The Image of the Journalist in Popular Culture: An Interview with Joe Saltzman (Part One)

If USC's Nonny de La Pena is exploring new tools and platforms that will shape the future of journalism, another of my new Annenberg colleagues, Joe Saltzman, is using new media tools to make it easier for us to research journalism's history. Specifically, Saltzman has launched a data base which indexes a vast array of films, television series, comic books, and other media texts which include popular representations of journalists. Saltzman has long been at the center of a growing academic research field focused on the study of the image of the journalist in popular culture. As Saltzman explains in the interview here, much of our understanding of who journalists are comes from such popular representations. It is there we can see both heroic representations of the power of the press to bring down seemingly insurmountable institutions and more critical representations of how this power gets abused for commercial gains or cynical motives. These media encapsulate our dreams and our fears about the Fourth Estate.

I've become good friends with Saltzman since coming to USC -- we have great conversations which range from why the Greek historians might have better been understood as prototypical journalists to the pleasures of watching old movies. He brings a veteran journalist's salty skepticism to a lifetime of serious study of the history of his profession.

This interview will orient you to the new database and how you can use it in your research, but it will also span across some key representations of the press in popular culture, allowing Saltzman to share his unique perspective on some of my favorite movies and movie-makers.

Tell us about your new database. What kinds of information does it contain and what research purposes was it intended to address?

The mission of the Image of the Journalist in Popular Culture, a project of the Norman Lear Center at USC Annenberg, is to investigate and analyze the conflicting images of journalists in film, television, radio, fiction, commercials, cartoons, comic books, music, art, video games and other aspects of popular culture. Through research and publication, we are able to examine their impact on the public's perception of newsgatherers.

When I started researching the image of the journalist in popular culture almost 20 years ago, no one was much interested in the subject. Seven years ago when I started the IJPC, it wasn't considered an academic discipline and few universities offered courses in the subject. Today, the IJPC Web site (ijpc.org) and the IJPC Database are considered the definitive worldwide sources for this subject and are used on a daily basis by scholars, students and professionals who want to do more research in this area. By having the IJPC Database now online, it means anyone can access it and this means there are no limits to how far the field can grow.

Before the IJPC Database went online only 250 IJPC Associates had access to it. Now anyone can use the database. That means all 75,000 entries on journalists, public relations practitioners and media are now available to everyone, anywhere in the world, to use for research, scholarship, study or just for fun.

The IJPC Database includes:

  • Print journalists (from large urban newspapers to small country weeklies and the Internet, including editors, reporters, photojournalists, correspondents, columnists, publishers, newsboys, bloggers)
  • Broadcast journalists (from networks to local stations including reporters, anchors, correspondents, producers, writers, technical personnel, news directors, station owners, network executives and management).
  • Public relations practitioners (from press agents to publicists)
  • News media (anonymous reporters who show up in countless films and television movies ranging from press conferences to packs of reporters shouting questions or chasing after the main character to individual reporters asking questions).

The IJPC Database can be referenced by year, title, type, occupation, country and author as well as key words in the comments section. It's been said that there are thousands of scholarly papers to be written out of the database. As one professor put it, "I don't see how anyone can write anything in this field without referring to the database. There is nothing like it and it is an indispensable reference."

The entries include:

  • Television (27,000 items)
  • Films (19,500 movies, movies made for TV and miniseries)
  • Fiction (12,300 novels, 1,550 short stories, 500 plays and 200 poems)
  • Cartoons, Comic Books & Comic Strips (5,900 items)
  • Non-Fiction (Documentaries-News-Sports) (3,150 items)
  • Radio (2,900 items)
  • Humor (710 items)
  • Commercials (350 items)
  • Games (140 items)
  • Early References (120 items)
  • Music (Songs-Compositions) (95 items)
  • Internet-Websites (90 items)
  • Art (40 items)

We also redesigned the ijpc.org website making it easier for users to read the thousands of articles and materials we offer on the site. The "Resources" section includes an invaluable collection of hard-to-find articles and books on this subject. The IJPC Student Research Papers include IJPC subjects never before researched. The sections on "The Image of the Gay Journalist in Popular Culture," and "Sob Sisters: The Image of the Female Journalist in Popular Culture" are unique areas of study. The seven video compilations, available only to IJPC Associates, are used in classrooms all over the world. (You can join the IJPC Associates by going to the ijpc.org website and filling out the online form.)

