiple comments

+ Strong search engine optimizations

And, coming soon:

+ Email notifications

+ Multiple Author submissions

+ Banning individual members from leaving you comments

+ Ability to associate other media (e.g., video, more images)

+ Social networking tools

To our knowledge FanLib.com is the only site with ALL of these features. Our site is designed so that you don't have to use all these features - in fact it's also a great private archive.

Who is the target audience for the site? Did you do a market survey and identify who they wanted, and what is the demographic breakdown of that audience?

The site is for people who want to showcase and share stories, discover great stories, get closer to the talent behind their favorite fandoms and participate in fun online events. Let's call that the "site mission". Our market research showed that the site mission has great potential in a surprisingly broad demographic range. So the site design was not principally driven by a specific demographic, it was much broader than that and was designed for those people who like to use the new online tools and services. Obviously, anyone can use the site and we recognize that it is definitely not what the traditional fan fiction community is used to. Many of the features are a result of requests specifically from our ongoing beta test.

COPYRIGHT ISSUES

What rights is your site claiming over the fiction that gets posted there? What rights remain with the authors? Can fans post the same stories on other sites, for example, or are you claiming an exclusive right to the material? Fans note that the original terms of service implied you had the rights to edit the material or republish it in other places. Is this true?

FanLib.com members do not give up any ownership rights when they use the website. Neither do they acquire any additional ownership rights to characters and settings owned by someone else. FanLib does not own any rights to a member's content; the members only authorize us to share it on our own website and allow other members to make use of it for their own noncommercial purposes. By submitting a story on FanLib.com, they do not give up any rights to post it on any other website. FanLib imposes no restrictions on what you do with your content outside our website. The old beta terms of service (TOS) did have the word "edit," which caused a lot of confusion and has been removed. The new TOS has been posted at [http://www.fanlib.com/termsOfUse.do] and reflects many of the comments from the fan fiction community.

Fanfic remains in a legal gray area because there has yet to be a precedent set stating that it is or is not, legal. Many fans worry that FanLib changes the terms by which fan fiction is being produced and circulated by charging money and pushing it further into the public eye and that this increases the risk of legal action against it. A court battle could adversely impact the entire fan community by basing case law on the most commercial rather than the least commercial forms of the practice. How might you respond to this concern? What risk analysis have you done here?

We have done an extensive risk analysis and are comfortable with supporting fan fiction through our website. As some of our members have already acknowledged, the landscape is changing. Fan fiction is already on the radar of media companies and publishers. For example, Lucasfilm, which has traditionally been conservative about fan-generated content, has even added, this year for the first time, a fan fiction category to their annual "Official Star Wars Fan Movie Challenge," and NBC has invited fans to submit their theories around the TV show Heroes.

We want to be positive agents in this change by working with fans, media companies and rights holders. We are going to do whatever is feasible to assure people that posting on FanLib.com does not somehow add to their liability. Our goal is build a great venue, open to everyone, that allows people to showcase their work, discover great stories, get closer to the talent behind their favorite fandoms and participate in fun events. We think that by building a collaborative model, we will positively impact the fan community and will avoid needless litigation. We believe that we will be seen as an online community that goes to great lengths to protect everyone's rights in a positive, collaborative way. For those members or prospective members who are worried, I encourage them to look at our new TOS, which we feel are very fan-friendly. FanLib.com is a free service for users, and we do not charge fans to read or post fan fiction.

Statements in the original FAQ and comments from FanLib representatives that "we assume fanfiction is legal fair use" and "it's not in the copyright holder's interest to sue" have many fan authors concerned. In some cases, you are publishing stories in universes where there have been explicit statements made by creators that they do not consider fan fiction to be fair use. Have you researched the individual fandoms involved or are you treating them each the same?

First, I want to apologize for our poorly written FAQ and our old beta terms of service (TOS), all of which resulted in an understandable uproar in the fan fiction community. We have posted a new FAQ [http://www.fanlib.com/cms.do?page=faq.html] and new terms of service (TOS) [http://www.fanlib.com/termsOfUse.do]

Our policy is to not accept submissions in fandoms for which the right holders have explicitly stated they do not consider fan fiction to be fair use. Since we don't actively police the site, as stated in our TOS, we will remove any such stories that come to our attention.

Yes, we have researched the individual fandoms, and no, we are not treating them all the same.

Your previous efforts around The L Word and The Ghostwhisperer involved working directly with production companies to authorize certain kinds of fan fiction. Why have you shifted strategies with this new initiative? And can you reconcile the two models?

The premise of this question is 100% false. We have not shifted strategies. As noted above, fan fiction is already on the radar of media companies and publishers and being pushed into the public eye. We want to be a positive agent in this changing environment by collaborating with fans, media companies and rights holders. We've already experienced significant success on this front through our series of special storytelling events, and we intend to build on that success with the FanLib.com venue where all the parties can participate in fan fiction. We believe we can help reconcile the two models, but changes are coming with or without us.

How is the site planning to deal with the (inevitable) first complaint from a copyright holder?

FanLib complies with the DMCA. Please see our http://www.fanlib.com/cms.do?page=dmca.htm> for more details.

Your TOS requires writers to "defend, indemnify and hold harmless FanLib" in the case of legal action. What efforts do you plan to take to inform writers about the risks they are taking? Many fans are concerned that your company will make all of the money here while leaving fans to take all the risks. How would you respond to this criticism?

Again, our old beta terms of service (TOS) was not a good expression of our intent. The new TOS has been posted at [http://www.fanlib.com/termsOfUse.do] and reflects many of the comments from the fan fiction community, including this issue. Indemnification clauses are a standard part of most website TOS. For your convenience, here is the language from our new TOS:

"You agree to indemnify and hold harmless FanLib, its officers, directors, employees and agents, from and against any and all claims, damages, obligations, losses, liabilities, costs or debt, and expenses (including but not limited to attorney fees) arising from any violation of the Terms. This indemnification obligation will survive these Terms and your use of the website for 12 months."

Our new FAQ also helps address some of these issues. [http://www.fanlib.com/cms.do?page=faq.html] This is an ongoing process, and we know there is more work to do.

So, how would I respond to this criticism? I would respond by asking if you truly think that the fans are the only ones taking the risks. To accomplish the mission I've described above and be positive agents of change for all parties involved requires enormous commitment, investment and substantial risk for us. To some extent we've tried to mitigate the risk for fans by being extremely flexible in our new TOS, but we'll never be able to make everyone happy and there are always some risks.

CONTENT ISSUES

FanLib allows adult content under an "ADULT" rating, but the Terms of Service say that the website must not be used to publish any material "obscene, vulgar, or indecent." Isn't there an inherent conflict there? What happens when a parent finds his-or-her child reading an ADULT-rated Harry Potter fic?

These words, which were included in our old beta TOS and caused understandable confusion, have now been removed. The new TOS has been posted at [http://www.fanlib.com/termsOfUse.do] and reflects the input of the fan fiction community, including this issue. Naturally, we will do whatever we must to abide by law.

First of all we know that in the past J.K. Rowling has expressed her disapproval for certain kinds of adult Harry Potter fan fiction. We don't presume to know her boundaries about what may be acceptable or unacceptable in a Harry Potter fic, but if she notifies us we will take down the story. As it relates to the situation where a parent finds his-or-her child reading ADULT-rated Harry Potter fic, I can't speak for the parent. What we've done on the site is completely hide all adult content so that the user must actively seek it out by changing filter settings with explicit warnings. This far exceeds what a lot of other sites do, and our process will continue to evolve.

In your marketing brochure --

http://www.my2centences.com/my2c_new/FanLib_info.pdf -- you assure the copyright holders that FanLib is "managed and moderated to the max," and that "as with a coloring book, all players must "stay within the lines." Can you explain what you mean by that statement? One of the reasons so many fans write fanfic is so that they can deliberately step out of the "lines" and do their own creative thing without any interference from the copyright holders.

I'd like to clear up some confusion around the FanLib brochure you're quoting from. First, it was produced three years ago - in 2004. Second, as a company, we have two distinct parts:

1. The beta site, FanLib.com (launched in March 2007); and

2. Official online storytelling events. In this second part, which we actually started years ago, we work with other companies and sponsors to create special online fan events. Each event is governed by its own clear rules and terms of service that are separate from those for the FanLib.com beta site referred to above. This is necessary because contests, sweepstakes, prizes etc. need their own rules and regulations. The brochure that people are referring to was written for potential companies and sponsors and relates only to these special events and not the FanLib.com beta site. At the time we published the brochure, our URL linked to a site that essentially described the events for companies and sponsors in more detail. These special events are managed and moderated and "missions" are provided so that players "stay within the lines." This brochure has NOTHING to do with fan fiction submitted on the FanLib.com site, where we provide a venue for anyone to be as creative as they want as long as they don't violate our policies. We totally understand that general fan fiction doesn't fit in the process described in the brochure, which is ONLY for certain special events we create.

I hope that addresses the confusion.

COMMUNITY RELATIONS ISSUES

Fans note that someone named "Naomi" was used to send out the original invitation letters to fan writers, but fans have been unable to find out who this person is. Is it a real person or a sock puppet? Why was a female name used for this purpose, when the board of directors for the company seems to be all male? Why has the initial advertising with its play on the Charles Atlas bodybuilding campaign adopted such a masculine metaphor for what has been and remains an overwhelmingly feminine cultural practice?

I acknowledge the way we sent out certain invitations was flawed. Our objective was to invite fan fiction authors to participate in our beta test and, if they chose to, join our beta team testing the site and providing feedback. As I hope you can appreciate, I am not going to publicly discuss personal details about our employees. We do not use sock puppets, no gender criteria were taken into account during the process and nobody at FanLib is pretending to be of a different gender.

The advertisement you mentioned was one of four that we tested during the beta, and we ran it on a site targeting a younger audience where it performed very well. We also put the ad in a general rotation on our beta site as a "house ad." In my considerable experience in online advertising unless you do some profile related targeting you're going to expose an ad to people for whom it isn't suitable. Because this ad was in a general rotation unfortunately this is what happened. We pulled the ad in order to be sensitive to some of the complaints. We are acutely aware that fandom is predominantly female, just like the users of the FanLib.com beta site, who seem to like its design and features.

Many fans feel that the company has done a poor job so far in community relations. What steps are you taking to turn this around? Are you rewriting the terms of service and FAQ based on the feedback you've received? Are you planning to develop an advisory board composed of members of the fanwriting community?

I'll be the first to admit we've done an awful job with community relations. I think the good news for us is that we have lots of feedback from the beta site and community, far more than we expected. As a result we have rewritten our terms of service and FAQ. We've taken some extraordinary steps to make our policies more fan-friendly and we are currently putting together final plans for a fan advisory board, which will be published on our beta site shortly.

What, if anything, do you think you can do to enhance the credability and responsiveness of FanLib to the people who have invested their energy into fan fiction in some cases for several decades?

First, I want to apologize for my own idiotic post across multiple blogs and for my offer to open a dialogue that I was unable to follow through on due to overwhelming community response. As a first step, based on the feedback from our current beta test, we have rewritten our terms of service and FAQ, revised some of our policies, and are creating a fan advisory board. We are in this for the long term to make FanLib.com a venue where anyone who wants to, can showcase and share their work, discover great stories, get closer to the talent behind their favorite fandoms and participate in fun storytelling events,

This last question is a bit awkward for both of us but it has come up a number of times and so I feel I need to ask it: Isn't it somewhat symptiomatic of FanLib's problems that the spokespeople are more willing to talk to a man with credentials rather than some of the female fan writers who have approached you?

I do think your question is a bit unfair, but I'll answer anyway. I am here because you hold dual citizenship in fandom and academia, you maintain credibility and integrity in both worlds, and you told me I you would get a fair hearing and you would share the unedited results of our interview in its entirety with those interested in the matter. Meanwhile, we've been listening to the many comments we've received from the community and taking action. For proof check out our new TOS and FAQ on our website.

We intend to continue the conversation with the fan fiction community through our developing fan advisory board and, as time permits, by responding to other inquiries, comments and requests that we receive from interested individuals - obviously, regardless of gender.

Thanks again for your willingness to be interviewed.

Thank you for the opportunity.

Transforming Fan Culture into User-Generated Content: The Case of FanLib

You say "User-Generated Content." We say "Fan Culture."

Let's call the whole thing off!

The differences between the ways corporations and fans understand the value of grassroots creativity has never been clearer than the battle lines which have been drawn this weekend over a new venture called FanLib.

FanLib -- "Where the Stories Continue"

I first learned about FanLib's latest plans about a week ago when Convergence Culture Consortium analyst Ivan Askwith reported on their efforts in our blog:

FanLib.com launched as hub for "fan fiction" writers. The idea is to provide a home for creators of one of the first "user generated" genres, fan stories written using popular movie and TV characters and storylines. Members can upload stories, embed promos and build communities around their favorite shows. FanLib, founded by Titanic producer Jon Landau, Jon Moonves and former Yahoo CMO Anil Singh, is also currently sponsoring the Ghost Whisperer Fan Finale Challenge on the site asking fans to write their own conclusion to the show's two-part finale.

Ivan concluded his post with some concerns about whether fans were going to eagerly embrace such a project:

Since fan fiction seems to be one of the last traditional forms of fan creativity that hasn't been widely coopted and encouraged (within specific, copyright-friendly parameters) by the entertainment industry...My offhand guess would be that fan fiction, unlike mashup videos, tribute songs, and so on, are harder to 'control', and leave a lot more room for individual fans to take characters, or narratives, in directions that producers and executives aren't comfortable with.

FanLib started promisingly enough, courting the producers of programs like The L Word and The Ghost Whisperer, and getting them to run official fan fiction contests. Fans would be able to write in these universes, safe in the knowledge that they would not receive Cease and Desist letters. They even worked with a book publisher to try to put together an anthology of amateur romance fiction.

But, FanLib didn't emerge bottom-up from the fan culture itself. It wasn't run by people who knew the world of fan fiction from the inside out. It was a business, pure and simple, run by a board of directors which was entirely composed of men. This last point is especially relevant when you consider that the overwhelming percentage of people who write fan fiction are women -- even if there has been some increase of male writers as fandom has gone on line. To give you a sense of scale, there were more than 700 people who attended the Harry Potter fan convention I wrote about yesterday -- most of them readers, many of them writers of fanfic set in J.K. Rowling's world. By my count, there weren't more than 20 men in the group. That's about 18 more men than would have been there if this was a fan fiction oriented convention 16 years ago when I wrote Textual Poachers! To suggest how out of touch with this community they were, their original ads featured the transformation of fandom from a 90 pound weakling to a more robust and muscular form, leaving many women to wonder if this implied a move towards a more masculine conception of the practice. The company later did produce a female spokesperson who expressed confusion about why gender was an issue here in the first place.

Historical Background

Keep in mind there's a history here of previous attempts by companies -- some affiliated with the production companies, some not -- to create a commercial space for the promotion of fan culture. Most of them have ended badly for the fans.

Consider, for example, this story in Salon in 2000 which describes a company called Fandom.com ("by fans, for fans") which asserted a claim to have trademarked the word, "fandom," and then tried to use its corporate control of the concept to try to shut down any amateurs who wanted to share their public via the web. Salon reported on a cease and desist letter that Fandom.com had sent out to a fan named Carol Burrell. As Salon reported at the time:

Fandom.com serves as an umbrella site for numerous "fandomains" -- formerly independent Web sites dedicated to popular, merchandise-friendly topics such as Star Wars, The X-Files and Lord of the Rings that now run under the Fandom.com banner. Each site contains the same structure and design, and there's a large copyright disclaimer placed at the bottom of every page....

The initial premise of Fandom.com was straightforward: to protect individual fan site owners from studio censorship (and sell a lot of nifty merchandise and advertising in the process) ....Fandom.com seemed to make sense -- by joining together the little guys, it would create an institution that could defend itself from the heavy hitters. But Fandom.com's letter to Burrell appeared to indicate something entirely different. Fandom.com was accusing Burrell of trademark violation -- a fact that was ironic on at least two levels. First: Fandom.com may not even own a trademark for the word "fandom." Second: A company whose individual sites flourished by pushing copyright laws to the legal limit was now turning around and itself playing the role of intellectual property bully.

Which leads to the question currently raging in the fan community: Who will protect the fans from Fandom?

Or consider another such effort which Lucasfilm created to "protect" Star Wars fans, one which was described in more detail in Convergence Culture:

In 2000, Lucasfilm offered Star Wars fans free Web space and unique content for their sites, but only under the condition that whatever they created would become the studio's intellectual property. As the official notice launching this new "Homestead," explained, "To encourage the on-going excitement, creativity, and interaction of our dedicated fans in the online Star Wars community, Lucas Online is pleased to offer for the first time an official home for fans to celebrate their love of Star Wars on the World Wide Web." Historically, fan fiction had proven to be a point of entry into commercial publication for at least some amateurs, who were able to sell their novels to the professional book series centering around the various franchises. If Lucasfilm, Ltd. claimed to own such rights, they could publish them without compensation and they could also remove them without permission or warning.

Elizabeth Durack was one of the more outspoken leaders of an campaign urging her fellow Star Wars fans not to participate in these new arrangements: "That's the genius of Lucasfilm's offering fans web space -- it lets them both look amazingly generous and be even more controlling than before....Lucasfilm doesn't hate fans, and they don't hate fan websites. They can indeed see how they benefit from the free publicity they represent -- and who doesn't like being adored? This move underscores that as much as anything. But they're also scared, and that makes them hurt the people who love them."

As far as long-time fans were concerned, the announcement that FanLib was going to create a commercial portal to support the publication of fan fiction was read as more of the same. Under the circumstances, there was going to be healthy skepticism within the fan writing community no matter how the company approached them, but so far, the company has approached the fans in all of the wrong ways.