The concept of the IJPC Database was to collect every image imaginable of the journalist in popular culture so scholars, researchers, students, professional journalists and anyone interested in the subject could take this information and use it as the basis for articles, books, blogs and other multimedia publications.

You can have great fun searching the database. I enjoy looking up real-life local reporters (in the Comments section) and seeing all the movies they made as themselves or as generic types (i.e. Newscaster #1). Other things to do with the database queries:

  • If you want to see the full database, simply click Submit and all 75,000 items come up. You can then order the database by year, title, author, or occupation (in the Comments section).
  • Looking up a favorite actor to see how many times they played a journalist (Clark Gable played more leads as a journalist than any other actor, and an actor named Lester Dorr played more reporters in movies than anyone else I can find).
  • Try typing in "Deadline" in the Title category and see how many entries show up.
  • Type in your favorite author (last name followed by a comma and then first name) and see how many journalists were included in their body of work (Anthony Trollope is a good one to check).
  • Type in "Advice Columnist" in the Comments category.
  • Type in a specific country such as Spain in the Reference/Country category.
  • Highlight a Type such as Cartoons or Comic Books or Commercials to see everything in that category.
  • Check out every episode of Mary Tyler Moore, Murphy Brown, Smallville, Ugly Betty or How I Met Your Mother, just write in any of those titles in the Title category and all will pop up within seconds.
  • Type in a certain type of journalist - a columnist or investigative reporter or war correspondent - in that occupation in Comments category and see what pops up.

You can literally spend all day looking up things and still not even touch the surface of what's included in the IJPC Database.

The categories that cause me the most difficulty are soap operas and romance novels because journalists are poorly chronicled in soap operas and it seems as if a romance novel is published every three seconds and then disappears in months. I'm looking for experts in both areas to help me out. I'm also looking for correspondents from every country to send me lists of films, novels, comic books and so on featuring journalists, especially someone in India to send me a complete list of journalists and the news media in Bollywood films.

Can you share some of the process of pulling together this data base?

Like many things, the IJPC started in tragedy. When my youngest son David developed Hodgkin's disease as a senior at Yale in 1998 and died a year-and-a-half later. 11 days before his 23rd birthday, I needed a research project to get my mind off the tragedy. I started spending hours in the library studying the subject. Five years later, I came out of my depression realizing that I had more than 10,000 pages in my computer on the subject covering the image of the journalist from the 21st century to ancient times. And so the IJPC was born.

There were a few early writings on the subject, but they focused mostly on films featuring journalists and some novels. The many books by Howard Good, a professor of journalism at SUNY and Richard Ness, Associate Professor of Journalism at Western Illinois University's seminal filmography on the subject (From Headline Hunter to Superman) along with a book by Alex Barris called Stop the Presses! The Newspaperman in American Films in 1976 were the pioneers in the field although often we were writing on the subject simultaneously without any of us knowing about the other. Both Good and Ness are now involved in the IJPC, as is another early writer on the subject, Matthew Ehrlich, Professor of Journalism at the University of Illinois at Urbana-Champaign (Journalism in the Movies.)

I obviously went through their books as well as thousands of others on film genres, surveys of novels, short stories, plays and poems in various centuries and any other reference book that simply listed films or novels and characters. But without the Internet, the work would be much harder. I am constantly using the Internet to discover new databases on comic books, cartoons, romance novels, soap operas, commercials, music and every other aspect of popular culture.

I also go through various established Internet databases - the Internet Movie and TV Database, tv.com, Amazon, Barnes & Noble, TV Guide, etc. And every day I do various Google searches (I have a search vocabulary of 57 words that can turn up references to journalists appearing in various aspects of popular culture) looking for entries not in the database. I spend about five hours a day searching for new entries for the database, adding about 5,000 entries per year.

In addition I record more than 80 hours a week on four DVRs chronicling journalists on television, in commercials and in movies made for television.

You'd be surprised at how many journalists are featured in TV programs and are never mentioned in the summary of the show itself. Besides the obvious programs such as Ugly Betty, How I Met Your Mother, The Daily Show, there is, for example, the Law & Order franchise that often features journalists. There are also many TV shows and movies that show anonymous journalists chasing after the major characters and I want to document all of those. I add all of these programs to the database on a daily basis.

I also make DVD copies for IJPC Associates and we now have more than 12,000 DVDs and tapes, more than 5,000 hours of audiotapes and MP3 files, more than 8,500 novels, short stories, plays and poems (the largest collection of novels and short stories featuring journalists ever assembled), scripts, research materials, articles, art works and other artifacts

You've been the leader of a new field of research centering on the academic study of popular representations of journalists. What do you see as the value of this approach for the students of journalism? What do you think it contributes to the study of cinema more generally?

The IJPC goes far beyond cinema in evaluating the image of the journalist in popular culture. One of the things that amazed me was that most of the writing about the IJPC involved film and the 20th century. But the images of the journalist were really being solidified in the 18th and 19th centuries. Most of the images in early cinema, for example, come from 19th century novels on journalism.

The first question I'm asked when I tell people that I'm director of the Image of the Journalist in Popular Culture (IJPC) is who cares about the image of the journalist and why do you waste your time studying it?. And the simple answer is this: Because the images of the journalist you see in films, watch on television and read in novels influence the public's opinion about the news media and the effectiveness of that media. And the ramifications of how the public perceives and judges the media can have a profound effect on the success or failure of our American democracy.

Think about that. When your favorite aunt asks you why would anyone go into journalism, a profession filled with arrogant, impolite reporters who invade people's privacy, make up stories and sensationalize the news, where is she getting her information? She probably doesn't know any journalists, has never visited a newsroom, and has no idea how reporters work. Yet she has very specific ideas about who journalists are and how they behave. And she learned this by watching journalists in the movies and on television and reading about them in novels.

Surveys continue to show that most Americans want a free press that is always there to protect them from authority, from Big Business and Big Government, and give them a free flow of diverse information. But those same surveys also show that most Americans harbor a deep suspicion about the media, worrying about their perceived power, their meanness and negativism, their attacks on institutions and people, their intrusiveness and callousness, their arrogance and bias. And many of the reasons for this dichotomy can be found by studying the image of the journalist in all aspects of popular culture.

By looking at the image of the journalist in popular culture, we can better understand why the public feels the way it does about journalism and the people who practice it.

Joe Saltzman, the director of the Image of the Journalist in Popular Culture (IJPC) and the author of Frank Capra and the Image of the Journalist in American Film, is an award-winning journalist and professor of journalism at the Annenberg School for Communication & Journalism at the University of Southern California.

He received his B.A. in journalism from the University of Southern California and his M.S. from the Columbia University Graduate School of Journalism. After working for several years as a newspaper reporter and editor, Saltzman joined CBS television in Los Angeles in 1964 and for the next ten years produced documentaries, news magazine shows, and daily news shows, winning more than fifty awards, including the Columbia University-duPont broadcast journalism award (the broadcasting equivalent of the Pulitzer Prize), four Emmys, four Golden Mikes, two Edward R. Murrow Awards, a Silver Gavel, and one of the first NAACP Image Awards.

Designing the Futures of Journalism: An Interview with USC's Nonny de la Pena (Part Two)

You are especially interested in issues of bodily presence and affective immediacy that arise in response to immersive environments, qualities which make our experiences in such worlds expecially intense and memorable. Yet there's a long tradition of science fiction writing which worries about the use of such devices for propaganda and social control, suggesting that we may find it hard to separate virtual and real experiences. What do you see as the benefits or dangers of this level of immersive experience when applied to political debates and social policies?

If only I could use this technology to brainwash my kids into cleaning up their room! Joking aside, propaganda can be an extremely effective and manipulative tool and print, radio, television have all been used throughout history for this purpose. I do hope, however, that this technology will be adopted by reputable news organizations and well-trained journalists who can help establish best practices for telling news stories. This will also enable them to have the skills to undercover when mistruths are being fed to the public.

That said, the intensity of immersive environments lends itself to creating exciting news stories. In much the way cameras in Vietnam helped shape what we saw and felt about the war, virtual worlds can potentially create powerful connections to stories. Imagine if we had built a virtual Iraq at the start of the war - audiences would have been able to experience events like marketplace bombings in much more visceral way in that they could "visit" the scene. Of course issues about the legitimacy of recreation now arise - should the audience "feel" the force of the blast?

Clearly there are practical challenges surrounding immersive journalism, given the time and money required to create such robust simulations. Does this mean that "immersive journalism" is most apt to be used for certain kinds of stories -- those which have prolonged significance for the culture?

We are at a very nascent stage in immersive journalism and we may find that certain stories work better than others. My own work tends to focus on human rights and empathy and so I tend to build pieces around those issues. For example, I am currently gathering the necessary physical world audio for a piece that will focus on hunger in California. However, the future remains wide open. In explaining my work, Ernest Wilson, dean of the Annenberg School of Communications and Journalism described one possibility: Imagine when you get your home and garden section in the morning and you could just walk around the gardens. I like the beauty of that vision.