What Went Wrong

There's an excellent summary of the issues surrounding this venture written by a fan. I don't want to repeat all of the details here. But here's how Icarussancalian summarizes the company's initial pitch to the fan community:

The founders of FanLib.com saw no reason they couldn't cash in on the internet traffic. Formerly from Google, Chris Williams, the CEO and co-founder of FanLib, has an impressive resume. FanLib has corporate backing and $3 million of venture capital invested into the site.

"My colleagues and I want it to be the ultimate place for talented writers like you," Naomi of FanLib wrote to fan fiction writers. "In case you're wondering, FanLib's not new to fan fiction. Since 2001, they've been producing really cool web events with people like CBS, Showtime and HarperCollins to bring fan creativity into the big leagues."

FanLib did their homework. "We scouted for serious fan fiction authors on various sites and invited only a few hundred based on their writing and impact in the community," co-founder David Williams says, and fans agree that their search focused on popular writers. What's a "serious" fan fiction writer? A serious fan fiction writer could have anywhere from 30 to 100 stories, with upwards of 700 regular readers subscribed to their blogs or LiveJournal accounts. Currently, fan fiction writers do their own marketing through networking with other fans, posting in blogs, fan-run archives, and various fan fiction communities targeted to their readers.

Unfortunately, FanLib did little more than ask the writers to hand over the product.

FanLib's creators immediately ran into trouble with fans critical of FanLib's plans to turn profits on their freely provided fan fiction with no compensation to the authors, beyond t-shirts and prizes. Fan fiction writers were also unhappy at a clause where FanLib owned the rights to any fiction they posted...

This post also notes that FanLib was emphatically not going to take any legal risks on behalf of the fans here, leaving the writers libel for all legal actions that might be taken against them by any production companies that felt that fan fiction was in violation of their intellectual property rights. Fans were going to take all of the risks; the company was going to make all of the profits, all for the gift of providing a central portal where fans could go to read the "best" fan fiction as evaluated by a board of male corporate executives. (Taken at face value, the company was trying to "cherry pick" the top writers from the amateur realm. At worst, they were imposing their own aesthetic judgments on the community without any real regard for existing norms and hierarchies.)

To add insult to injury, the company surrounded itself with self congratulatory rhetoric about taking fan fiction into the "major leagues," which showed little grasp of why fans might prefer to operate in the more liberated zone of what Catherine Tossenberger, an aca-fan who spoke at Phoenix Rising this weekend, calls the "unpublishable." Or the producers talked about making fan fiction available to "mainstream audiences," which clearly implied that the hundreds of thousands of fan fiction writers and readers now were somehow not "mainstream." This is a debate which has long surrounded fan fiction. Some seek to legitimize it by arguing that it is a stepping stone or training ground for professional writers as if commercialization of creative expression was the highest possible step an author could take. Others -- myself among them -- have argued that fan fiction should be valued within the terms of the community which produces and reads it, that a fan writer who only writes for other fans may still be making a rich contribution to our culture which demands our respect.

FanLib had done its homework by the standards of the VC world: they had identified a potential market; they had developed a business plan; they had even identified potential contributors to the site; they had developed a board of directors. They simply hadn't really listen to, talked with, or respected the existing grassroots community which surrounded the production and distribution of fan fiction.

Fan Fury

Well, if they hadn't listened to fans before, they were starting to hear from them by this past weekend. Fans were rallying where-ever fans gathered, constructing arguments, deconstructing the company's FAQ, proposing alternative models for how this might be done right, writing letters to the managers, and trying to hold them accountable for their actions. You can get some sense of the intensity of their arguments by checking out some of the many posts found at Metafandom, a site where fans gather to discuss the politics and poetics of fan culture or as they would put it, just "wank."

As one reads these fan voices, one hears some of their deep ambivalence about the ways that the corporate embrace of "user-generated content" may be endangering the grassroots culture they have created for themselves. Here, for example, is almostnever:

This is the reason I have been involved recently in arguments about whether our community should accept the monetization of fan fiction. Because I think it's coming whether we accept it or not, and I'd rather it was fan-creators getting the benefit of the $$$, not some cutthroat entrepreneur who doesn't care about our community except as a market niche.

I don't think FanLib is the one that's going to change things, but I do see change coming. There's a lot of happytalk in the entertainment industry about the money to be made by bringing your audience in under your corporate wing, the better to do market research, sell to them, and make $$ from their conversations about your product.

But if, say, Paramount brings Star Trek fan fiction in-house, it wouldn't be smart for them to allow competition from fan-run archives and sites. If Star Trek fans' only choice was to post to a site like FanLib or get a C&D, then things could get lonely for Trek fans, if only from people dropping out of fandom or going underground to avoid the hassles.

These comments suggest two debates which are currently brewing in fandom:

1. the issue of whether amateur creators should be compensated for the work they contribute to for-profit sites like YouTube. This is an issue I've raised here before and won't discuss in depth now.

2. the concern that as companies construct a zone of tolerance over certain forms of fan activities, they will use them to police more aggressively those fan activities that they find offensive or potentially damaging to their brand. Fans have long asserted their rights to construct and share fantasies that may not be consistent with the ideological norms of media companies. In an argument which parallels debates in the queer community, they argue that as long as some of their fantasies are being policed, none of them have the freedom of expression which drew them into fan culture in the first place.

Angiepen, another fan, walked through a detailed critique of the site's terms of service, showing both the ways that they over-reached in asserting their rights to control and edit what fans produced and how they might threaten the uneasy zone of tolerance which surrounds fan fiction as far as at least some of the Powers That Be (the media companies and their executives) are concerned.

Almost everyone I meet in the media industry imagines we are moving towards a more participatory culture but the dispute surrounds the terms of participation. More and more media producers are adopting what I call the "collaborationist" model -- embracing fan creativity as a way of enhancing engagement with their properties. Others have adopted a stance of benign neglect -- willing to turn a blind eye to the proliferation of fan fiction online as long as people aren't making money from it.

As fans note, however, FanLib's efforts to commercialize fan fiction represented the worst case scenario: a highly publicized, for profit venture which left fan fiction writers even more exposed than they have before. Fans have long noted that there is no case law to determine what if any fan fiction constitutes fair use. They realize, however, that the "wrong case" could easily bring about the wrong kind of legal judgement on this entire space. Some, like AngiePen, went even further:

You know, this is probably just me being paranoid here but since the TOS prohibits any posting of material which violates someone else's copyright, they could in theory have set up this site to draw in as many fanfic writers as possible with the intention of turning around and smacking all of them for copyright violation, whether that means direct prosecution of people who are writing fics based on properties whose owners are represented on the FanLib board, or sending notification with names and e-mails and copies of stories to the copyright holders who are not associated with the site. I'm just saying.

How Not to Handle a Controversy

And so the debate continues. As icarusancalion notes in her summary, the company only made things worse for itself by responding to the criticism in ways which fans considered haphazard and patronizing and then trying to erase previous posts once they came under fire. For example, when fans systematically critiqued the FAQ for the site, the FAQ disappeared from public view, one hopes so that it could be reconsidered and rewritten but potentially to simply hide the history of the company's less than friendly interactions with fans. She quotes FanLib executive Chris William's post to the community as an example:

"hey everyone, I'm Chris one of the founders of FanLib. it's really late and i have been working on the site all day. I'm exhausted but i just realized what was going on here and all of the commentsts are making me sick. we're a small company with 10 emplyees who work 16 hours a day to try and make a great website. we're real people! with feelings and everything! we have been working on this and dreaming about it for a long time and you are just here to shit on it without giving us a chance. i care deeply about what you think but this is crazy. we're good people here and you make us sound like we're an evil corporation or the govt. sending your kids to war or something. we really are all about celebrating fan fiction and fan fiction readers and writers. im sorry this is so short and please excuse the fact that i am cutting and pasting this across a bunch of ljs but i gotta get some sleep."

Those of you in the media business will understand the frustration expressed in this post but it also can come across as sounding like the student who wants a good grade because they worked really hard on the assignment and not because of the results. Williams ignores the fact that a significant number of the fans involved in this dispute had worked for a decade or more, some for many decades, to generate a community around fan fiction and that's precisely why they didn't want outsiders moving in and trying to turn it into a revenue stream for their companies.

Alternative Models

As the conversation continued, fans began to come up with their own proposals for ways that they could achieve the value of this venture -- a central hub for fan fiction -- while keeping the cultural production under the control of the fan community itself. Here's part of one such proposal for "an archive of our own" by astolat which is starting to get some real traction among the fans I've spoken with the past few days:

We need a central archive of our own, something like animemusicvideos.org. Something that would NOT hide from google or any public mention, and would clearly state our case for the legality of our hobby up front, while not trying to make a profit off other people's IP and instead only making it easier for us to celebrate it, together, and create a welcoming space for new fans that has a sense of our history and our community behind it.

I think the necessary features would include:

* run BY fanfic readers FOR fanfic readers

* with no ads and solely donation-supported

* with a simple and highly searchable interface and browsable quicksearch pages

* allowing ANYTHING -- het, slash, RPF, chan, kink, highly adult -- with a registration process for reading adult-rated stories where once you register, you don't have to keep clicking through warnings every time you want to read

* allowing the poster to control her stories (ie, upload, delete, edit, tagging)

* allowing users to leave comments with the poster able to delete and ban particular users/IPs but not edit comment content (ie, lj style)

* code-wise able to support a huge archive of possibly millions of stories

* giving explicit credit to the original creators while clearly disclaiming any official status

It's not hard to see the contrast between what these fans want and what the company is offering them. Given the speed with which this debate has grown and the skills held collectively within the fan community, I wouldn't be surprised to see such a site emerge from this fray.

What's Wrong with the "User-Generated Content" Model?

I have focused here on the fan's side of the story. It is worth keeping in mind that there may be, almost certainly is, a considerable gap between the ways that FanLib's directors see their venture and the ways that it is being perceived within the fan community. If FanLib is smart, they will take seriously these complaints which come from people who are at the center of the existing fan communities and will be trying to rework their plans to respond to this feedback. It is not clear to me that they can avoid some fundamental problems in the ways that their business plan intersects with the grassroots communities which they claim they want to serve and which some fans fear they want to exploit.

I hope that other groups entering the space of what the industry likes to call "user-generated content" study this story closely and learn from FanLib's mistakes and missteps. Perception matters. Community relations are make or break. You can't serve a community if you don't understand their existing practices and their long-standing traditions.

Let's start with the concept of "user-generated content." The industry tends to see these users in isolation -- as individuals who want to express themselves, rather than as part of pre-existing communities with their own traditions of participatory culture. FanLib's rhetoric seems to be caught between these two conceptions of the "user," talking about fan traditions but dealing with fans as isolated individuals and not respecting the community as a whole.

Second, the industry tends to think of "content" as something which can be commodified and thus isolated from the social relations which surrounds its production and circulation. Yet, fan culture stresses the ways that this material emerges from a social network of fans who have their own aesthetics, politics, and genre expectations. And for many fans, the noncommercial nature of fan culture is one of its most important characteristics. These stories are a labor of love; they operate in a gift economy and are given freely to other fans who share their passion for these characters. Being free of the commercial constraints that surround the source texts, they gain new freedom to explore themes or experiment with structures and styles that could not be part of the "mainstream" versions of these worlds.

Of course, there are already a large number of fans who are deciding to participate in the FanLib site, for whom its services do seem to represent what the corporate world would call "added value," and we probably need to develop a better understanding of why they are making that choice. I don't mean my discussion here to suggest that fandoms speak with one voice on this or any other matter. I only want to suggest that FanLib is bucking long-standing convictions within the fan community when it seeks to move fan fiction into the commercial realm.

A Public Invitation

That said, I would welcome response from the executives at FanLib. I would love to conduct an interview with them on this site in which they actually responded to the fan criticisms of their ventures. So, Chris Williams, if you or anyone else at FanLib is reading this, get in touch.

Update: Chris Williams has accepted my invitation to be interviewed in the blog. We are still working out the details. In the meantime, I wanted to solicit from my readers questions you would like to see addressed in such an exchange. My goal is to allow him to tell his side of the story and to speak to the concerns which fans have raised. Either send me your questions via the comments section here or via e-mail at henry3@mit.edu. Thanks. As always, my spam filter can be a little wonky so if you are getting error messages, send your questions directly to me.

Immersive Story Worlds (Part One)

It's thesis time at the Comparative Media Studies Program -- always a period of great pride and intense stress for me, since I end up serving on an overwhelming number of committees and have the joy of watching my students complete projects which drew them to MIT two years ago. Over the next few weeks, for both reasons, I am going to be sharing with you some of the highlights of the work produced by these students. Doing so allows me to showcase some really exceptional students and it also allows me to shift a little of my focus away from maintaining the blog and onto my day job reviewing student work. Today and tomorrow, I am running an extended excerpt from Sam Ford's thesis, "As the World Turns in a Convergence Culture." Some selections of this thesis have already appeared in my blog when Sam took over as guest host while I was traveling to Poland last fall. Ford has been the key person who maintains the Convergence Culture Consortium blog over the past two years, helping him to establish his own reputation as an important commentator on industry trends. He also taught our course this term on professional wrestling which we discussed in the blog a week or so back. Here, he draws on three of his interests -- soaps, wrestling, and superhero comics -- to extend on the concept of an immersive story world. You will see here as well some of the legacy of my assignment getting students to think about ways to draw more deeply on their own personal experiences as a source for their theoretical projects.

Immersive Story Worlds

by Sam Ford

My History with Immersive Story Worlds

Growing up an only child with a stay-at-home mom, I spent my childhood days engrossed in what I have come to call immersive story worlds. In truth, I began my relationship with popular culture with no more than an antenna connection and a collection of toys. For me, it was G.I. Joe. I have never fancied being a military man and really do not remember too many playground days spent pretending to be a soldier, but the world of G.I. Joe fascinated me nonetheless. The dozens of characters I found for $2.97 apiece at Wal-Mart drove my interest in the alternate military reality these characters inhabited. Every toy included a biography of that character on the back, which I clipped and kept--in alphabetical order no less. I ended up with a group of friends who also collected and kept up with the world of G.I. Joe.

My love for G.I. Joe soon spilled over into the Marvel G.I. Joe comic books, where these characters came to life. I read those comics until the covers fell off, hoping to learn everything I could about each character and apply that knowledge to the games I played as well. I soon became engaged with the whole Marvel comic book universe, and I spent most of my $10 weekly allowance following the weekly or monthly adventures of Spider-Man, the X-Men, Hulk, and a slew of other colorful characters. Yet again, I found contemporaries at school who shared my interest in comic books. They wanted to be comic book artists, and I wanted to be a comics writer, so we set about to create a comic book universe of our own.

At the same time, I was becoming familiar with another immersive story world, that of the superstars of the World Wrestling Federation, now known as WWE. My cousins had long told me the legends of Hulk Hogan and "Macho Man" Randy Savage and The Ultimate Warrior, but I didn't know where to tune in to glimpse into this universe from a syndication window. However, my parents' decision to get a VCR opened me up to a slew of videotapes my cousins mailed to me and the growing collection of wrestling shows available at the local rental shops and convenience stores. Finally, I even convinced my neighbors to let me come over and start watching the Monday night wrestling shows since they had cable television. The Marvel superhero universe and the World Wrestling Federation were my media fascinations, and they both fit into this category I now write about as immersive story worlds, a concept I will flesh out in the next couple of posts.

Enter As the World Turns

There was another immersive story world that I had been involved with as well, one that I was not completely cognizant of being a fan of at first. It was what my grandmother always referred to as "the story" and probably the narrative in which I first came to know a slew of familiar faces, an immersive story world that predated my interest in G.I. Joes, super heroes, or professional wrestling. That narrative was Procter & Gamble Productions' As the World Turns (ATWT), a daily daytime serial drama that has been on the air since 1956. For as long as I can remember, ATWT was a part of my weekday afternoon, and the familiar faces of the Hughes family, joined by the evil James Stenbeck, the scheming Dr. John Dixon, the incomparable Lucinda Walsh, the down-to-earth Snyders, the lively Lisa Grimaldi, and a host of other characters were regular parts of my childhood.

I may not have realized that I was immersed in the fictional world of Oakdale, Illinois, until I started wondering what was happening to those characters when the school year began and I was no longer home in the afternoons. By the mid-1990s, I convinced my mom to record the show so I could watch it when I came home from elementary school every day. In fact, I was a somewhat closeted soap opera viewer all the way through most of high school. By my junior year, though, I had started a night job after school and lost contact with the residents of Oakdale.

By the end of my senior year of high school, I was married. My distance from ATWT didn't last, though, and my wife and I were dedicated viewers of the soap opera again a couple of years into college. With so many familiar faces and back stories to remember, it was hard not to get pulled back into the narrative and eventually join fan communities to find out what had happened in the world of ATWT while I had been away. My continued interest in this show is closely connected to the social relationships I built around it. The conversations I would join with my mother and grandmother about "the story" have continued over dinner every night with my wife. In the process, I have come to understand soap viewing as a social activity, which helped tremendously in understanding and becoming a part of the fan community built around ATWT.

Perhaps just as importantly, I have come to understand soap operas as primarily powered by character-driven storytelling. The strength of this genre lies in relationships, including the relationships characters have with one another, the relationships between these characters and the fans, and the relationships fans build around these texts. Soap operas are hindered by plot-driven storytelling because the permanent nature of the soap opera, with no off-season and 250 original hours of programming each year, emphasizes slow storytelling that examines the emotion and nuances of events rather than just "what happens." Comic books and pro wrestling are personality and character-driven genres as well, and good storytelling is consistently determined by the fan base of each genre as those in which the relationships among characters (and the performances of the actors or artists depicting those characters) are logical, well-written, and fleshed out.