How do you respond to critics who suggest that such simulations must necessarily be partial, giving a simplified version of the way the real world works, given the limits of the program's ability to deal with the complexity of human experience?

Nothing will ever replace the experience of being face to face with another human or actually being in a physical location where an event unfolds. Moreover, before the advent of virtual reality, distortion of factual scenarios in text accounts, photographs or video has a long history. It is true that the rise of digital tools has made faking it much easier and even trusted news sources have been caught using technology for questionable alterations. For example, in 2006 a Reuters' photo editor digitally manipulated photographs from the Israeli-Lebanon conflict and released them as real. In fact, we often accept photos that are "image corrected" or "image enhanced."

What really seems to bother critics about virtual worlds is the cartoon-like animation. But as these spaces become increasingly photorealistic, with more details drawn from data obtained in the physical world through various techniques such as 3D reconstruction, image-based rendering, and motion capture, immersive journalism can become a much more accurate representation of physical world stories. Of course, immersive journalism will then be subject to the same potential manipulation as video and photographs, but it will be certainly not any less 'real' than video.

By allowing for more immersive experiences, if generated according to the principles advocated here and using ethical, best journalistic practices, immersive journalism has the potential to constitute a much more faithful duplication of real events. Being in the middle of a scene can be much realistic and powerful than watching it from the audience or sitting, completely removed from the action, in your living room.

With Stroome, you are turning your attention to what remix culture might have to contribute to journalism. What can you tell us about this project?

Remix is an old culture in newsweekly journalism. For example, as a correspondent for Newsweek, I would join other Newsweek correspondents around the world in contributing material for a single story. We would all send in our individual reports to headquarters in New York where a "writer" would edit our material into the piece that would appear in the magazine. Stroome is based on the same principles. Multiple people can contribute to one story by uploading their video onto Stroome and it can be remixed right in the browser into a finished piece that can be quickly shared across the web. Stroome pushes the newsweekly idea even further, creating a social networking site that celebrates what's possible on the web today. Multiple people can remix any story and that means any contributor can choose to have a voice on how the story should be told. Stroome also tries to be sensitive on how people feel about their content - users can designate that their content only be shared by a small group or kept private until they feel ready to push their work across the web. Finally, Stroome users can quickly search for video they can use to make their remix complete. For example, when reporting on a story, one minor element might be missing such as a sunset shot. Stroome provides a clip pool to access those missing elements.

While Stroome has recently launched, you are already seeing global impact. Can you share with us some of the early reports you've gotten on how journalists around the planet are using this tool?

We launched the site first at USC's Annenberg School of Communication and Journalism and bloggers across the web quickly picked up on the launch. Suddenly, we had users joining from Uruguay to Tunisia, Brazil to Ireland. Just last week the Tiziano Project, which provides community members in conflict, post-conflict, and underreported regions with the equipment and training necessary to report local stories and improve their lives, announced they'll use Stroome to create a series of video vignettes bridging war and geography. The first piece--a look at the lives of those living in the streets of Mogadishu and Los Angeles' skid row--will go into production next week.

Neon Tommy and USC Annenberg have started to use Stroome on a regular basis. Do you have any reports yet on the impact it has had on how they are covering stories?

We are still at the initial stages of the launch, but already these USC student reporters have begun to use the site by working from different locations and uploading and editing from wherever they are - home or newsroom. For example, if you go to Madeline Scinto's piece, you can see she reported both from home and in the Neon Tommy newsroom and had fun doing it. Annenberg TV News (ATVN) had one reporter filming at the airport during the volcano-induced chaos and another pulling AP photos while back at USC and posting them to the piece so they could achieve a quick turnaround. These were test cases, but they proved how readily news could be produced on Stroome.

What do you see as the primary implications of Stroome for citizen journalists?

Not only does Stroome makes it much for journalists of all stripes to quickly get their stories across the web, but it also provides a place where collaborations can spawn more robust pieces. For example, during a protest rally, Stroome can be the "meeting point" on the web, where anyone shooting video at the rally can post their material. Now everyone can use different clips from the rally to remix the story as they see fit and push it out across the web. In fact, the same stories can take different shapes, with diversified viewpoints sharing the same space. We also hope to make it possible to stream video straight to the site from cellphones - which means no one can ever confiscate a camera and censor footage before its reached the public. I

Ultimately, we hope Stroome can contribute to a more robust democracy by creating new avenues for information access and delivery. Also, I hope it can help break down the fears that often accompany lack of understanding about those who might be different than you are. Now people from across the planet can tell stories, side by side. Perhaps that sounds idealistic - but Stroome provides the tools to make that possible.

Nonny de la Peña is a Senior Research Fellow exploring Immersive Journalism, a novel way to utilize gaming platforms and virtual environments to convey news, documentary and non-fiction stories. Her recent projects include, "Gone Gitmo," a virtual Guantanamo Bay Prison in Second Life, which was prototyped with funding from the MacArthur Foundation and employs first person experience and spatial narrative. Another project, "IPSRESS", is a collaboration with the Event Lab in London and Barcelona which investigates the use of head mounted display technology to evoke feelings of presence in reportage. A former correspondent for Newsweek Magazine, de la Peña has written for The New York Times, Los Angeles Times Magazine, Time Magazine, Hispanic and others. She has also directed and produced a number of feature documentary films that have been screened on national television and at theaters, festivals, and special events in more than 50 cities around the globe.

Designing the Future of Journalism: An Interview with USC's Nonny de la Pena (Part One)

My Journalism colleagues at USC's Annenberg School of Communications and Journalism are on the cutting edge of national and international conversations about the Future of Journalism. Our school is a site of experimentation and deliberation, sketching and testing new models, which see the emerging media environment not simply as a challenge to traditional forms of news but also as an opportunity to expand resources available to reporters. The School has the right mix of vision and pragmatism -- trying to imagine new possibilities, trying to test them against current realities. Or as Annenberg's dean Ernest Wilson likes to put it, the school is a place where "cool stuff happens." (Well, sometimes he puts it in a bit more colorful language.)

This past week, one of my Annenberg colleagues, Nonny De La Pena, received a Knight News Challenge grant to support the work she is doing around Stroome, a web platform which provides tools and communities to support the collaborative production and remixing of news content.

I had known De La Pena for some yearss and was delighted to find her here when I moved to the west coast. She's constantly probing, trying to imagine new affordances for presenting information to publics in compelling ways, and she's got the hacker instinct to prototype and test her ideas as soon into the process as possible. She has long sought to promote and map the space of immersive journalism. Don't know what that is? You will soon.

The following interview was conducted about a month ago, when Stroome had first launched, and it lays out some of her key research initiatives -- from Gone Gitmo, which uses Second Life to explore human rights issues, to Stroome, which provides citizen journalists new tools for collaboration.

What do you mean by "immersive journalism"? What are some examples of work which falls under this description?

Immersive journalism is a novel way to utilize gaming platforms and virtual environments to convey news, documentary and non-fiction stories. These stories can be set in online virtual worlds such as Second Life or produced using a head-tracked head-mounted display system that puts the individual into a virtual body or with a body-tracking Cave. Capitalizing on the sense of presence that comes with well-made virtual reality scenarios, these platforms provide an immersive experience that can offer unprecedented access to the sights and sounds, and possibly feelings and emotions that accompany the news.

Participants move through the story as a digital representation of themselves or as one of the subjects about which the story is being told. Visual and audio primary source material from the physical world reinforce the concept that participants are experiencing a nonfiction story, with the video, sounds or photographs acting on the narrative. For example, video that triggers at key points in the virtual landscape remind a participant that the computer generated environment is grounded in the physical world. Scripted events that create a first person interaction with the reportage can also help create a feeling of "being there." Also, participants can query or interact with the elements around them to learn more about the details or context of the news story.

In collaboration with digital media artist Peggy Weil, we have built several prototypes. Gone Gitmo, a virtual Guantanamo Bay prison built in Second Life, allows participants to explore a place that is inaccessible to the average American citizen and press. (In fact, the Pentagon just kicked out four reporters who have been covering the prison for years.) Gone Gitmo includes an experience on what it might be like to be detained, hooded and then imprisoned in Camp X-Ray. It also examines the ramifications of losing habeas corpus rights. Another prototype using Second Life, Cap & Trade, is a news report on the carbon market that sends people on a journey to follow the money in order to try to better understand the complexities and human consequences of trading carbon credits.

A third prototype is based on the interrogation logs of Detainee 063, Mohammed Al Qahtani, who had been declared tortured by the Bush. Built at the Event Lab in Barcelona with Mel Slater and his team, we used head mounted display (HMD) technology to put participants into the virtual body of a detainee who is held in what is referred to as a "stress position." When the participants look around, they see a virtual mirror and the figure in that mirror, a digital avatar who looks like a detainee, moves in unison with the participant. Participants also wear a breathing strap that programs their avatars to breathe at the same time, further enhancing the sense of virtual body ownership. Throughout, the sounds of the Al Qahtani interrogation plays as if it is coming from the next room. While research data was not collected on this particular prototype, every participant anecdotally reported that their body was hunched over in a stress position when in fact they were sitting upright.