These three narrative types--the daytime serial drama, the pro wrestling world, and the DC and Marvel universes--share a set of similarities I have grouped under this category of immersive story worlds. By this term, I mean that these properties have a serial storytelling structure, multiple creative forces which author various parts of the story, a sense of long-term continuity, a deep character backlog, contemporary ties to the media property's complex history, and a sense of permanence. I will examine each of these aspects over the next few pages.

This thesis concentrates particularly on the immersive story world of As the World Turns and its current status in a shifting media landscape. My interest in this soap opera text is heavily tied to my fascination with this type of immersive story world in general, in which one can never truly "master" the material. Immersive story worlds provide a space particularly rich for interaction between a text and a vibrant fan community that critiques, energizes, maintains, and fills in the gaps of that official canon. Further, as Henry Jenkins writes in Convergence Culture, the "extension, synergy, and franchising (that) are pushing media industries to embrace convergence" have long been a part of these narrative worlds in one fashion or another, so that these marginalized texts have a lot to offer for informing other media producers. These worlds are unusually ripe for transmedia content, user-generated content, and a wealth of online fan forums. However, they also generate a distinct niche fan environment that is both energized by and suffers from being considered somewhat fringe, even as each has long been a massive cultural phenomenon. In order to understand exactly what is meant by immersive story worlds, however, it is important to examine each characteristic of this categorization.

Seriality

All three types of worlds within this category share a strong sense of seriality. While soap operas have best taken advantage of seriality and have made that never-ending unfolding of drama part of their very definition, they are often tied together with telenovelas and other forms of melodrama which do not have the same type of long- term seriality that soaps have. Soap operas can master storylines that unfold over weeks, months, or even years in a way few other texts can. For instance, there is a

long-running feud on As the World Turns between characters Kim Hughes and Susan Stewart that began after Dr. Stewart slept with Kim's husband Bob--back in 1990. That plot point often creeps up in current storylines and will not be forgotten in the show's history. Similarly, in 2006, the explosively popular Luke and Laura supercouple from General Hospital in the 1970s were reunited for a short time in storylines, drawing on 25 years of history for the couple, still portrayed by the same actors.

Over time, seriality has become a conscious part of creating immersive story worlds, and strong utilization of quality serial storytelling was not a requirement of any of these media forms in their infancy but rather the way in which creators constructed these worlds over time. For instance, according to Bradford W. Wright in Comic Book Nation, Marvel deserves much credit for creating a loosely cohesive narrative universe. Many comic book stories before that time were each standalone tales, with the characters returned to a static point at the end of each issue, from which the next story would drive from as well. Even after the creation of the Marvel Universe, creators often failed to capitalized on the potential for seriality, and most monthly installments were isolated stories. However, t Marvel titles featured an increasing number of crossovers and ongoing storylines, not just in the battle between good and evil but in the personal lives of the characters as well--work relationships, romantic entanglements, and supporting family members whose personal dramas were as compelling at times as the main narrative.

One can see how important seriality is particularly in the Ultimates Marvel universe that has become popular in recent years. At the beginning of the decade, Marvel decided to relaunch the stories of several of its characters in contemporary times, telling familiar stories of the origins of Marvel staples like Spider-Man while being able to map out a more coherent continuity. Now that the Ultimate Spider-Man title has passed its centennial issue, the new universe is building its own continuity and makes particularly good use of seriality, with the personal lives of the characters of each title run often much more important in the long-term than the hero's battle with super-villains or else interwoven so completely between the various parallel plots that the continuity from issue to issue is much more developed than the comic book series in previous decades.

The rise of the graphic novel relates closely to these changes. The strength of the Marvel universe is that it has created a more viable archiving system than that of pro wrestling or soap operas, which are still struggling with ways to make previous content readily available for viewers. The popularity of the graphic novel has given fans an easy way to collect and archive their favorite comic book runs, and the format of the graphic novel--grouping together multiple issues from a comic book run--encourages writers to work even harder at developing serial storytelling from issue-to-issue.

Pro wrestling has long used seriality in booking various wrestling feuds. Television shows were used to create storylines to make people want to go to the arenas and pay for a ticket to see the matches that were set up from television interviews and angles. Often, a contested ending between two wrestlers at one show made fans want to return to the arena next month to see the rematch and the drama continue between two competitors. For instance, at Madison Square Garden in 1981, then WWE Champion Bob Backlund was defending his title against a grappler named Greg "The Hammer" Valentine. During the melee, the referee was accidentally hit and knocked to the mat, groggy. The referee saw that Backlund had his challenger pinned and counted the three. Because he still had not recovered from his own fall, the referee did not distinguish which wrestler had the other pinned (both men were wearing the same color tights), so when Valentine started celebrating as if he had been the one who had scored the pin instead of being the one who was down for the count, the referee handed him the championship belt. Backlund, of course, contested the finish, and the decision was made to have a rematch for the held up title when the WWE returned to Madison Square Garden the next month. In this case, there was both a standalone storyline on that particular card and also an ongoing story that fans would return to see from one month to the next.

However, the WWE and other wrestling organizations have developed the serial format of wrestling over the years much further, especially as the television product became more important in itself rather than just driving fans to watch the wrestlers perform in person. The writers discovered that they way to get fans to tune in from one week to the next and purchase the culminating pay-per-view events was to build ongoing feuds in serial fashion, with the each episode always pointing toward the next and each pay-per-view not only producing the climax for some feuds but creating ongoing chapters in others or creating new storylines that would play out in the coming months.

Slash Me, Mash Me, Spread Me...

A while back, I mentioned that Jonathon Lethem, author of The Fortress of Solitude, Motherless Brooklyn, and Men and Cartoons, had poached a passage from Textual Poachers in an article he wrote for Harpers about copyright and creativity. Since Lethem, along with Michael Chabon ( The Amazing Adventures of Kavalier & Clay), has emerged as one of the poet laureates of fanboy lit, I was delighted to discover that my work on fan culture had made it onto his radar screen. But it just keeps getting better. Annalee Newitz was interviewing Lethem for Wired and asked him directly about his relationship to Textual Poachers, as she reports in her blog:

Lethem, always a fan of art that exists in a copyright gray area, is eager to encourage fanfic writers of all stripes. He admires Henry Jenkins' seminal book about fanfic, Textual Poachers, and champions the creative appropriation of pop culture icons. "Fanfic is a beautiful allegory of appropriation," he said. "But that doesn't mean the exact gesture is the most aesthetically promising one." Translation: Fanfic rules because it tweaks copyright law, but it's not always good art. Maybe Lethem just hasn't read some of the fantastic Harry Potter fanfic that's out there?

Moreover, Lethem has laid down a challenge to the fan writing community, which I am happy to help publicize here:

The award-winning nerd novelist revealed that he'd love to be in a slash fiction story. Whom would he want to be paired with? "I want to be surprised! I want to see ones I wouldn't think of!" he enthused, eyes wide with anticipation -- or possibly fear. Lethem believes he's been "slashed" only once, paired with fellow geek novelist Michael Chabon in a "sublimated homoerotic comic by Patricia Storms that was just an inch away from being Kirk and Spock."

Lethem may well be the first celebrity in my memory who has publicly campaigned to be the subject of a slash story. I can certainly think of plenty of examples where stars and writers not to be subjected to the slash treatment. (Personally, I am rooting to see Lethem climb into bed with The Goatman, the aptly-named character from one of his short stories, but then what do I know...)

I became aware of the Lethem effort to encourage people to slash him about the same time that I learned about the latest efforts of Steven Colbert to encourage his own brand of grassroots creativity. As his website at Comedy Central explains:

For Your Editing Pleasure

It all started when House Democratic Caucus Chairman Rahm Emanuel told freshmen Democratic congressmen not to appear on the Colbert Report. The complaint? That Stephen gets final cut on interviews. So in the interest of playing fair, Stephen has decided to put it all out there for you. And by "it," we mean footage of an interview with Stephen that you can edit any way you like.

Download the footage at www.colbertnation.com. The knife is in your hands, Americans. Wield it wisely.

So, at a time when other producers are sending out cease and desist notices to shut down mashups of their content, Colbert is encouraging you to re-edit and recontextualize incriminating statements from his show (and believe me, what made the sketch so funny when it first aired was the whole series of potential meanings behind seemingly innocent statements once he planted the idea in your head.) Of course, none of this has stopped Viacom from trying to get Colbert Show segments removed from YouTube in what is surely a classic example of a media company speaking out of both sides of its mouth at once.

And all of this recalls the contest launched awhile back by A Ok Go, the pop group which has risen to fame primarily on the basis of some pretty compelling videos distributed on YouTube. The group used YouTube to launch a contest to have their fans do their own version of their "A Million Ways" video, again encouraging their fans to have their way with them.

Of course, not everyone gets a clue. For several months now, I've been hearing about a short-lived Veronica Mars preview competition launched by the production company: fans were to make their own shorts promoting the series but one small catch, for copyright reasons, they weren't allowed to use any actual footage from the show. Supposedly, the competition died a quick death when very few people submitted videos, feeling justly frustrated by the mixed messages involved in that particular set of rules.

So, we now have celebrities from literature, television, and pop music who want us to slash them, mash them, but above all, spread them. Indeed, we can see each of the above as reflecting the sensibilities of a generation of popular artists who have grown up in an era of cult media and participatory culture. They know what fan creativity can accomplish and they want to be part of the game rather than sitting on the sidelines.

At the same time, we can see this as reflecting the growing appreciation within the media industry of what often gets called "viral marketing": that is, they recognize the buzz that comes when grassroots intermediaries embrace a property and pass it along to their friends. C3 research associate Joshua Green and I have begun exploring what we call "spreadable media." Our core argument is that we are moving from an era when stickiness was the highest virtue because the goal of pull media was to attract consumers to your site and hold them there as long as possible, not unlike, say, a roach hotel. Instead, we argue that in the era of convergence culture, what media producers need to develop spreadable media. Spreadable content is designed to be circulated by grassroots intermediaries who pass it along to their friends or circulate it through larger communities (whether a fandom or a brand tribe). It is through this process of spreading that the content gains greater resonance in the culture, taking on new meanings, finding new audiences, attracting new markets, and generating new values. In a world of spreadable media, we are going to see more and more media producers openly embrace fan practices, encouraging us to take media in our own hands, and do our part to insure the long term viability of media we like.

Indeed, our new mantra is that if it doesn't spread, it's dead.

Behind the Scenes: Super Deluxe

"We're Super Deluxe. And by God, We're going to make you laugh." -- taken from the Super Deluxe webpage. Super Deluxe is a new comedy site launched by Turner Broadcasting in January of this year. The site promises a mix of original professional content with community tools which will allow people to share amateur produced videos. It might be seen as one of the first of what are likely to be a series of attempts by major media producers to create their own YouTube like sites which combine authorized commercial content with fan generated materials. In this case, the site is targeting comedy as a genre that is likely to support both commercial and amateur produced material of high quality -- with their understanding of comedy including a fair amount of animation as well.

As the press release announcing the service explained:

Original programming will range from short films and sketches to episodic series and more. In addition to being available online, SUPER DELUXE content will be available via cable VOD, wireless devices and personal media players.

Programming is just the beginning, however. SUPER DELUXE's community tools will allow fans to interact with artists and each other, adding an extra dimension of value for the consumer. Through these tools, fans can express their own unique sense of humor and interact with artists and others by creating their own profiles, uploading their own videos, rating and sharing content, making comments, sending messages and more. Fans can even join or create groups with other artists and users to share and discuss their favorite humorous topics, comedians or anything else that strikes their interest.

The featured content on the site at the moment is quirky, original, and engaging. Consider, for example, a range of shorts featuring somewhat fractured versions of American presidents, contemporary and historical (with the idea of failed presidents a strangely recurring theme across much of the content produced so far).

The Professor Brothers - Substitute (Brad Neely) depicts what happens when a professor trusts his American history class to a friend who warns him that he will absolutely make a mess of things and then proceeds to make these words a self fulfilling prophecy.

"Don't Recognize Me" depicts U.S. Grant, riding across the countryside on his motorcycle, hoping to meet some folks who don't know he was once a less than spectacularly successful president.

"President's Day," produced by the fine folks at Fark, shows us what happens when a bunch of the guys -- all former presidents -- help Lincoln celebrate his birthday at the local bowling alley. Along for the ride are Taft and Polk, who are perhaps not the A List of former presidents, but they know how to show a guy a good time.

W's World (Kyle Boyd) features George Bush and his side kicks, Condy "Brown" Rice and a pot-smoking baby elephant, as they seek to deploy the same principles to the oil lands in Alaska that have proven so successful in Iraq.

These videos give you a sample of the range of commercially produced content being showcased on the site.

James DiStefano and Erlene Zierke, two of the young masterminds behind Super Deluxe, agreed to answer some of my questions about the site. (I should disclose that Turner is a member of our Convergence Culture Consortium). In what follows, they discuss the nature of their site and its relationship to user generated content and the fan culture that is growing up around certain forms of comedy. Some people have described the site as an alternative to YouTube except that YouTube is a general interest site where-as Super Deluxe focuses on a specific genre of entertainment. That's where I decided to start the interview.

What do you see as the advantages of specialization over generalization?

The clearest advantage is the ability to create and maintain a brand. Sites that generalize lack a voice or a distinct feel. During our design phase, many of our potential users said they only went to these sites when guided by a link shared through email or IM. Many users cited a difficulty in separating the wheat from the chaff in such a large library of clips.

Early in the project, we decided to focus specifically on a certain type of comedy, and we decided to stay true to Turner's roots in aggregating and branding libraries of content by soliciting artists to produce material for us. We wanted to retain that open spirit embodied in the video-sharing sites, but we wanted to give our community something to talk about. Like this kind of content? Stay - we have a good sized and growing library to share.

Super Deluxe (http://www.superdeluxe.com/) is different in many ways because of this specialization. The artists producing content for Super Deluxe also give this site a distinct perspective. Our editorial staff does a great job of infusing the site with a voice, a feel, on a daily basis. We pick a mixture of Turner-produced content and user-contributed content every time we update the site, and this gives Super Deluxe a perspective on things that other sites lack. We're much more 'record label' than 'record store.'

And why this particular specialization?

Comedy is a genre that bends nicely to the constraints of the online medium. Short clips seem to work best on the Internet for a variety of reasons. If users don't like the video size, video quality, or content, they have the ability to move away to any other destination in the time it takes to click a mouse or search Google. With comedy, you can grab someone's attention in the first 10 to 15 seconds and have a pretty good shot of keeping them for the duration of a video. In other genres, it is difficult to establish compelling characters or interesting plot lines in the short amount of time we have to grab someone's attention.

What developments in the area of comedy are feeding into the development of Super Deluxe? Where is your content coming from? What trends in the culture are you tapping?

The culture we embrace places a premium on pursuit and discovery - it's part of an important ritual around this type of content on the Web. People trade funny videos, photos, comics and stories all the time. At launch, we emphasized the portability of online comedic content by including multiple tools to share and embed our video.

We're catering to the 'openness' of our audience's expectations and tastes. We encourage our artists by not imposing strict restrictions or lengthy approval processes; this approach lends itself to experimentation. In doing so, we've built a library of original and exclusive content unlike many other video sites. That's been an essential part of attracting interest in this space.

On Super Deluxe, it isn't necessary for our sensibilities to have broad appeal; we don't have to create a sitcom that appeals to the juicy part of the bell curve in order to gain an audience. A Super Deluxe viewer can construct their own path through the network, watch what they want, participate how they want, and discard what doesn't interest them.

The anthropologist Mary Douglas has argued that there is only a thin line that separates jokes and insults. How do you imagine Super Deluxe negotiating that line? Are there going to be occasions where you need to censor potentially offensive content? Are you giving the community ways to police itself?

We've already encountered these issues in the short period of time since launch. We've had situations where we've removed inappropriate content - videos that crossed the line from joke to insult (and, honestly, some videos went past insult and straight to offensive). It's not hard to see what fits with our ideals and what doesn't. Our editorial system allows us to promote like-minded content producers while still giving individuals the opportunity to define their idea of what's funny to them.

There is a flagging mechanism on Super Deluxe for our community to use. We review each flagged submission and decide whether it meets our standards or to to take it down. We retain an open dialog between us and our community. They help us police and message us or flag where appropriate. Our community helps Super Deluxe decide who we are and what we stand for. This level of openness helps us define the grey area, the thin line. Our sensibilities are strong but our policies are flexible.

Are you giving individuals ways to find content that reflects their own value systems?

We are. If we don't find something particularly amusing, well planned/executed, or indicative of the culture we have created within Super Deluxe, we don't promote it on any of our editorial pages; however, we still give the user several other outlets to publicize his/her creation. Our members can share their creation with their friends, embed it elsewhere for all to see, or direct people to subscribe to his/her RSS feed. While we may not find it particularly funny, there may be some users who will appreciate it.

There is starting to be a backlash against what some critics are calling the "cult of the amateur," arguing that mediocre content made by inexperienced producers is starting to push out professionally produced content made within systems of quality control because amateur content costs less to produce and distribute. How would you respond to this criticism?

When it comes to user-generated content, the medium is in the phase of experimentation. Every creative medium goes through a similar phase in order to establish norms around what's considered 'good' content. I couldn't cast out the "cult of the amateur" as invalid while it progresses through this phase. The distinction between user-generated video and independent film-making is only separated by a few degrees - not residing on opposite sides of the circle.

Recorded music is a medium that has professional, independent, and amateur productions co-existing in the same marketplace. Why couldn't Web-based video?

Can you give us a sense of the scale at which amateur content is coming into Super Deluxe at this point? What criteria are you using to decide which content to foreground on the site? What kinds of amateur content has impressed you the most so far?