What relationship exists if any between "immersive journalism" and "news gaming"?

News games embrace gaming protocols. The player undertakes a task or pursues a goal, voluntarily constrained by agreed upon rules, and must take action to advance position. Progress is often measured by indicators such as levels or points. In contrast, a participant in immersive journalism isn't playing a game but is put into an experience where she is participating and affected by events but may or may not have agency to change a situation. Immersive journalism also parallels a news narrative playing out in the physical world much like a piece in a newspaper or segment on television and while one might experience the story from different starting points, the story itself should not shift. Of course, that makes immersive journalism less available for irony or political commentary that news games like Gonzalo Frasco's September 12 achieve so successfully. In that game, you try to shoot terrorists on a crowded street, which means bystanders are always at risk. Moreover, whenever you launch a missle, the game spawns multiple replacements until the screen is overrun with terrorists.

How do we overcome the association which often exists between virtual worlds and play/fantasy? Given these associations, will people seek out virtual experiences which are potentially unpleasant or emotionally disturbing? Will they enter into these experiences with the "wrong" mental attitude?

It is exactly because of these issues that we recognized we would have to deal sensitively with questionable interrogation practices in Gone Gitmo -- we do not torture your avatar. We knew that there were many ways torture could become trivialized. However, as these environments become as ubiquitous as the 2D internet is today, I believe these spaces will become a natural environment for experiencing both fiction and non-fiction. Already children are growing up using avatars in populated virtual worlds like Club Penguin and Pixie Hollow. Our web, which uses Google or other 2D spaces as a point of entry, is quite lonely for them -- nobody is there.

Nonny de la Peña is a Senior Research Fellow exploring Immersive Journalism, a novel way to utilize gaming platforms and virtual environments to convey news, documentary and non-fiction stories. Her recent projects include, "Gone Gitmo," a virtual Guantanamo Bay Prison in Second Life, which was prototyped with funding from the MacArthur Foundation and employs first person experience and spatial narrative. Another project, "IPSRESS", is a collaboration with the Event Lab in London and Barcelona which investigates the use of head mounted display technology to evoke feelings of presence in reportage. A former correspondent for Newsweek Magazine, de la Peña has written for The New York Times, Los Angeles Times Magazine, Time Magazine, Hispanic and others. She has also directed and produced a number of feature documentary films that have been screened on national television and at theaters, festivals, and special events in more than 50 cities around the globe.

The Future of Teenagers: My Interview in O Globo

Here is the interview I did with Bruno Porto of O Globo, a publication targeting youth, during my time in Rio. The newspaper devoted three full pages to this interview which was prominent on its cover and I heard lots of great responses to it as I traveled around the country. I suspect what will be striking to readers in the United States is how much the questions being asked there by parents, teachers, and others about new media are very much those being asked in our own country. For those who prefer to read this in Portuguese, here's the link. What´s the main difference between the teenagers that lived in 2000 and the ones that live nowadays? Do you see them as completely different beings or the prior generation already had cultural elements that are present in the next one?

First, the continuities across generations are much greater than the differences. Young people today listen to different bands and often acquire music through different platforms than teens a decade ago, yet one's taste in music is still a key indicator of one's personal and social identity for teens. Young people play different games on different game platforms yet young people acquire and display mastery through competitive play. Young people use different social networking platforms and communicate with their friends through text-messaging, yet forging a place for oneself within the social system of their schools remains a central goal of adolescence. We can go down the list and most of the new digital practices which seem alien to older people are serving purposes which, if they are being honest, they recognize from their own teen experiences. That said, there are also significant differences, which I know we will get to as this interview goes forward. What does it mean to have immediate contact with your friends as a support system as you move throughout your day, to know that you will remain connected with your friends no matter where you move in the planet, and that you can form intense, intimate social ties with people who you may never meet face to face? Or to know, but not yet fully grasp, that those pictures you shot at a party when you were 16 could resurface at a job interview when you are 25 or end up being used against you in a political campaign when you are 45 because they have persistence online and can be accessed by many unintended audiences? These are some of the questions that contemporary teens face which are different from those confronting previous generations of teens.