Given that we're just finishing our 'soft launch' of Super Deluxe (a period with little or no promotion or marketing), we're extremely pleased with our level of viewership, of registration, and with our community participation. Our next phase is to roll out more original, exclusive content and expand the possible ways our community participates and interacts on Super Deluxe.

On Super Deluxe, when it comes to user-contributed content, we have a phrase that guides our vision: "created, not recorded." There's a huge difference between capturing a 'stupid pet trick' and writing/editing a script to produce a finished video. And while we accept submissions that encompass the former, we promote videos that encapsulate the latter.

We pick amateur content to promote based on a number of criteria. Does it fit with our voice, our theme? Will our users find it interesting? Does it have a shelf-life, or potential for future development? And, most importantly: as representatives of culture in this online world, do we find it funny or entertaining?

Cube is one video that met all these complex criteria. We love this video, and it got a great reaction from our community.

"Squirrel vs Marshmallows" is another one that really gets us excited about our users. It's well planned out and well executed, and I can't get the song out of my head every time I watch the video. It's a perfect example of what we're looking to promote on Super Deluxe.

Your blog has created a category called "Worst Damn Thing." Explain. Do you think the pleasure of user-generated content involves laughing with or laughing at?

We encourage our audience to upload the content that reflects them and their sense of 'the funny.' Some of it, though, tends to be more on the side of 'recorded' rather than 'created.' One particular piece uploaded to Super Deluxe was more appropriate for a standard video-sharing site than for an editorially-driven site like Super Deluxe. So we decided to give our audience a clear signal as to the kind of user contributions we'd promote while also having a little fun with it. We try to retain our sense of humor, both as creators of culture and as lovers of the genre.

We don't intend for "Worst Damn Thing" to stifle creativity; the designation is intended to help raise the bar for what user-generated content can be, in an effort to move the medium from experimentation to independent creation.

When Piracy Becomes Promotion Revisted...

Last fall, Reason magazine reprinted the "When Piracy Becomes Promotion" section from Convergence Culture, foregrounding the ways that the arguably illegal practices of fan subbing have helped to build the American market for anime. More recently, I received a tip from reader David Mankins about the ways that the commercial marketing for the anime series, The Melancholy of Haruhi Suzumiya, sought to explicitly tap into the fansubbing circuit. Haruhi had been a huge success in Japan and had generated growing interest in the American Otaku community through its circulation in fansubbed versions. Wikipedia offers this history of the international reception of the series:

DVD sales in Japan have been strong with 70,000 and 90,000 units sold of the first two DVDs respectively as of August 2006. A 2006 online poll of Japan's top 100 favourite animated television series of all time, conducted by TV Asahi, placed the series in fourth place. The series has also become somewhat of an internet phenomenon in both Japan and English-speaking countries thanks to the distribution of English language fansubs, and over 2000 clips of the series and user-created parodies and homages were posted to video sharing websites such as YouTube. The popularity of these clips (and those of other popular Japanese series) lead the Japanese Society for Rights of Authors, Composers and Publishers (JASRAC) to request that YouTube remove clips protected under copyright.

Rather than ignore this history, the company releasing the anime series officially in the United States openly courted anime fans, urging those who have loved the fan sub version to support the commercial releases.

Here's an account of the campaign published last December on The Anime Almanac:

Buzz was generating through out all off last week as a mysterious website popped onto the internets with promises of the popular anime series, The Melancholy of Haruhi Suzumiya, being licensed in the US. The website only claimed that "The World as we know it will end" that Friday. But for those looking around, one could find hidden messages to decrypt written in the website's source code. The popular website AnimeOnDVD.com also played along with the highlight of the letters SOS written on their news posts. The hype was big, and many started to speculate who was behind the mystery....

Bandai's idea behind the ASOS Brigade is to reach out to everyone who has already become fans of the series through watching the fansubs. They have created their own amateur-style home movies and are posting them on the internet. They have also created a Myspace page and encourage fans.

The movie is done "for fans by fans" style, and they really know their target audience. The movie interlaces Japanese and English dialog with a Korean-Americain, former Pink Ranger Patricia Ja Lee, playing the lead role, and two Japanese actresses playing her sidekicks. Lee even admits in the film that the Japanese actresses are only meant to appeal to the otaku fanboys. This is a very suitable attitude for the character she portrays, and is even more entertaining when we, the otaku-fanboy audience, realize how true it is.

But the video also dives into other aspects of the online anime community that we weren't expecting from a company like Bandai. Internet catch-phrases like "O Rly?" and "No Wai!" are used through out the video, which are only used by visitors of such otaku-influenced websites like 4chan.org and ytmnd.com. Also, after fans complained over Lee's choice to translate a word to "psychic" over the word "esper", a new subtitled version of the video included the fan-prefered word written under the original recording...

Many people feel that Haruhi will never sell well in the US because most of the fans have already seen the show through illegal methods. This campaign is an attempt to target the fansub community into actually supporting the series financially when the opportunity is available to them. The movie ends with special thanks to "All fansubs lovers who buy the official DVDs and who help support more creative works," and specifically gives no thanks to "downloaders/bootlegers who never buy the official DVDs." This is a very bold statement, but I completely understand where they are coming from.

This case suggest just how central the fan network is to the release strategies of anime publishers. Rather than trying to shut down the fans, the company is recognizing the ways that fans have appreciated the value of the series, helping to familiarize at least American otaku to the content, and encouraging them to put their money behind a cultural product that they have already enjoyed in an underground form. I will be curious to see how this turns out and would welcome any insights from readers of this blog who are more involved in anime than I am.

For anime and manga fans in the Boston area, I wanted to share details of the forthcoming Cool Japan conference being hosted by Ian Condry, a faculty member in the Foreign Languages and Literature section at MIT and an active contributor to the Comparative Media Studies Program. Here are some of the highlights of the event (taken from the press release). Events will be split between MIT and Harvard, reflecting the joint affiliation of the "Cool Japan" Project:

Wednesday, February 28

Anime Screening & Director's Talk: The Girl Who Leapt Through Time.

7pm, MIT Room 32-123 (enter at 32 Vassar St.)

Anime director Mamoru Hosoda will screen and discuss his feature film The Girl Who Leapt Through Time (Toki o kakeru shôjo, 2006, Kadokawa/ Madhouse), which was awarded Best Animation by the Media Arts Festival 2007.

Thursday, March 1

Hip-Hop Japan: Rap and the Paths of Cultural Globalization Book Launch and Dialogue with Author Ian Condry. 4-5:30pm, MIT Room 4-237 (enter at 77 Massachusetts Ave.)

MIT Associate Professor Ian Condry will discuss his recently published book with comments from local hip-hop scholars Thomas DeFrantz (MIT Associate Professor) and Murray Forman (Northeastern) and dialogue with audience.

Miss Monday in Concert. Tokyo hip-hop artist and local hip-hop sensations Akrobatik and Danielle Scott. Tickets: $8 Adv./$10 Door (18+). 9pm (doors open at 8:30pm), The Middle East, Upstairs (472 Massachusetts Ave., Cambridge).

Friday, March 2

Scholars Panel Discussions. "Love and War in Japanese Pop Culture." Harvard CGIS (South, Room 020 Case Study Room, 1730 Cambridge St., Cambridge).

"Visual" with Susan Napier (Tufts/ U Texas), author of Anime: From Akira to Howl's Moving Castle; Roland Kelts (U Tokyo), author of Japanamerica: How Japanese Pop Culture Invaded the US; and Adam Kern (Harvard), author of Manga from the Floating World: Comicbook Culture and Kibyoshi in Edo Japan. 1pm.

"Design" with Marcos Novac (University of California, Santa Barbara), artist, transarchitect, and designer; Kostas Terzidis (Harvard), author of Algorhithmic Architecture; and Larry Kubota (GLOCOM), filmmaker, Black Current Productions. 3pm.

Afro Samurai Screening and Discussion with Manga Artist Takashi Okazaki. Screening of one 25-minute episode from the new five-part animated series produced in Japan and starring Samuel L. Jackson. Discussion follows with Afro Samurai manga artist Takashi Okazaki, who drew the original cult comic that launched the project. 7pm, Gund

Hall Piper Auditorium (Harvard, 48 Quincy St., Cambridge). WARNING:

Mature content, not suitable for children.

Saturday, March 3

Scholars Panel Discussions. "Love and War in Japanese Pop Culture." MIT Stata Center Room 32-124 (32 Vassar St.).

"Culture" with Laura Miller (Loyola), author of Beauty Up: Exploring Japanese Beauty Aesthetics; Christine Yano (U Hawaii), author of Tears of Longing: Nostalgia and Nation in Japanese Popular Song; Ian Condry (MIT/Harvard), author of Hip-Hop Japan: Rap and Paths of Cultural Globalization. 1pm.

"Politics" with David Leheny (U Wisconsin), author of Think Global Fear Local: Sex, Violence, Anxiety in Contemporary Japan; Theodore J. Gilman (Harvard), author of No Miracles Here: Fighting Urban Decline in Japan and US; and Ueno Toshiya (Wako U), author of Urban Tribal Studies: A Sociology of Club and Party Cultures. 3pm.

For those of you who are not in the neighborhood, you may have to make due with Anime Pulse's extensive coverage of the previous Cool Japan conference. Here's hoping they provide a similar record of this event.

Four Eyed Monsters and Collaborative Curation

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

As Crumley explained in an interview with Indiewire:

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

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

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

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

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

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

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

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

More Second Thoughts on Second Life

A week ago, Clay Shirkey, Beth Coleman, and I launched a three-way conversation across our blogs which was designed to spark a greater public conversation about the value of Second Life. We have been extremely pleased by the range of other responses to our posts which have cropped up on other blogs. By agreement, we are each returning today to respond to each other's posts and offer some concluding thoughts on the issues which have emerged through the conversations so far. Beth's post can be found here. Clay's post can be found here.

As some readers have noted, the disagreements here may be more apparent than real. Clay, Beth and I agree that Second Life is probably being over hyped if our criteria of significance is defined statistically but that it may still be an important site of cultural innovation and deeply meaningful to the people who spend their time there if we adopt more qualitative measures.

The "debate", if you can call it that, circles around competing criteria by which we might measure the importance of Second Life. Shirkey's original post sparked such heated response in part because it seemed to be pushing statistical and commercial criteria forward at the expense of other ways of evaluating the importance of what is going on there.

Shirkey says as much:

Concerning popularity, I predict that Second Life will remain a niche application, which is to say an application that will be of considerable interest to a small percentage of the people who try it. Such niches can be profitable (an argument I made in the Meganiche article), but they won't, by definition, appeal to a broad cross-section of users.

Beth believes that Second Life may well push well beyond niche status by providing a compelling model for how we might live in a virtual world that captures the public imagination and paves the way for subsequent developments in the design and deployment of virtual worlds. Second Life, she suggests, represents one step further along a century long evolution of human communications capacity:

What virtual worlds promise is an augmentation of human-to-human communication. We seem to yearn for synchronous connectivity and virtual worlds promise to deliver exactly that. Looking at the 150-year build out of telecommunications capabilities, what we find with many of the current platforms from text message to instant messaging to virtual worlds are designs for simultaneous connectivity. Putting a human face to things is a lot of what this is about, even if that human face is a codebot. These platforms are not simply to facilitate shopping but to develop further (or perhaps more massively) the ways in which virtual and "portable" spaces can be inhabited as a home.

Shirkey, by contrast, believes that "virtual worlds" is not a meaningful category:

Put another way, I believe that the group of things lumped together as virtual worlds have such variable implementations and user adoption rates that they are not well described as a single conceptual group...Pointcast's management claimed that email, the Web, and Pointcast all were about delivering content, and that the future looked bright for content delivery platforms. And indeed it did, except for Pointcast. The successes of email and of the Web were better explained by their particular utilities than by their membership in a broad class of "content delivery." Pointcast tried to shift attention from those particularities to a generic label in order to create a club in which it would automatically be included.

I believe a similar thing happens whenever Second Life is lumped with Everquest, World of Warcraft, et al., into a category called virtual worlds. If we accept the validity of this category, then multi-player games provide an existence proof of millions-strong virtual worlds, and the only remaining question is simply when we arrive at wider adoption of more general-purpose versions

Ironically, of course, many bloggers have responded to Shirkey by arguing that he is comparing apples and oranges by lumping Second Life together with these other gaming platforms. Second Life, they argue, is not a game. And in doing so, they are making his point for him: Second Life, he argues, can not be meaningfully lumped in with these other forms of virtual worlds because it is not a game and read on its own terms, it does not demonstrate there is a robust or widespread public demand for this kind of online experience. Again, though, this is to revert back to a set of statistical criteria for evaluating the cultural significance of Second Life.

Let me repeat for the third time the statement which may best sum up my own position: "Second Life isn't interesting to me because of how many people go there; it's interesting because of what they do when they get there."

Here, we can imagine a range of other ways of evaluating the importance of what happens in Second Life:

1. on the basis of which groups or institutions are conducting business there. As I have suggested, Second Life embodies a mixed media ecology in which business, government, educational, civic, nonprofit, and amateur media makers co-exist, each using Second Life as a test bed for innovation. It has always been the case that the playgrounds of the rich and the powerful take on a cultural significance that far outstrips the realm of our own everyday lives.

2. on the basis of the quality of civic engagement which emerges there. In a forthcoming book, Peter Ludlow, the editor of the Second Life Herald and the former editor of the Alphaville Herald (based in The Sims Online), has described what has happened as players move from one "virtual world" to another. Ludlow argues that there are a number of people who were "griefers" in The Sims Online who have begun to make meaningful contributions to the community on Second Life. His implications is that there is something in the mechanisms through which community life is conducted in Second Life which fosters a greater sense of civic engagement and personal responsibility -- in part perhaps because people are constructing their own reality and making their own rules there. (By the way, watch for an interview with Ludlow about Second Life on my blog later this week).

3. On the basis of the specific kinds of outcomes which emerge from our social experimentation in Second Life. We may need to wait longer to evaluate impact on this level but Second Life will matter if it teaches us new things about what it is like to live in a virtual environment or if, for that matter, we take innovations and insights from Second Life back with us to reshape our real world institutions and practices.

4. On the basis of the ways that Second Life incites the public imagination and thus becomes part of the general cultural understanding of what it might mean to inhabit a virtual world. In that sense, Second Life might occupy a space closer to Snow Crash or Diamond Age -- that is, as a fragment of the popular imagination rather than as a real space. In a literal sense, if Second Life didn't exist, we would have to invent it because it plays such a vital role in contemporary discussions of participatory culture, user-generated content, and online worlds. One could argue, in fact, that the public imagination of virtual reality is so far in advance of the current state of the technology that we may never have the patience to actually take the baby steps needed to get from where we are to where as a cultural we want to be. There's a danger that the public imagination of Second Life is so much more vivid than the reality that this contributes to the phenomenon of people trying it out and abandoning it.

Perhaps we can identify many more ways that Second Life might matter culturally without necessarily mattering statistically.

As we look more closely at Shirkey's arguments, he seems to hold onto a very specific set of criteria by which we might evaluate the quality of experience visitors have in Second Life -- criteria which start from the assumption that Second Life is designed to be a "simulacra" of reality, that it is judged according to its fidelity to the real world. Consider this passage from Shirkey's post

Games are not just special, they are special in a way that relieves designers of the pursuit of maximal realism. There is still a premium on good design and playability, but the magic circle, acceptance of arbitrary difficulties, and goal-directed visual filtering give designers ways to contextualize or bury at least some platform limitations. These are not options available to designers of non-game environments; asking users to accept such worlds as even passable simulacra subjects those environments to withering scrutiny.

All of this makes sense if you assume the goal of Second Life is "maximal realism." In my last post, I argued for a different understanding of what it might mean to have a Second Life -- based on the classic notion of carnival. By this criteria, Second Life is a place we go to escape the constraints on our everyday life, to explore new possibilities through our imagination which would be hard to realize in the realm of our First Lives. It doesn't mean everything goes: in fact, much of the literature on carnival implies that it re-enforced existing rules and norms precisely by inviting people to imagine what would happen if they were overturn.

Second Life can be immersive without in any way convincing us that it is a thorough model of the real world. After all, Second Life is a place where people routinely embrace identities -- say, a panda in a ninja costume -- which would have no basis in the realm of our real world experience, where people may casually swap avatars as they move from one space to another, where they may just as readily copy the space ship from Firefly as duplicate the architecture of Tokyo. Hell, it's a world where there are giant flying penises!

None of this has anything to do with "maximal reality" and everything to do with the "consensual fantasy" William Gibson saw as the defining characteristic of cyberspace. I am certain there are people and institutions that strive relentlessly for "maximal realism" but that's only one potential goal people might embrace as they enter this realm. Second Life is what we as participants make of it.

Shirkey himself demonstrates that games, because of their structures, may create immersiveness without achieving anything near "maximal realism" or even "passable simulacras." Who is to say that Second Life may not be generating altogether different mechanisms for achieving immersiveness -- having to do with our own shared participation in the design of the world -- without depending on perfectly mimicking the realm of our everyday experience? The problem is that if the "immersiveness" of Second Life is a product of our own participation then it may not be immediately communicated to the casual visitor who doesn't contribute directly to the production of this consensual fantasy but simply goes there expecting to consume it much as they consume an amusement park or a multiplayer game. This would surely account for the difference in how casual visitors and immersed participants experience the quality of experience created within this world.

Engagement Marketing: An Interview With Alan Moore (Part Two)

Last Friday, I introduced my readers to Alan Moore -- not the comic book creator but the brand guru -- a cutting edge thinker about the ways that grassroots communities are reshaping the branding process. Moore, with Tomi T Ahonen, wrote a book called Communities Dominate Brands. The book spells out their vision for where media is headed -- towards what Moore described last time as a "connected society"-- and what it means for the branding process. Here, Moore gets deeper into some of the issues which will be of particular interest to regular readers of this blog -- the economic value of fans to advertisers and media producers, the issue of compensating for user-generated content, the case of Pop Idol as a global media franchise, and the concept of transmedia planning. Moore will be speaking at the CMS colloquium later this term and we hope to make a podcast of his remarks available down the line.

There seems to be an implicit tension running through this book between the focus on the individual consumer (which has been a cornerstone of branding theory and which gets new attention in an age of personalized and customized media) and the focus on communities (which take on greater importance in the age of networked communications.) I wonder if you could talk a bit more about this tension -- should companies be targeting individuals or communities? What do you see as the relationship between individual consumers and these

new kinds of brand communities you are describing?

My view is that one can create greater opportunities, by appealing to communities of interest.

Doc Searls said that markets are conversations. I think communities form around 3 principle tenets.

1. Information

2. Entertainment

3. Commerce

Lets take the equine community, or the climbing community, the motivations for belonging are at a deep human level.

By creating platforms that can better serve these communities around these 3 tenets, one can build I believe sustainable businesses, that are not geographic specific.

Communities form around values, not demographics.

Also, I believe that by combining, user generated content, peer production, inter-community trade and knowledge exchange, in conjunction with services and entertainment specific to that community, the community will grow and expand. This is where the advertising becomes the content and the content becomes the advertising. The advertising becomes the conversation and the conversation becomes the advertising.

Also, there is an opportunity to listen carefully to the community so that one is in a constant process of refinement of how best to serve that community.

The money flows in a different way.

Of course such a view is heresy, within the world of mass media, which are tied to location and old distribution/business models.

In the book, you describe the emergence of "brand promiscuity." As Sex and the City might put it, we are just not that into you any more. What do you mean by brand promiscuity? What factors are giving rise to it? and what steps might companies take to make sure they still have some place in the hearts of their most loyal consumers?

There is no doubt brands wax and wane. But the brand manager wants their customers to always consider their brand before others, and where hopefully price is not part of that consideration process.

However, through the process of search, customers have been able to do much more research about the products and services they want to buy. There is mounting evidence that people go online - and research before they buy.

Customers have become far more aware, that their interests are not always put before the company interests.

That's not to say certain brands don't have die-hard fans, many do, and Apple is a great example of the extraordinary loyalty shown by Apple users.

But none the less, we know that by researching, we can find a better deal on our terms.

The steps companies have to take are to put the customer at the start of the value chain and not at the end. There can never be an excuse for disappointment. Brands have to learn that customer service is not lip service.

Recently I flew to the US via the business airline EOS. It was quite clear to me that they had designed their service from start to finish around the customer experience. I would advocate flying with that airline to anyone.

Such an experience means I will always consider EOS before anyone else and they are cheaper than BA.

Equally, when a community reacts angrily to what they consider as malpractice by a brand, the brand has to engage with that community.

If we look at the near collapse of Kryponite, the resigning of Trent Lott from the Senate, of Jeff Jarvis's personal crusade against Dell computers, Brands have to understand that at the very least they could suffer severe bad publicity at the very worst they could loose their business.

The most extreme example of brand promiscuity comes from China. Chinese stores are being hit by mobs of customers who are engaging in a spot of Tungou, or team buying. Shoppers are coordinating times to hit stores using the web. The shoppers turn up en-masse and demand discounts - and often store owners concede! Sites such as www.51Tuangou.com and www.teambuy.com.cn provide forums for shoppers to meet and plan their next target.

You have interesting things to say in the book about fans: "Such fans are more precious than gold. You should find them, recruit them to work with you, never try to 'brainwash' them, but let them be themselves and use their own creativity and passion to promote your product or service. Find gentle but supportive means to promote them and their work. Pay them for their

intellectual property, at least as well as you would reward a star-performing advertising agency. Celebrate this kind of passion -- you will ignite other such sleeping giants from amidst your fan base." You touch on a key issue here we have been discussing on the blog -- should companies be compensating fans for user-generated content? Why or why not?

Like all things its about context.

The BBC for example, feel they should not be paying for user generated content. Whereas, Current TV pays those that get their 15min pod onto cable $1000.

Spreadshirt.com - which enables me to create my online shop and to trade and transact, with spreadshirt handling all the printing, distribution and financials, are in a way benefiting from user generated content. In a more sophisticated manner.

What about fans writing for the Soprano's or TV formats? Should we be paying them. Well yes. Wikipedia? No, because the motivation is completely different.

Again, we are the mid-wives of a new socio-economic model. It is interesting that we have never ever before really considered seriously that engaging such a fan base could be of huge benefit to various companies.

But, there is enough evidence to show that redirecting some capital in different ways can ignite creativity and therefore drive commerce.

Andy Warhol it was that said in the future everybody will be famous for 15mins. I don't think he could have ever possibly imagined how this would manifest itself. But we are living with that prophecy today.

Could we fire our advertising agencies, that cost us millions if not billions of dollars and just get our most passionate fans to create our advertising for us?

So I guess the formula, is to think about what is the incentive? What is the benefit? Is it short term or long term, is it about reputation and just a sense of belonging or do we want something else? Do we corrupt what we are by paying a revenue share, or are we really igniting the blue touch paper of our passionate community by offering a financial reward?

More generally, what advice would you provide to media companies about forming strong ties to their fan base? Can you cite some examples where companies got this right and where they've gotten it wrong?

So the old rules of command and control don't apply. It is about listening and building trust, it is about real dialogue and actions being taken on that dialogue.

It is about persistent conversation, and creating platforms that will attract, and reward in a variety of ways. It is about a better customer experience, and always, always delivering on the promise.

Who got it right?

Well I think Spreadshirt has got it right, Jamie Oliver and his School Dinner campaign got it right (through a TV programme he invited his audience to form as a community and embarrass the British Government in changing its policy as to how we feed our kids in UK schools), the Boeing Design Team, Soloman sports .

Trent Lott got it wrong, as did Kryptonite, as did Dell, Sony and Verizon all vie for the "how we really fucked it up" award.

But let me also say that, this is work in progress, and your fan base could be the many thousands of employees that work for your company, they are quite often a small army.

Jonathan Schwartz the COO of Sun Microsystems famously said:

The perception of Sun as a faithful and authentic tech company is now very strong. What blogs have done has authenticated the Sun brand more than a billion dollar ad campaign could have done. I care more about the ink you get from developer community than any other coverage. Sun has experienced a sea change in their perception of us and that has come from blogs. Everyone blogging at Sun is verifying that we possess a culture of tenacity and authenticity

And he talks about how Sun's bloggers have created a more transparent company that appears more human as a result. This is the natural consequence of two-way flows of communication. Something that many brand and advertising managers struggle with. Command and control should no longer be part of any marketing communications strategy.

We are at the very beginning now of a revolution in marketing communications. How businesses will engage with their audiences, how marketing budgets will be spent, and how marketing departments will be organized.

You've done some writing about the Pop Idol phenomenon worldwide. What factors have led to the consistent level of engagement which this property generates? What do you see as the most significant commonalities and differences in the ways consumers respond to this franchise in different parts of the world? What lessons might other media producers draw from the success of Pop Idol?

Today's world is a world of experience of content, of culture and of content-rich brands, a world where knowledge is profit and interconnectivity is power, where enabling and personal empowerment are keys to future success. The implications for business are clear. People will want more 'experiences' and to be able to define themselves by those experiences.

In no TV show worldwide has this been more obvious, than in . Generating over 3.2 Billion viewers over the past six years, the various national editions of Pop Idol are regularly the most watched TV show in their respective countries when they air, and the final episode to Pop Idol has broken viewing records from Norway to Singapore.

In Modernization, Cultural Change and Democracy, Professor Ronald Inglehart from the University of Michigan, and, Professor Christian Welzel Professor at the University of Bremen, have been studying how developing economies affect and change individuals and society. Living in a world where survival is now taken for granted, and migrating from an industrial economy to a knowledge society places increasing emphasis on individual autonomy, self-expression, and free choice. Emerging self-expression values transform modernization into a process of human development, giving rise to a new type of humanistic society that is increasingly people-centered.

This new society they argue, seek true voice; direct participation, unmediated influence and identity-based community. Taking control of one's life, having total control over one's identity. These issues therefore, are central to the underpinning of Pop Idol.

Most viewers fully understand that Pop Idol is a manufactured format. What is crucial is not that these wannabe stars are just great performers, but that they come across as genuine and authentic.

Authenticity is one of today's zeitgeists. The cumulative net result of blogs, the explosion of user generated content and self-publishing, is about the exploration of identity on the one hand and on the other it is about communication that is unmediated, unfiltered, and perceived as genuine/authentic. Distrust of Governments and global brands explain why authenticity plays such a critical role in post-modern society.

In one Pop Idol show a contestant is told by the judges that her singing style lacks emotion. Her response to this observation is that she is not interested in the judges view, because she is performing for the audience. It is the audience with their voting power that she appeals to. Su Holmes explains in her paper Reality Goes Pop! Reality TV Popular Music, and Narratives of Stardom in Pop Idol: Sage publications 2004:

Contestants situate the audience not only as the primary point of address and recipient of the performance but the primary arbiter of its meaning. This structure validates audience choice, discrimination and agency at the moment of transmission in which the audience is actively encouraged to adopt a viewpoint at odds with an official or expert opinion.

In early Hollywood the stars were exceptional stage performers who transferred their skills to the silver screen. Buster Keaton and Charlie Chaplin fell over for real, Fred Astair and Ginger Rogers truly did dance, though Rogers did dance backwards and in high heels! Elvis and Frank Sinatra did sing. The movie was special, and stars were closely guarded maintaining their sense of aura, and a heroic image. Today's Hollywood star relies on stunt doubles, plastic surgery and special effects. Doing the publicity tours for each movie, the stars are over-exposed, and discuss the tricks of the trade ad nauseum, destroying any lingering admiration for skills beyond purely that of acting. Actors are now known to be that and nothing else: actors. Audiences sense that this is more fake, than authentic. While a movie or TV show may be great entertainment, it is still fake, whilst there is an increasing demand for authenticity.

Reality TV is built on co-creation, participation, and persistent peer-to-peer flows of conversations on the television via voting in the chat rooms and forums. This signals that commercial success for broadcasters can be defined by better improving the dialogue via rich flows of communi-cation. Modern viewers think like this: "When I can see, that my vote counts, that my voice counts, then I will willingly engage. When I can be identified as myself within a group context, and listened to, that is important to me."

Sure, some of us may not want to participate in the Pop Idol's of this world, but we may be passionate about other issues, and Pop Idol is more about participatory democracy, true enough in a crude from, than some people may care to accept. If this is the case, then it is worth pausing as a broadcaster, to mull over; how am I engaging my audiences? How as a commercial broadcaster could I better retain our customer base thus reducing our acquisition costs? Or keep the size of our audiences, and therefore keep our advertisers?

Here are 8 key points to consider as a commercial broadcaster

1). Attraction = Pull to engage. We are deeply social

2). Co-creation / participation / peer production / collaboration / persistent conversations

3). Transparency and authenticity are key components of any engagement initiative.

4). Flowability of content across all media platforms

5). Valuable and contextual content

6). Idea driven

7). Deliver a memorable experience

8). Editorial can link to commercial revenue streams

As an American reading your book, I was consistently fascinated with your accounts of mobile media and SMS in other parts of the world. We lag so far behind Asia and the Nordics in terms of our adoption of these technologies. You've spent a lot of time helping clients to understand how they change the information flow and alter their branding efforts. So, what do you see as the future of mobile media and SMS in the North American context? What do you see

as some of the innovative uses of these technologies in other parts of the world and what changes would need to take place if American companies wanted to deploy these approaches in our context?

This is such a vast topic I feel defeated before I even start.

Well - operators have to really consider how they stimulate peer to peer flows of communication.

Mobile is not a mass market. it's a market of mass niche audiences.

In Norway you can buy plane tickets, pay for your parking space. In Finland you can be notified by your library that the book you wanted is now in stock or you can renew your borrowing by SMS, pay for your train tickets via SMS or buy your lottery ticket.

Bands have their own MVNO including the rock group Kiss and P.Diddy.

There is the obvious Citizen Journalism package, for example the Norwegian newspaper Aller, has equipped its journalists with video mobile phones where a print is translated into a 5 min sound-byte via the web.

In Hong Kong one can play the community horse racing game super stable, and in Japan play the community treasure hunt game Mogwai. As teams hunt a prize in an urban jungle.

Mobile is not Heinz baked beanz. One has to put the tools in the hands of creators.

There was one passage in the book which provoked sharp disagreement from me. You write, "Undebiably the storylines of content in popular culture have shrunk, which has shortened the attention spans of especially the younger audiences." Yet, writers like Steven Johnson have made a convincing argument that popular culture texts have greater complexity now than ever

before. We can certainly point to the short lengths of music videos, YouTube segments, or content for the mobile platform, yet we can also point towards people camping out all weekend to watch long marathons of complex serialized dramas on DVD. How would you respond to the claim that popular culture is demanding more, not less, from its consumers in response to the fragmentation and interweaving of storylines you discuss?

I agree, and it is something we have been researching from the last book. Culture is more layered. And is an area we have given more thought to.

I think what we were trying to say was that conventional storylines had been exhausted. Pulp Fiction was perhaps the last film to exploit the old movie genres to great success, where narrative is pulled, pushed and squeezed in innovative ways.

I think kids watch less television, my kids do, but seek greater immersion, in myspace or Grand Theft Auto, or any other gaming experience, or fan fiction site one cares to think of.

But the important criteria is, that they CAN be part of the co-creation experience. That changes everything.

Think about it, you're a kid, you're 9 standing in the schoolyard. Your lonely, you see the cool kids playing soccer, or baseball. The coolest kid in the school comes over to you and says, "do you want to join in?" what are you going to say?

All of a sudden you belong. Your identity recognised.

We've been talking here about transmedia planning as an approach which recognizes the growing complexity of popular culture and rewards the competency and mastery of fans. This approach would seem to be consistent with your own emphasis on fan engagement and brand communities. How do you respond to this concept and how might we reconcile it with your discussion of fragmented attention and declining brand loyalty?

Create context, attraction and reasons to engage. These are myriad.

Deliver a valuable experience, and rewards for engaging. Again, depending on what the reasons are for creating engagement will depend on how one structures the engagement initiative.

I like the concept of transmedia planning, it acknowledges the complexity of story-telling, and co-creation in a super-connected world.

It requires the combination of different skill sets, to develop and deliver such an experience.

All writers about media change face the problem of print being too slow a medium to respond to unfolding events. What recent developments do you wish you had been able to discuss in the book?

Well, we are blessed, with the sequel or son of. So I have no regrets. At times I wondered if we had gone too far. Also we built the book off of the SMLXL blog, and had 172 pages of draft text in the 1st weekend. When we went to print we were right on the bleeding edge.

It has however, taken until the middle of 2006, for the rest of the world to catch up.

The conversations that I am having with many companies and organisations demonstrate that we have pushed the envelope. They are just starting to grapple with the difficult issues of Darwin. Adapt or die. Or as we say, engage or die.

I think organisational structures, is perhaps the one issue Tomi and I grossly underestimated. Companies are struggling to grasp what they should be doing, how and why.

But everything pretty much that we wrote about has evolved into reality.

I am proud of the book as a body of work, as we tried very hard to mix theory with practical examples. Proving that our assumptions were and are already true, which they are.

As a creative person, I deal with putting things into reality, its no good, offering advice others can't see as practical.

Of course web/mobile 2.0 was still a twinkle in the sky, and the Apple iPhone a mere dream.

Its amazing what has happened in 15 months.

Engagement Marketing: An Interview with Alan Moore (Part One)

Alan Moore created quite a stir when he called my apartment a little over a month ago. The guy on the phone had a delightful British accent of the kind one might imagine coming from the British comic book artist who is responsible for such works as Lost Girls, From Hell, Watchman, League of Extraordinary Gentleman, Promethea, Top Ten.... Well, it wasn't that Alan Moore. This Alan Moore is a distinguished figure in the marketing world -- the CEO of SMLXL, the Cambridge based "engagement marketing" firm, and the co-author of Communities Dominate Brands: Business and Marketing Challenges for the 21st Century. In Convergence Culture, I write about what I call "affective economics" -- the reappraisal of the value of fan and brand communities within the marketing sphere. I'd recommend Communities Dominate Brands to anyone who wants to dig deeper into the realm of "affective economics." Moore and his co-author, Tomi T Ahonen, have thought deeply about the changes that are rocking the current media landscape and their implications for the ways that brands will court consumers. The book is informed by contemporary media theory and rich in examples for recent marketing efforts that put the theory into practice.

In this interview, Moore shares with us some of his insights into what is going to happen to the branding process given the rise of participatory culture and the breakdown of the traditional broadcast paradigm.

HJ: Your Bio in the book describes you as a specialist in Engagement Marketing, which begs the question -- what is Engagement Marketing and for that matter, what constitutes engagement from your point of view?

AM: Engagement marketing is a very broad term, and purposefully so. At its heart, is the insight that human beings are highly social animals, and have an innate need to communicate and interact. Therefore, any engagement marketing initiative must allow for two-way flows of information and communication. We believe, people embrace what they create.

And why is this important? Because in advanced economies the values of society and the individual change. AT the heart of this is the key issue around identity and belonging. We have always had community. Pre- industrialization, we were tied to our communities by geography, tradition, the state and birthright. External forces shaped our identity. However, in a post-modern world we can have many selves, as we undertake a quest for self identity.

This is described as Psychological Self-Determination the ability to exert control over the most important aspects of ones life, especially personal identity, which has become the source of meaning and purpose in a life no longer dictated by geography or tradition.