Do you think that the leap between the 2010 generation and the 2020 will be as significant as the leap between the 2000 and 2010 generations? Or have the main, structural changes, already happened?

We are in the midst of a profound and prolonged period of media transition which is inspiring changes on every other level -- economic, social, cultural, political, legal... and I don't see the rate of change slowing anytime soon. Youth are often the earliest adapters and adopters of those emerging technologies and cultural practices as they seek out some place they can call their own, some place where their parents and teachers are not going to be nagging at and snooping on them. Young people, thus, embody the change that media is bringing and they are thus likely to be the advanced guard for most cultural practices. (Interestingly, this is not true for Twitter which has spread from the professional classes outward and downward to reach youth rather than the other way around). As this happens, they are going to create differences in style and taste which signal their differences in identity and affiliation. So, yes, I think that youth ten years from now will be significantly different from youth today -- with my above caveat that it will still be the case that the continuities in experience and interests will far out distance the differences.

Which aspect of the DIY/collaborative philosophy, that transformed the youth (and the world), seems more intriguing and relevant for you now?

For the past three decades, I have studied fan cultures as the springboard for grassroots creativity. Fans are people who are inspired by the stories that circulate through the mass media, who take elements of those stories and deploy them as the raw materials for their own creative expression, and who bond together over their shared investments in these rich cultural materials. I don't call this "do-it-yourself" but rather "do-it-ourselves," because of the deeply collaborative nature of these forms of cultural production. They are collaborative both in the sense that they build on existing stories, including those of mass media, within our culture and because they depend on each other to create the infrastructure which supports their creativity. Fan fiction is collaborative from conception -- as fans talk through story ideas as cafe table conversations, as they give each other feedback through Beta-Reading (peer-review) processes, as they read and comment on each other's shared works, and as they build the very platforms through which they circulate their creations. The fan fiction writer exists alongside the cosplayer who creates costumes and embodies characters, the fan musician who creates, records, and circulates songs, the vidder who re-edits and remixes footage, and so forth. All of them form communities which embrace new participants, which generate new forms of creative expressions, which teach each other the skills needed to participate, and who support each other's creations. This kind of participatory culture has existed for more than a hundred years, but the web has made it accessible to a much broader array of participants. Because it can innovate outside the constraints of the market or the art world, it is endless generative and thus a source of ongoing fascination to me.

The transformations that the web caused are already present in almost all the Western world, but parents and teachers are still trying not only to understand it, but to accept it. Why do you think they´re still in denial?

Some parents are in denial; some are in a state of panic. The first sees no change occurring, the second fears the change that is coming. Few are finding the middle ground between the two which allows young people plenty of space to navigate between neglect and constraint. I just heard the story of a young man, who came from a conservative religious family, who was told by his parents that he could not watch Family Guy or other Fox shows on television. The kid watched it on the internet instead without guilt, since his parents hadn't set up any restrictions on what he did on line. As someone who is the parent of a 29 year old son, I can tell you that most of parenting is reactionary. You are uncertain about the right way forward and so you fall back on what your parents did, even if they were dealing with different times and situations. You end up saying everything you thought you would never say to your kids because the script you have in your head bears the early imprint of your parent's philosophy. And you have to make a very conscious effort to change or reverse those impulses. You may change it some of the time, through sheer act of will, but then you will find yourself reverting back on other fronts. Most parents now do not have a script in their heads for thinking about what young people are doing with their iPhones. The young people are encountering situations which seem on the surface totally different from anything they faced growing up. That's why I always stress the continuities first. They may not know what the value is of having lots of friends on Orkut, but they do know that forming friendships is a vital part of adolescent culture. As the next group of parents grows up, they will have a better mental framework for thinking about these issues but unfortunately, their kids still won't believe they have any clue what they are talking about. :-)

During years journalists, teachers and other specialists considered videogames as a media that causes much more damages than benefits. Do you think that that perception changed?