The Community Generation, shun traditional organizations in favor of unmediated relationship to the things they care about. The Community Generation, seek and expect direct participation and influence. They possess the skills to lead, confer and discuss. These people are not watching television and have grown up in a world of search and two-way flows of communication.

Going further Engagement Marketing is premised upon: transparency - interactivity - immediacy - facilitation - engagement - co-creation - collaboration - experience and trust these words define the migration form mass media to social media.

The explosion of: Myspace, YouTube, Second Life and other MMORPG's, Citizen Journalism, Wicki's and Swicki's, TV formats like Pop Idol, or Jamies School Dinners, Blogs, Social search, The Guinness visitor centre in Dublin or the Eden project in Cornwall UK, mobile games like Superstable or Twins, or, new business platforms like Spreadshirt.com all demonstrate a new socio-economic model, where engagement sits at the epicentre.

For example Al Gore believes Current TV's hybrid of digital platforms and broadcasting can help re-engage young people with politics and the media. A third of its schedule is created by its mainly 18 to 34-year-old audience with digital video cameras and desktop editing software. Al Gore says It's not political, it's not ideological. You get a cornucopia of points of view and fresh perspectives that force people in rigid frameworks to reassess everything.

You can load up your 15 min film. The community gets to vote if it should be broadcast on cable and the creator gets $1000

Interestingly it's a different set of incentives both personal and commercial.

So reputation begins to play an important role here. And will increasingly do so.

I see this process as having value, not only in a commercial context, but also in education, civil society, science and politics.

Engagement Marketing could help sell a product, an industry, a region, combat a social issue. It can attract and deploy the collective intelligence of the many people.

Engagement Marketing is built upon the power of the meritocracy of ideas, and the strategic combinations of different media to propel that idea into the world, stimulating and facilitating the involvement of its audience to a commonly shared goal.

Engagement Marketing is about connecting large or small communities with engaging content to a commercial or social agenda. Rather than boiling everything down to a unique selling proposition, Engagement Marketing creates bigger ideas that emotionally engage its audience, who have a desire to participate.

Rather than focus on the one single proposition which would be a manufactured communication strategy, Engagement Marketing is built upon the fundamental notion of shared experience, something which 'interruptive' communications cannot do.

Mass media, presumes, only one thing of its audience that they are passive and they will consume as much as marketers can persuade them to.

Mass media is cold media, its push, its myopic, its about as relevant to the 21st Century as First World War military strategy. The age of set piece competition is over.

If the 20th Century was about managing efficiencies, then the 21st Century will be about managing experiences.

In the book you write, "Conventional marketing and advertising is the silent movies of the 21st century. The proletarian nature of the internet, blogging, moblogging, the mobile phone, interactive TV, media choice and the PVR, the rich flows of information and the reach of that information, have all contributed to bringing an era to an end." A bold claim, indeed! I'd love to

see you unpack this for us a bit more. Why is this era ending? What evidence can you offer that this era has ended?

"TV advertising is broken, putting $67b up for grabs, which explains why google spent a billion and change on an online video startup." Stated Bob Garfield in a Wired article just before Christmas. He cites "evolution of dance," which has got nearly 35 million views in six months on YouTube, as evidence that conventional media is in meltdown. These numbers are impossible in a conventional media world.

P&G bankrolled commercial television, so when Jim Stengel CMO for P&G said:

In 1965, 80 per cent of adults in the US could be reached with three 60 second TV spots. In 2002, it required 117 prime time commercials to produce the same result. In the early 1960s, typical day-after recall scores for 60 second prime time TV commercials were about 40 per cent and nearly half of this was elicited without any memory aid. Currently a typical day-after recall score for a 30 second spot is about 18- 20 per cent and virtually no one is able to provide any form of playback without some form of recall stimulate.

The number of brands and messages competing for consumer attention has exploded, and consumers have changed dramatically. They show an increasing lack of tolerance for marketing that is irrelevant to their lives, or that is completely unsolicited. Traditional marketing methods are diluted by a hurried lifestyle, overwhelmed by technology, and often deliberately ignored.

One has to start to question the value of traditional marketing communications, which is further supported by Glen L.Urban. Professor at the Sloan School of Management. MIT, who argues that:

Marketing is changing from the push strategies so well suited to the last 50 years of mass media to trust-based strategies that are essential in a time of information empowerment.

On top of that we are witnessing the emergence of a new socio-economic model as Yochai Benkler explains in his book the Wealth of Networks:

We need not declare the end of economics as we know it. We merely need to see that the material conditions of production in the networked information economy have changed in ways that increase the relative salience of social sharing and exchange as a modality of economic production. That is, behaviours and motivation patterns familiar to us from social relations generally continue to cohere their own patterns. what has changed is that now these patterns of behaviour have become effective beyond the domains of building social relations of mutual interest and fulfilling our emotional and psychological needs of companionship amd mutual recognition. They have come to play a substantial role as modes of motivating, informing, and organising productive behaviour at the very core of the information economy.

And lets not forget TRUST. According to the World Economic Forum, Trust is at its lowest level for Governments, Global Brands and even the UN since tracking began in 2001. Trust plays a key role in any interaction, and the media and business have done a great job in destroying that trust.

For example Sony being sued for the pernicious use of spyware on 24million music CD's it sold, without the buyers consent. Or Verizon promoting Bluetooth capability in its ads and then turning the Bluetooth functionality off. Which resulted in a class action against the company. the lawsuit against Verizon Wireless - and the way it came about - highlights the challenges that weblogs pose to corporations.

Verzion advertised the Motorola V710 with Bluetooth this made it possible for file sharing between the mobile device and a computer. Verizon However turned the bluetooth functionality off.

This case has been identified as being possible purely through the power of the blogosphere and the millions that provide such overwhelming force via "word of mouth"

And how about Fake TV news?

Over a ten-month period, the Center for Media and Democracy (CMD) documented television newsrooms' use of 36 video news releases (VNRs)--a small sample of the thousands produced each year. CMD identified 77 television stations, from those in the largest to the smallest markets, that aired these VNRs or related satellite media tours (SMTs) in 98 separate instances, without disclosure to viewers. Collectively, these 77 stations reach more than half of the U.S. population.

The VNRs and SMTs whose broadcast CMD documented were produced by three broadcast PR firms for 49 different clients, including General Motors, Intel, Pfizer and Capital One. In each case, these 77 television stations actively disguised the sponsored content to make it appear to be their own reporting. In almost all cases, stations failed to balance the clients' messages with independently-gathered footage or basic journalistic research. More than one-third of the time, stations aired the pre-packaged VNR in its entirety.

So, once you have stormed the Bastille, you don't really want to go back to your boring day job. In this instance, the day job is the consumer as an; uninformed, unconnected, passive, ignorant, non-participative, controlled individual that will happily consume and not question what is put in front of them.

The point is that neither the media, nor brands are in control, and we are not waiting for them. We see image advertising as junk mail and by default irrelevant, we don't believe the hype, and we have learnt to question the motive. We the people formerly known as the audience are no longer content to be good foot soldiers.

So the upshot of all of this is the people taking control and creating their own media platforms like OhMyNews . Founder and Editor Oh Yeon-ho said in an interview with Wired Magazine "With OhmyNews, we wanted to say goodbye to 20th-century journalism where people only saw things through the eyes of the mainstream, conservative media. Our main concept is every citizen can be a reporter. We put everything out there and people judge the truth for themselves."

The article goes on further to say that the Guardian has described it as the world's most domestically powerful news site and a South Korean diplomat was quoted as saying that the no policy maker can now ignore OhMyNews.

What does this mean? It means we are redefining what journalism is, what media is and who controls it. If this is the case we are redefining what advertising is, what business is and who benefits. It means we are redefining how we communicate and to whom.

We are witnesses at the birth of a new socio-economic model.

The Silent Cinema analogy suggests less a fundamental break than the reconfiguration of the system to reflect a new technological environment. Your book talks a lot about what needs to change. What lessons will these new marketers carry over from the era of conventional marketing and advertising?

What can they carry over?

Well - not a lot as I can see.

It's a new set of rules and a new language.

I think there is a great deal that can be left behind. The worse thing that can happen to you is irrelevance which is always the precursor to obsolescence. And that is a one-way street.

With TV audiences in decline, globally what is the model for the future?

Your book describes a shift from a Networked Culture to a Connected Culture. Explain what you see as the difference between the two. How does this distinction map onto the distinction people are starting to make between Web 1.0, 2.0, and 3.0?

Web 1.0 is representative of a networked culture. We're all plugged in, and can be defined as Metcalfe's Law.

But a connected culture is a world of hot media, of Current TV, peer production, collective intelligence, Second Life, the world of Warcraft, Pop Idol, Citizen Journalism, Myspace, Bebo, YouTube, mobile social networking, new business platforms which is about utilising digital technologies to radically challenge the status quo of our industrialised world. It is all about persistent conversation and extended narrative.

A connected culture is one that can be better described as Reeds Law and Group Forming Networks

(GFNs) are an important additional kind of network capability. They allow small or large groups of network users to connect and to organize their communications around a common interest, issue, or goal.

GFN's have an exponential effect and significantly out perform either Sarkov's Lawthe law of the mass media and Metcalfe's Law which is the Law of the internet.

Connected culture is about Commons based peer production as a third model of production that relies on decentralized information gathering and exchange and more efficient allocation of human creativity.

For example Yahoo talk about better search through people. Bradley Horowitz of Yahoo talks about User generated content that is Tagged, Described, Organized and, Discovered not by editors but by the users.

Yahoo talks about: User Distributed Content, and, User Developed Functionality

And they talk about F.U.S.E. = Find - Use - Share - Expand

Another illustration of a connected culture is >em>The Elephant's Dream, the world's first open movie, made entirely with open source graphics software such as Blender, and with all production files freely available to use

The short film was created by the Orange Open Movie Project studio in Amsterdam during 2005/2006, bringing together a diverse team of artists and developers from all over the world .

All mobile/web technologies are designed around social interaction of one form or another. It's a world of Social Media not Mass Media. Niche mass audiences - forming around passion based interests that are not geographic specific.

Get a (Second) Life!

Clay Shirky has been a longtime pundit about digital culture: sometimes he gets it right (or at least, more accurately, sometimes I agree with what he writes) and sometimes he doesn't. For example, he was one of the first journalists to really think hard about the emergence of participatory culture as something different from the same old consumer culture; he also took what I see as the wrong side of the debate with Scott McCloud about micropayments (though the jury is still out on that one.) I always respect what the guy has to say -- even if he tends towards the cynical side and I tend to the more optimistic. He is someone who asks the right questions -- even if he doesn't always come up with the right answers -- and that's all you can ask of anyone who writes regularly and sticks his neck out about emerging trends in a still developing medium. Lots of folks are dismissing Shirky right now without knowing the range of insightful and provocative essays he has posted in the past. Check out his homepage Agree with him, disagree with him -- as I said, I've done both through the years -- Clay Shirky's no idiot.

Right before Christmas, Shirky posted a critique of the media hype around Second Life, which has been stirring up a lot of fuss among my various friends and neighbors. The piece is worth reading as a corrective to some of the more breathless prose which claims that Second Life is "Web 3.0" and will totally change the world as we know it.

Basically, Shirky's arguments boil down to the following:

1.Claims about Second Life's user base have been dramatically overstated because the focus has been on the number of people who try out the multiverse rather than on those who return regularly. As he explains, "Someone who tries a social service once and bails isn't really a user any more than someone who gets a sample spoon of ice cream and walks out is a customer."

2. He argues that the hype around Second Life simply repeats earlier waves of enthusiasm about virtual worlds, none of which have turned out to be the "next new thing" claimed for them by their most ardent supporters. He concludes, "If, in 1993, you'd studied mailing lists, or usenet, or irc, you'd have a better grasp of online community today than if you'd spent a lot of time in LambdaMOO or Cyberion City."

3. The hype about Second Life is emerging because tech reporters are young and have no sense of history, because virtual reality is easy to grasp compared to the complexities of social networks, because writing about SL still keeps the focus on content, and because so many powerful groups have a vested interest in sending out press releases about the cool project they are doing in Second Life.

Shirky concludes, "Second Life may be wrought by its more active users into something good, but right now the deck is stacked against it, because the perceptions of great user growth and great value from scarcity are mutually reinforcing but built on sand....There's nothing wrong with a service that appeals to tens of thousands of people, but in a billion-person internet, that population is also a rounding error. If most of the people who try Second Life bail (and they do), we should adopt a considerably more skeptical attitude about proclamations that the oft-delayed Virtual Worlds revolution has now arrived."

This story has already generated some smart responses from people I know and trust. Here, for example, is my MIT colleague Beth Coleman:

Second Life may turn out to be the Friendster of the "metaverse"--the first to disseminate the signal strongly but also fast to disappear once the My Space of this format appears. Last winter there were 200,000 who visited SL. Today there are somewhere around 2 million who have at least stepped in to use the interface, to see for themselves what this is all about. WoW has already demonstrated a mass scale of technical application and popular interest for MMORPG. SL, Multiverse, and the growing numbers of virtual world platforms beg the question of future network use. It's not like real life. Not by a long shot. One is animating a proxy through multilayered terrains of information. Some of them might take the shape of cliché singles bars, but the procession toward ever more complex simulation in computing is there. Not every user can code, but certainly more users will learn to script (or edit video or stream media) as Flilckr and Youtube have made clear. It also seems incorrect not to recognize exponential user growth in regard to 3d virtual worlds. Let's not look at the U.S. for a moment but Asia, specifically the Korean Cyworld that is a 3D world massively used for social-networking in the way that My Space functions for American youth. The all-encompassing metaverse that Philip Rosedale promises Second Life will become may be a fiction of the CEO's own virtual world fantasy. The potential of 3D search engines do not trump text-based and 2D formulations. But it seems short-sited to says that 3D imaging and spatial representation do not open doors for emergent use of communications networks. At the very least, the qualities of 2D social networks are mutated, amplified, and animated by these real-time moving image worlds. VW platforms, including SL, can claim the following qualities:

1. Community building of social networks that reach on and offline

2. Communal projects that span systems designs to educational, business, and activist organization

3. Avatar proxies are not minor. Yahoo avatar, Wii's Miis, Facebook....every place where users are able to created multi-media profiles they do. The puppet show of virtual worlds speaks very strongly to a collective desire to play in this way.

We are still in the beta stage on this, a continuing beta from the 1990s I suppose, but the tipping point from niche to popular use seems to have arrived.

Here's danah boyd:

Lately, i've become very irritated by the immersive virtual questions i've been getting. In particular, "will Web3.0 be all about immersive virtual worlds?" Clay's post on Second Life reminded me of how irritated i am by this. I have to admit that i get really annoyed when techno-futurists fetishize Stephenson-esque visions of virtuality. Why is it that every 5 years or so we re-instate this fantasy as the utopian end-all be-all of technology? (Remember VRML? That was fun.)

Maybe i'm wrong, maybe i'll look back twenty years ago and be embarrassed by my lack of foresight. But honestly, i don't think we're going virtual.

There is no doubt that immersive games are on the rise and i don't think that trend is going to stop. I think that WoW is a strong indicator of one kind of play that will become part of the cultural landscape. But there's a huge difference between enjoying WoW and wanting to live virtually. There ARE people who want to go virtual and i wouldn't be surprised if there are many opportunities for sustainable virtual environments....

If you look at the rise of social tech amongst young people, it's not about divorcing the physical to live digitally. MySpace has more to do with offline structures of sociality than it has to do with virtuality. People are modeling their offline social network; the digital is complementing (and complicating) the physical. In an environment where anyone _could_ socialize with anyone, they don't. They socialize with the people who validate them in meatspace. The mobile is another example of this. People don't call up anyone in the world (like is fantasized by some wrt Skype); they call up the people that they are closest with. The mobile supports pre-existing social networks, not purely virtual ones.

GSD&M thought leader Joel Greenberg spells out what matters to him about Second Life and does some pretty interesting analysis of the same numbers Shirky has been working from:

SL has two interesting charactistics: 1) SL is a community; until you start participating with other people, you haven't really experienced it to its fullest, and 2) Linden Lab does not spend money on traditional advertising, so much of the growth can be attributed to community marketing and PR.

And that's just the tip of the iceberg. Shirky's column has sparked a long overdue discussion about what Second Life is and why it matters which moves us beyond the first flirtations with virtual life and gets to the heart of the matter. I've written a lot here about Second Life, including describing in some detail my own first steps into this new terrain. There's a lot about Second Life that really fascinates me -- starting with Linden Lab's enlightened views about user-generated content as well as the range of different groups that are using Second Life as a site for running what I have described here in the past as thought experiments.

For me, Second Life is a powerful embodiment of what Yochai Benkler has been talking about in The Wealth of Networks: a place where commercial, educational, nonprofit, governmental, and amateur groups co-exist and interact. It is a playground where we can try on new identities, test new products and practices, explore new ways that core institutions might operate.

Second Life is NOT web 3.0.

Second Life is NOT the future of the web.

We will NOT abandon physical reality for virtual life.

Immersive realities are NOT the primary way we will interact with information environments in the future.

But it IS important as a social experiment -- even if the user numbers were in the tens or hundreds of thousands as opposed to the millions. This isn't about statistics; it's about cultural innovation and social experimentation. If Second Life didn't exist, we -- those of us who care about grassroots creativity -- would have to invent it because it is a vivid illustration of the trends towards participatory culture which are springing up all over the place.

Second Life isn't interesting to me because of how many people go there; it's interesting because of what they do when they get there.

I got asked the other day to predict which of the current hot new websites will survive a decade from now. The answer is probably none of them will survive in anything remotely like their present form. But, if I had to make a guess, I'd guess that Second Life will outlast YouTube and MySpace even though -- or maybe precisely because -- its user base is smaller.

We have seen rapid churn with social network sites; teens don't want to hang out where their older siblings hung out and they certainly don't want to hang out where their parents hung out. So, as long as MySpace gets defined around its teen user base, it will quickly be, as Clueless put it, "so-so twenty minutes ago." Social networking as a practice will continue and grow but MySpace is toast.

YouTube is going to face an uphill battle to make money for Google on the scale anticipated and almost every choice they make to generate revenue -- from charging subscriptions to incorporating advertising or selling content -- is going to alienate large chunks of its users. Some other site will offer the same services for less money and the amateur media makers whose culture is larger than YouTube will go to whichever media sharing site offers them the best deal.

Most multiplayer games will have a life-span of four or five years: sooner or later, the producers who are generating the content will run out of creative energy, will set the wrong policy, or will simply fail to keep up with their competitors, and they will lose their marketshare to the new game in town.

But Second Life may outlive them all for several reasons: people feel a deeper investment in Second Life as a community because they have built it in their own images, because they have invested time in constructing the physical artifacts and social processes which constitute this multiverse. The core users of Second Life will be there as long as Linden Lab is there and the folks at Linden Lab seem to have a pretty realistic understanding of what it takes to support the diverse kinds of communities who are embracing this technology.

I suspect Second Life's numbers will always be lower than those of World of Warcraft or its descendents: more people want to have master entertainers construct their fantasy lives for them than want to build them from scratch. I have been surprised by how many are trying Second Life -- suggesting that there may be some hunger out there for at least testing the waters with virtual reality -- but I am also surprised how intimidated even my MIT students are of trying to build something in virtual space. So, I don't know that this will represent the tipping point in terms of multiverses -- simply that it will be an important community that has the potential to sustain itself for an extended period of time.

Shirky's column has sparked an important conversation, has caused us all to catch our breath and examine our assumptions. For that, I am personally grateful, even if this is one of those times when I think he's probably more wrong than right.

I can't say the same about some of the company he is keeping. Shirky's article appeared on a site called Valleywag, which bills itself as a "tech gossip rag." Another Valleywag reporter, no doubt inspired by Clay's critique, decided to crash a press conference being held in Second Life and act, frankly, like a wild boar. Here's the reporter's own description of what happened:

The sex is less satisfying, the money meaningless, but in one regard, at least, Second Life has matched the real world. Political events in Linden Lab's overblown virtual environment are carefully controlled, lacking in authenticity, and mind-numbingly tedious. Valleywag sent along a video reporter to the opening session of Congress, or rather an online discussion of the day's momentous events in the virtual world. The event, sponsored by marketing consultancy, Clear Ink, and has-been computer maker, Sun Microsystems, was as sparsely attended as a New Hampshire at-home with a no-hope candidate. Those attendees not from the press were Second Life publicists making sure the participants stayed in their seats. So much like the meatworld. It's uncanny. Valleywag's reporter ran into trouble with the virtual world's flacks after he floated up and spoiled the photo-op by getting into the frame. "They were really freaking out. Dude, I was laughing so hard I was crying when they finally kicked me out." Well, at least someone enjoyed themselves.

Whatever the value of your criticism of Second Life may be, acting like a jerk in a virtual world is no different than acting like a jerk in the real world. This suggests the actions of someone who imagines virtual worlds as simply a playground where individuals can do anything they want and not expect any social consequences. It suggests the actions of someone who has contempt for anyone who takes what's going on in such a space seriously and wants to show his contempt by bearing his rump to the world. Here's hoping that we can debate the issues surround virtual worlds with a bit more civility and maturity in the future.

Should I Cornrow My Beard? and Other Questions at the End of 2006

This will be my last blogpost of 2006. By agreement with my family, I am going to take next week off, spending as little time online as humanly possible, and relaxing after the end of a term which has included at least 16 talks outside my home institution (and quite a few inside) as well as a period of six months during which I have made more than 165 blog posts. I think I have earned a short break. But have no fear, I will be back ready and rearing for conversation by early next year. I've already lined up some great interviews and have some cool topics in mind. There will also be some cool new announcements from the Comparative Media Studies community. Never a dull moment around here. I want to use this last post to provide a few updates and announcements -- especially concerning the podcasts of our events --- and then share a few thoughts about my recent venture into Teen Second Life thanks to the help of Barry Joseph and the other fine folks at Global Kids. (And I promise to answer or at least explain the title question by the end of this post).

CMS Announcements

We now have all but one of the webcasts of the Future of Entertainment conference up on line. That last one should be up soon.

We promised a while back that we would have a webcast version of Jesper Juul's talk, "Half-Real: A Video Game in the Hands of a Player" and that podcast went up earlier today. We are experimenting here -- and in the Futures of Entertainment content -- with video podcasting. All feedback on these efforts would be welcome.

I wanted to flag an upcoming event. For the past eight years, the MIT Comparative Media Studies Program has worked with Sony Imageworks and various local games companies to produce a workshop on Transforming Traditional Media Content into Nonlinear and Interactive Formats. The course, in the MIT context, runs intensively for five days during a week in January. I run this workshop in collaboration with Sande Scoredos from Sony Imageworks. This year, we will be assisted by Ravi Purushotma, the technological advisor to the Education Arcade.

The dates for this year's event will be Jan. 29-Feb.2.

Our students include undergraduate students from MIT and Wellesley College, graduate students, visiting scholars, staff, and other members of the MIT Community. While we offer a limited amount of academic credit for participating in the program, most of our students opt to do it purely on a volunteer basis. We also would welcome outside participants. If you are interested in joining us, contact me at henry3@mit.edu. More details will be coming early next year.

Now About the Beard.

From the start, my beard seemed to be the object of fascination and speculation among the teens at Second Life. Barry Joseph told me about this interest following my participation in the MacArthur Foundation's announcement event earlier this term. And it was one of the reasons why I wanted my own avatar so I could enter Second Life and interact with these youth. One of them wanted to know how long it took me to grow my beard. In truth, that's not an easy question to answer. I have had a beard since I left the University of Iowa to start my PhD work at the University of Wisconsin. This means I have not shaved it off completely in almost 20 years. We have watched it grow from black to salt and pepper to grey over that time. Yet, since hair continually replaces itself, it is hard to know how long I have been growing the particular beard follicles which are currently attached to my face.

At one time, we even jokingly discussed making my beard available for distribution on Second Life, though so far this hasn't happened. Part of the issue is to figure out which beard length might be most popular -- the tightly trimmed Henry beard at the start of the term or the long and shaggy one by the end when my schedule has kept me from getting to a barbershop for a trim.

Last Wedsday night, I made my live public appearance on the Global Kids island in Teen Second Life to talk about games, learning, and popular culture. I wasn't surprised when one of the first questions I got asked was when and if I would have my beard put up in cornrows. It is an interesting question -- and one I am pondering deeply as I enter into the Holiday season. So, here's the heart of my response: I welcome any and all attempts to digitally doctor photographs of my beard. I especially throw this out as a challenge to teens in Second Life. If you want to use Photoshop to cornrow a picture of my beard or if you want to fix the beard on my avatar to have a funkier do, then it's fair game. And I promise to share the results here on the blog early next year. Think of it as a technical challenge: how to cornrow Henry's Beard.

My students have long tested their skills against the iconic quality of my persona --dressing up in Henry's costumes (complete with "suspenders of disbelief"), using Barbie Fashion Designer to put me in drag, doing graffiti on photographs of my bald head. So I welcome anyone from Teen Second Life to do their stuff!

How's this for the perfect narcissistic scenario: Last Saturday, I tried out my new avatar for the first time by beaming myself onto a desert corner of the Global Kids Island. I was going to stay for just a minute, try to work through some of the control mechanisms, make sure the connection works. There was no one else in the entire world that I saw on the screen. And then, out of nowhere, someone walks up and says "Are you really Henry Jenkins?" It turns out to be Mariel, a teenaged girl from Mexico City, who has been using some of her work for a school assignment. So, here we are: only two people in the whole world on a Saturday afternoon and one of them turns out to be a fan! It's probably the only time in my life that I hit 100% market recognition! It turns out that Mariel, who introduced me at the event on Wedsday, and asked really probing and intellectually sophisticated questions, is one of the closest readers of my work I've met in some time.

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People have asked me why I wanted an avatar for my appearance on Second Life. This goes back to the meaning of the word, Avatar, which is a metaphor which has gotten lost as the word has taken on such common usage. Here's what Wikipedia tells us:

In Hindu philosophy, an avatar, avatara or avataram (Sanskrit: अवतार, IAST: avatāra), most commonly refers to the incarnation (bodily manifestation) of a higher being (deva), or the Supreme Being (God) onto planet Earth. The Sanskrit word avatāra- literally means "descent" (avatarati) and usually implies a deliberate descent into lower realms of existence for special purposes. The term is used primarily in Hinduism, for incarnations of Vishnu whom many Hindus worship as God.

I remind us of this meaning half-ironically. I don't mean to imply that I am somehow a divine being taking earthly form. Rather, I mean to critique what happens when adult speak to youth much of the time. I felt vaguely uncomfortable at the MacArthur event because we -- the panelists -- were speaking from another order of representation (cinematically) in a world occupied by virtual beings. I wanted to get down to the same level (socially, representationally) with the community I was talking with. I think this is a real issue. Too often, adults talk about kids, maybe even speak to youth, but they don't talk with them. And becoming an avatar seemed like the best way to signal my desire to speak on the same level with my audience. Anyway, it made sense to me.

talk%20show.jpg

The whole experience was amazing. I will let you listen to the actual exchange which has been recorded and put on line if you wish. There's also a really wonderful video of highlights of the event which is now in circulation on YouTube. Frankly, I come off sounding much more coherent in the video than I did at the time. There was something truly overwhelming about the whole experience.

For one thing, I really am a newbie and so moving around in that body -- and indeed, remembering to keep moving -- was a challenge for me. At one point, I accidentally flew up, planted myself on the top of a sign suspended over the event, and couldn't figure out how to get down. I've had embarrassing experiences speaking before but none like that. At another point, I just slumped over in my chair because I didn't remember to keep poking at my avatar. There's a high learning curve here and doing your learning in public eye can be awkward. My students are talking about creating an animation sequence which has my characteristic hand gestures. Nobody has ever seen me speak for long without gesticulating wildly. I've got a ways to go before I blend fully and comfortably into my avatar but I was really taken with the sense of presence I felt interacting with all of the people attending the event from remote locations.

panda.jpg

I kept getting distracted by the sheer array of avatars in attendance -- characters from anime, dancing Pandas in Ninja costumes, a monster from Will Wright's Spore... At one point I made a reference to the struggles City of Heroes had with Marvel over the fact that players might use their character design tools to create a knockoff of the Incredible Hulk and then looked out a moment later to find someone in the audience had turned themselves into the Hulk. And I was blown away by the fact that my avatar has much better moves on the dance floor than I've ever managed to master. He's one cool dude and I am, well, not. So, all in all, it was an amazing experience but I was not at my most articulate as one thing or another distracted me mid-sentence.

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Thanks to everyone who made it possible and to everyone who turned out to enjoy the show. I hope to have more chances to interact in Second Life in the coming year.

And to all of you who have read and contributed to the blog this year, thanks -- and best wishes on the holiday season.

My Adventures in Poland (Part Two)

The first thing you need to understand about Warsaw is that the city still has not recovered from its traumatic past. Almost every Pole I met during my visit, at one time or another, apologized to us about the state of their city. Warsaw was once one of the great cosmopolitan cities of Europe but it was devastated during the Warsaw Uprising of 1944 -- a two month period during which the Poles actively resisted German occupation with the result that by some estimates 85 percent of the city was destroyed and more than 250,000 civilian lives were taken. (These estimates come from Wikipedia). The German occupation was followed by decades of Soviet dominance during which the old buildings were replaced by newer buildings in the Stalinist tradition. Only in recent decades have the Poles regained control over their city and been able to exert their own influence on its architecture again. And as a result, the Poles are often deeply apologetic about a city that they variously described as "ugly" and "dirty" and "without cultural identity." There are constant comparisons made to Krakow, which is described as an older, more sophisticated, more culturally rich city (though we never actually got out of Warsaw on this trip and found this city had its own charms and attractions.) old%20town.jpg

Some of the older sections of the city have been rebuilt -- including some of the fortifications whose origins can be traced back to the early 14th century.

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The Palace of Culture Meets Kultura 2.0

My primary talk on this trip was at a conference called Kultura 2.0 which was held inside the Palace of Culture -- a gift from Joseph Stalin to the people of Poland -- which remains perhaps the most controversial buildings in the city. At 30 stories, it is also still the tallest building in the city and can be seen from almost every corner of Warsaw. Some Poles believe the building should be destroyed, seeing it as a painful reminder of the Soviet occupation of their country. Others embrace the building for its architectural distinction and the vast cultural complex of theatres, auditoriums, and museums which it houses.

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There was something paradoxical about hosting a conference themed around the transformative power of new media technologies (i.e. the digital revolution) inside a building so strongly associated with the centralizing power of the Communist State, an irony noted by a number of the speakers. (I could not resist comparing Nicholas Negroponte's predictions in Being Digital that mass media as we know it would collapse under its own weight in the face of personalized media to the old Marxist rhetoric about "the withering of the State." Neither prediction has or seems likely to come to pass anytime in my lifetime.) The conference organizers had brought together a very interesting mix of key players in the Polish context (more about this in a minute) as well as some leading thinkers about digital media from across Europe and the United States (me). I found the audience tremendously hungry for new ideas and perspectives.

There was some skepticism expressed in the questions about some of my utopian ideas about where all of this may be going (as well there should be). I had spoken at some length about Second Life as an illustration of participatory culture, the collaborationist relations of producers and consumers, and the bringing together of multiple levels of media production (a la Benkler's Wealth of Networks) into one shared environment. Several people in the audience, however, were deeply concerned about the implications of a single company -- even one as benign as Linden Labs -- providing this kind of shared context for business, education, foundation, journalism, activists, sexual minorities, and artists to interact.

Wouldn't the business impose some degree of censorship and regulation on what goes on within this new multiverse? This is a legitimate concern -- though perhaps premature -- yet it is not clear that a state sponsored version of Second Life would provide any greater protection for the creative and political rights of its citizens, a point which landed perhaps more heavily than I intended speaking in the center of a monument to Stalinism. But, it seems to sum up some of the tensions which Poland itself faces as it sheds its Communist past and embraces both democracy and capitalism (the old headquarters of the Communist Party has ironically enough been transformed into the stock exchange.)

Treasuring My Translation

For me, a highlight of the first day was getting to meet my translators -- Malgorzata Bernatowicz and Miroslaw Filiciak -- and holding in my hands the very first foreign translation of my work -- Kultura Konwergencji:zderzenie starych i nowych mediow. The translators and publisher had worked incredibly hard to get the book ready for print and distribution in time for my visit to the country and participation at the conference. Indeed, their turnaround was significantly faster than the book received from its American publisher (not that I am complaining on that front).

There is something so curious about holding this text which is yours and yet not yours: I can recognize, even without reading Polish, the structure of the argument with occasional names popping off the page and thus providing me some landmarks for figuring out where we are in the text. There are surprisingly many cognates or near cognates between Polish and English (despite very different linguistic origins) which also help me to spot specific passages. And yet, it is odd to not be able to read your own book.

I also am not quite used to speaking through translation. The auditorium was equipped for multiple language real time translation and there were translators in a booth high above the stage who I could watch as I spoke trying to figure out how to turn my own mangled, fast-paced, and highly colloquial English into proper Polish. There were odd moments when those listening in English laughed and then a few seconds later there would be a somewhat more muted round of laughter from the Polish listeners. Most of the questions came in English, though some had to be translated from Polish: my sense was the translation must have been excellent because there were few real obstacles to communication at these moments of more direct interaction and the people asking questions seemed to have a good understanding of my core claims and arguments.

The Witcher: Transmedia Storytelling and Global Culture

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A highlight of the morning's festivities was a rare public appearance by popular fiction writer Andrzej Sapkowski to honor the 20th anniversary of the first publication of The Witcher, which has become a landmark work in the history of modern Polish popular culture. The Witcher is already a powerful example of transmedia storytelling, existing across films, television,magazine short stories, novels, comics, and games, and is also already an international phenomenon ( translated into Czech, Slovak, German, Russian, Lithuanian, French and Spanish). The first English translation of the material does not appear until 2007.

The Witcher, as I understand it from what I heard at the conference and what I have pieced together via a Wikipedia entry, are an elite group of highly trained monster killers. The series protagonist, Geralt, is one of the most skilled of the witchers and the series deals with his various battles against the forces of evil. The witchers are sterile mutants with supernatural abilities and have learned to suppress their feelings through their training. The series is deeply immersed in traditional Polish culture and Eastern European mythology but it also includes original contributions by the highly imaginative author.

The Witcher universe was first introduced in a series of short stories primarily published in Nowa Fantastyka. As Sapkowski explained during the public conversation, Polish publishers were, at that time, reprinting fantasy works from England, including the works of J.R.R. Tolkien and C.S. Lewis, which were tremendously popular in Poland, but had been resistant to the idea of original fantasy fiction by Polish authors, convinced that it would not interest their readers. Sapowski's work helped to break open the market for Polish produced fantasy and horror fiction. The short stories led to a series of five novels which are known casually as The Witcher series and officially as Blood of the Elves. These stories and novels were, in turn, adopted and expanded into a comic book series (1993-1995), a feature film (2001) and a 13 episode television serial (2002).

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Sapowski was frank in the conversation about his dissatisfaction with the results of some of these adaptations, acknowledging that his decisions were shaped in part by commercial motives but suggesting that he needed to trust collaborators who knew these other media better than he did.

The series, however, is about to receive a major face-lift with the world wide release next year of a Witcher computer game, produced by a Polish company, CD Projekt RED. (There was already a live action role playing game based on the series released in 2001). The English translations of the stories are intended to coincide with the release of the game and several people at the conference commented on what it would mean that the game was the vehicle for introducing the 20-year-old stories to the English speaking world. And in Poland, a new comic book series was being prepared to build upon the revival of interest in The Witcher which the games release is likely to generate.

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I had heard nothing about the game before the conference but a quick Google search on my return shows a large number of screenshots circulating in the English language media, an official homepage which offers English translations of its content, and some signs of growing fan interest in the franchise (including amateur translated versions of the television series circulating informally in the United States, at least according to Wikipedia). Their hope is that the game may open the way for other Polish popular media to gain broader circulation in Western Europe and the United States.

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Critics who have seen the game so far describe it as beautifully executed with a strong sense of atmosphere. The Witcher game seems well situated to combine familiar genre elements with a fair amount of local color. Michal Madej from the company producing the game noted a number of distinctly Polish elements -- from the traditional garb and weapons associated with the Polish highlanders to the use of the old Slavic alphabet in ruins and puzzles, ruins of old Teutonic architecture and ships, and the use of demons drawn from the national mythology. As he explained, "it's own culture, our myths we are showing through this game." Many in the west already associate Eastern Europe with a strong tradition of horror narratives and this would seem to be the right genre to use to attract interest elsewhere in the world. We might add The Witcher to the growing list of projects we've discussed in this blog which seek to assert national culture through computer and video games.

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Listening to Sapkowski, a surprisingly modest and down to earth fellow given his high visibility within his national context, gave me some glimpse into fan culture in Poland. As in the United States, most of the science fiction, fantasy, and horror writers got their start doing amateur writing -- i.e. fan fiction -- before seeking their first professional publications. Sapkowski, accordingly, welcomes fan participation within his world, describing fan fiction as a demonstration that his work has value and as a sign that it still generates interest in the marketplace. He says that he cracks down only on the commercial appropriation of his work and actively encourages fan expansions. Indeed, though I can't decipher much on his official homepage, it is clear that there's a space devoted to fan fiction about The Witcher, an acknowledgement that is not generally matched by western writers in the genre. In typically modest fashion, he moved from suggesting how proud he was to see his work generate this kind of grassroots response to the earthy comment that fan fiction was like "mushrooms" and "you know what mushrooms grow on." He expressed hope that as the Witcher franchise expands even further into the English speaking world, his fans will play important roles in offering informed criticism which will educate the new readers about its mythology and history.

We Want Capitan Zbik Back!

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The morning sessions on The Witcher as a transmedia franchise culminated in a panel discussion of the state of Polish popular culture and its chances to enter the international marketplace. Though there were many specific references here which went untranslated, the core of the discussion dealt with some of the challenges of displacing the kinds of popular culture which were produced under Communism with the kinds being driven by the marketplace in the new Poland. Sapowski noted, for example, the paradox that the science fiction works of Stanislaw Lem were produced under the Socialist State and read with great interests by a public who saw them as veiled critiques of communism; these same stories have been neglected and even actively disdained in a capitalist economy. Lem (Solaris) still has some fans among the panelists but most of the younger participants had little interest in his works.

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Many of the panelists expressed deep nostalgia for the classic cartoon and action-adventure series of their youth, produced under communism and therefore prohibited distribution today. The Ministry of Culture expressed concern that contemporary youth should not be exposed to the propaganda elements of these series but the panelists felt that most Poles would read past these and were simply interested in encounters with familiar characters and beloved stories which were still a vital part of their cultural memory. When you think about how central everything from Breakfast Cereal logos to old toys have been to Baby Boomers in other parts of the world, one can understand the emotional implications of this erasure of the natural popular culture legacy. The panelists were arguing that the state should license the re-release of this old content and then take the money to fund media literacy efforts.

I asked my translator, Miroslaw Filiciak, who moderated this session, to share with me some more perspectives on this issue:

Our government looks reluctantly on the communism times' popculture, still very

popular in Poland, although perceived totally funnily by the new generation, which can't

remember the times before the fall of communism. It's ironic, because we have a lot of

advertisements and new media products, i.e. comic books remakes, based on communist

brands, but some originals stay closed at the archive of Polish Television. The

situation is nonsense, because young people are not taking the vision of history in this

films as seriously as politicians do.

Another problem in our discussion was the question about government funding for

culture. In Poland - which is as you know probably the most pro American country in

Europe - many people believe the state's culture protection is the relic of the past and

we should not waste our taxes for such an uncertain investment as culture. I.e.

Sapkowski said that he (contrary to Lem) didn't need any support for his success. But

younger panelists - as Wojciech Orlinski and Mariusz Czubaj, the publicists of Polish

opinion-making press - gave examples of other European countries - especially France -

where culture is not only the element of the national pride, but also great business.

Thanks to Miroslaw Filiciak,Polskie Wydawnictwo Audiowizualne, Edwin Bendyk, and everyone else who facilitated my visit and aided in getting the translated edition of my book in front of the Polish people.

Legacy Characters and Rich History: How Soap Operas Must Capitalize on Their History (and Pay Attention to the Lessons of the WWE)

Sam Ford is the backbone of the Convergence Culture Consortium blog. Week in and week out, he pulls together some of the most important developments in the entertainment and media sector and offers his own insightful analysis of how they connect to the larger trends we have been researching for our clients. For those of you whose interests were perked by the conversations in and around the Futures of Entertainment conference, the C3 blog is a great place to go to learn more about user-generated content, fan and brand communities, transmedia storytelling, and so forth. There's much more there than I can possibly cover in this blog. I go for depth; Sam goes for breath--though, at his best, he achieves both.

Ford is a masters student in the Comparative Media Studies program who came to us with lots of experience as a small town journalist writing for his local newspaper in Western Kentucky. Ford wrote his undergraduate thesis about professional wrestling as a transmedia and fan phenomenon and is going to be teaching a class on the topic this spring. He is doing his thesis work trying to map some ways that soap operas in general and As The World Turns in particular can exploit aspects of convergence culture to broaden their market and to better satisfy the demands of their hardcore viewers. Like many of our students, he is using blogging to create some public discussion around his thesis ideas. In this case, he has posted a series of lengthy pieces on the C3 site which explore the ways soaps are going transmedia and interacting with their fan communities. I have asked Sam if we can reproduce these posts here in hopes that he may garner insights from my readers on his project.

Sam, by the way, has been nice enough to take over the management of this blog for the next few days while Cynthia and I have gone to Poland for the public debut of the Polish language edition of Convergence Culture -- my first translation. I will be speaking at a conference on the future of culture in Warsaw and will share some of my impressions when I get back.

Now, to turn it over to Sam:

By: Sam Ford

I originally wrote this piece over at the C3 blog at the beginning of November. Since that time, the episode that drove my initial writing has aired, and its success (or lack thereof) has driven a response that will be on the C3 site and will be cross-posted here on Friday. Also, Friday's post will pick up a variety of conversations that began in the comments section on the original post on the C3 blog which involved former Young and the Restless head writer Kay Alden and longtime soaps viewer and critic Lynn Liccardo, who are both serving as my thesis advisors (along with Henry and William Uricchio).

Luke and Laura have me thinking about soap operas and legacy characters and the importance of recognizing histories on shows that are fortunate enough to have a wealth of former content to draw from.

A lot of long-standing television forms have not completely grasped the idea that one of the most important selling tools they have is exactly what sets them apart from the more ephemeral primetime fare: longevity.

In this category, I'm talking about any type of program with deep archives but particularly thinking of daytime serial drama, the soap operas; professional wrestling; some long-standing news shows or features on other networks, anything that has been on the air for years, without an end in sight. These programs are special, with formats that have built within viewers the sense that, even if the program hits a down time, that its longevity and format will cause it to be around for years to come.

That's why I've made the argument with both pro wrestling programming and soap operas over the years that you can't really apply the term "jump the shark" to these shows because they have jumped the shark and back so many times over the past few decades. As the World Turns and Guiding Light have both been on the air every weekday and all year long for more than 50 years now, making PGP a brand renowned for longevity. And World Wrestling Entertainment's roots stretch back to 1963 as a regional broadcast, giving WWE a longstanding viewership history that few other primetime shows can match, other than news programs.

Yet, traditionally anyway, these shows only give a cursory glance to their history, instead relying on bragging about their history only in ambiguous terms from time-to-time.

WWE Finding the Right Direction with Legacy Content

Vince McMahon completely ignored wrestling history for a long time, and it made some degree of business sense when it came to the history of his competitors. He was trying to establish the WWE as the only wrestling history that matters. Now that he's pretty well won the game, though, now that he has established his wrestling empire as the owner of the country's primary wrestling brand, Vince has started to give more than just a passing glance at the wrestling archives.

Enter WWE 24/7 On Demand, which I've written about before. At the time, I wrote:

The point of all this? WWE has been able to draw on nostalgia in a way that appeals to a very concentrated group of fans, those who care enough about professional wrestling to throw down a few bucks a month to watch old pro wrestling programming, tape archives that were otherwise just sitting in a closet somewhere. It's an example of Chris Anderson's Long Tail, in that products like these can be profitable just by finding a fan base. Although the initial costs of digitizing and mapping out these tape libraries may put the product in the red, the long-term sustainability of this niche product should eventually turn a profit, especially considering that the footage can also be used for DVD releases, etc. (The company has found this out, especially with releasing multiple-disc sets of various wrestling personalities.)

And, the WWE has been able to pull in some fans who don't even watch the current product regularly but who love to see the wrestling of yesteryear. In fact, there are some people who are hostile against the company, who do not like Vince McMahon, but are willing to pay him for this archive, to remember wrestling from the regional era before what they see as his corrupting influence came through and changed pro wrestling.

On the other hand, soap operas don't really seem to "get it," as Vince would say. And it's not like Vince always has but rather that he has slowly come around to ways of educating current fans to care about wrestling history and then to promote that wrestling history with the 24/7 product, DVD releases, etc., in order to eventually make money off that content that was just collecting dust otherwise.

The Lesson for Soap Operas

The same needs to take place with soap operas. While every other television industry seems to make its name off target marketing and niche audiences when it comes to demographics, soap operas are the opposite. Almost everyone I know my age, male and female, who watch soaps do so because they started watching them with a relative growing up. In fact, almost everyone I know period started watching soaps this way. When the audience started falling off, soaps began to dumb down the shows' histories more and more, ignoring the past and worrying about losing viewers with such stuff. New characters with little history on the show started being the major focus, and veterans are lucky to make it on the screen a handful of times a month now on many shows.

Why? Soaps are losing their 18-49 female target demographic, and they are trying to appeal to them directly. But they don't understand the value of transgenerational marketing when it comes to soaps, and they've spent the last decade looking for a quick-fix for the target demographic when I believe they would have been better served focusing on improving creative and utilizing their history more effectively. Shows should bolster their longterm viewers' numbers and letting them act as their proselytizers for younger soap fans. In other words, if you hadn't lost grandma and mom, you would have been able to keep grandson or granddaughter.

Legacy Characters

How do you remedy that, though? Legacy characters. Acknowledging the history. Not only could soaps find more and more ways to make money off the show's archives (when you bring back a legacy character, release online content or DVDs that highlight the history of that characters, their interaction with others who are currently on the show, etc.), but they can also draw back in the prodigal sons and daughters who have drifted from the show by returning some familiar faces.

There has been a lot of talk in the soap fan communities and the industry in the past year about legacy characters and how their return can generate buzz for shows once again. A lot of these legacy characters are out of the demographic that the show is trying to reach, but...gasp...viewers seem to sometimes be interested in characters that aren't necessarily the same age as them, and--when it comes to the large families on most soap operas--these characters are woven into storylines of several generations of other characters on the show, leading to a show that is supposed to be multigenerational in its storylines in order to appeal to multiple generations of viewers.

Ed Martin with Media Village wrote about the return of Laura from the famed Luke and Laura couple on General Hospital and what it means to the show. Martin writes, "Francis' return as one of the most popular characters to ever emerge in daytime drama is worth noting because it calls attention (at a time when much attention is needed) to the enduring power not simply of daytime soap operas but to that of serialized programming overall and to broadcast television itself. Consider the enduring popularity of her character, Laura. This month marks the 25th anniversary of Laura's now-legendary wedding to Luke in a two-part 1981 episode that drew 30 million-plus viewers, still the record-holder for a daytime drama audience."

Later, he points out that this "is what a well-written, well-acted soap opera can do, a point well worth making at a time when most soap operas are fighting for their lives, the victims of repetitive writing, industry indifference, escalating competition from other media and, I am convinced, flawed audience measurement."

Martin shares an anecdote about younger viewers been involved with the storylines of older characters, saying, "Significantly, Alexis is not an ingénue. She's a middle-aged woman. And yet, young viewers remain heavily invested in her storylines. There's another industry perception smashed to bits. But that's a column for another day."

Nice to know that there's someone out there who agrees with me that soaps break the myth of niche demographics and that applying that rubric to soaps has been a driving force in diminishing the soaps audience.

Bringing Back the Prodigal Viewers

But what can shows do about it? Well...it seems fairly obvious, yet I'm afraid that it won't to most of the marketing folks. People like nostalgia. And the only way soaps are going to build their audience back up is first to get a great number of those people who have watched at some point in their lives back into the fold. And, gasp, the majority of those people need not be in the target demographic. I'm talking about getting grandmas and middle-aged mothers and fathers back into the show, so they can get back to work as your grassroots marketers to the younger generations.

And what's going to attract these fans back into the fold? Two things: first, familiar faces; and, second, good writing when they get there. I am not arguing at all that you don't need amazing new characters and dazzling young stars because you need something to get these viewers hooked on a new generation, but you have to use the old generation to do that. First, start by putting the veterans on the show more often, integrating them into storylines. A show like As the World Turns has a cast of Kim and Bob Hughes, Tom and Margo Hughes, Susan Stewart, Emma Snyder, Lucinda Walsh, etc., all characters who still have a lot to give and actors who are still able to carry scenes. I'm not saying that the shows have been completely inept at featuring them, but they haven't been great.

Don't be afraid to put Tom and Margo on the screen. Have young swindler Henry Coleman enter into an illicit affair with the older Lucinda Walsh, throwing the whole town off-balance. And so on. Bite the bullet and bring back Dr. John Dixon, a face many identified with ATWT for so many years. Sure, he's old, but that means that several generations of viewers will recognize him. Bring back some old favorites like Andy Dixon or Kirk Anderson...whatever happened to him, anyway? Dead or alive? After all, we found out that a smaller number of fans can nevertheless react very passionately when rumors start circulating that a longtime, yet neglected, character may be booted off the show--as was the case with rumors that Tom would be killed off on ATWT last year--and my post about the fan reaction generated more discussion than almost any post we've had on the C3 blog. Similarly, fans responded passionately about longtime character Hal Munson and his portrayer, Benjamin Hendrickson, after Hendrickson committed suicide earlier this year--the reaction shows both that fans care immensely about these longtime characters and felt a need to express their sympathy becuase they had grown close to the character over the years, and the actor's performances. And also look at how Ellen Dolan, who portrays Margo on ATWT, went directly to the fans to plead the case for better use of her character on the show (and her character has appeared more often in recent months, although that may just be a coincidence).

Then, by encouraging fans to promote the current storylines of these characters or one of their returns, by taking advantage and empowering the show's grassroots marketers, some of those old fans will come back into the fold. If they like what they see, they'll bring more back into the fold with them. And that leads to even more grassroots marketers. Then, they may start getting younger viewers tuning back in.

The problem is that this type of growth is slow growth...It's not a week or a month fix. And you have to have quality writing when fans get there and younger characters that are compelling and who interact with these legacy characters in ways that gets fans hooked on them as well. One of the major problems is that a lot of writers currently with shows don't even know the shows' deep histories, since soap writers switch from show to show so often, it seems. But these shows need to get it together and take advantage of their greatest asset: their own histories.

The Best Marketing: Good and Consistent Storytelling

As I said, though, shows have to get good, and stay better for a while, before they can regain an audience. Word-of-mouth takes time. This type of approach needs a long-term commitment from the production companies and the network. The problem, though, is that trying one immediate fix after another in the soap industry for more than a decade now has led to continued decline in the numbers. If they had started this process a decade ago and focused on long-term growth, we might not be in the shape that so many creative direction changes and quick fixes have led to by this point.

In the end, the best marketing for a show is good quality. Soaps have the advantage of feeling permanent, and longstanding shows are probably not going to go off-the-air anytime soon. If shows start now with a more long-term approach to growth, incorporating the idea of taking greater advantage of the archives and bringing back legacy characters and empowering proselytizing among fans and the other ideas laid out here, then there may be a turnaround in numbers. But it's going to take a big shift in thinking from the current demographic-driven, short-term thinking that has guided the industry.

For those who are interested further in these ideas, feel free to contact me directly or read some of my previous posts on the soaps industry and pro wrestling industry at the C3 site. I'm teaching a class on pro wrestling and its cultural history here at MIT next semester, and my thesis research is on the current state of the soap opera industry and how using new technologies and the new relationships with fans can transform the genre and the industry in the 21st Century.

Thanks to Todd Cunningham with MTV Networks for bringing the return of Luke and Laura to my attention.

Updates from the Futures of Entertainment Over at the C3 Site Throughout the Conference

Today and tomorrow is The Futures of Entertainment Conference, co-sponsored by C3 and the Comparative Media Studies Department here at MIT. Since seating is limited and registration closed almost a month in advance, the C3 team will be providing updates throughout the two days of the conference over on the C3 blog in hopes of including readers in the discussion. You can access the C3 blog's main page here. Check back throughout the day today and tomorrow over at C3's site for updates, and look through the program for the conference here.