Yes, somewhat. The good news is that the group of people entering the teaching profession over the past five or so years probably grew up playing Super Mario Brothers and so they have a much more normative understanding of what games can be used for. The bad news is that research shows that of ten different professional classes, teachers are the least likely to still be playing games today. Teachers are consumate creatures of the book and if anything, they are becoming more defensive about these new media as they fear that print culture may be displaced by digital. So, you have some teachers who do get the value of games as recreational and teaching tools, that want to see better games developed which they can deploy through their teaching, that may respect and value the kinds of teamwork and leadership skills being fostered on World of Warcraft, who may understand the simulations of history and government offered by Civilization or Sim City, We are seeing libraries embracing gaming as a community building activity for their patrons. And among educational researchers, games for learning constitute a high growth area of research. On the other hand, you see schools locking out most forms of participatory culture, closing out not only games but also Facebook, YouTube, and Wikipedia. You are less likely to see teachers who believe that playing Grand Theft Auto is going to turn their students into school shooters, but you are more likely to see teachers who believe video games are simply distractions from real learning, rather than recognizing how at least some games can be vehicles for the learning process. I will be happy when our government officials stop telling kids to turn off their XBoxes and do their homework, and start telling them to turn on their XBoxes and do their homework, but that's going to be a long time coming.

Survivor, The Matrix and American Idol are some of the franchises you used as example in Convergence Culture. Any other relevant examples appeared recently?

Franchises still dominate our media production. If I were writing the book today, I might have chapters focusing on Lost, Heroes, Glee, Avatar, and District 9, each of which represent a somewhat different way of thinking about the media's relationship to its consumers. Indeed, each of these franchises plays a role in my next book, which I hope to be writing later this summer, on spreadable media. So, let's take Lost. On the one hand, Lost represents one of the biggest hits on contemporary commercial television. When the Lost finale airs later this week, it is going to attract a massive audience. It is event television on a global scale. People will gather in large theaters all over the United States to watch it. They were flood Twitter and the other social networking sites with their responses. On the other hand, Lost represents all of the properties we would have associated with niche television a decade ago. It is a complex and demanding program. It draws a hard core, socially active, culturally generative audience. It challenges the collective knowledge and thinking of large scale social networks of people who pool their knowledge, compare notes, and try to figure out the mysteries of the island. And as they do so, they follow Lost through podcasts, websites, wiki projects, alternate reality games, and countless other platforms. Lost is television outside the box -- television in a transmedia environment. Each of the other examples I cite represent the further move of television into a transmedia and participatory world. With Glee, we might pay attention to it as a vehicle for selling music -- in that sense very much like Rock Band and Guitar Hero -- and we might talk about it as inspiring lots of amateur performances -- check out all the amateur performances of the songs from Glee which spring up on YouTube within hours of the airing of a new episode. With Avatar, I am of course interested in 3D but also in the ways that activists around the world have embraced the identity of the Na'Vi and their struggle against the cloud people as a language through which to talk about their own local struggles to protect their environments and their way of life. With District 9, I am interested in the ways that a small scale movie gains the level of public interest this film did through strategies which rely heavily on the most engaged and socially networked segments of their audience. And the list continues.

Ten years ago, in Brazil and many other countries, kids found it hard to feel attracted by their schools. Now, with their connection with technology and the internet, it´s ten times worse. Do you think that most countries are facing this problem properly?

I teach a class at USC on the New Media Literacies. One of the assignments is to have my graduate students interview a teenage student or a teacher they know. My students come from all over the world and since they tend to interview people in their own families, I see projects on people who live in many different countries. Almost without exception, every young person they interviewed had a more intellectually rich life outside of school than inside. The things they cared about, they things that provoked their curiosity and passions, were often things which had no place in the current configurations of schooling. The ways they learned best often involved tools and platforms which were blocked in the classroom. And they felt like what was turning them on intellectually was largely unknown by the adults in their lives. The teachers also expressed frustration about how much new technology they needed to absorb or about how hard it was to change the presumptions of school administrators that such tools were distractions from the core business of learning. This is bad enough as a global problem if we think about schools shutting down the brains of our most networked young people, but we might feel that they still get extra educational opportunities and cultural experiences outside the school hours. But then consider all of those young people who only get access to these technologies at school, for whom the teacher or librarian may be the only adult they know who has any understanding of the technical, social, cultural, and ethical challenges and opportunities they represent. If we shut these practices out of our schools, we will have denied those young people the support they need to meaningfully engage as citizens, workers, learners, and expressive individuals in a world where these technologies are going to be taken for granted. Young people are not better off being told to learn about technology on the street corner the way my generation learned about sex. Our schools need to develop a coherent, informed, creative approach to technology which incorporates the best tools and practices into their pedagogical approaches.

How do you think that the new generation is absorving so much information? Do you think they absorb less - after all, the information is at reach all the time - or less?

First, I think there is a shift away from an emphasis on learning information towards learning how to find information. The emerging generation tends to offload much of what they know into technological devices which they use to enhance their thinking. Take away my laptop and you chop off a chunk of my brain. This is not necessarily a bad thing because the information is changing at such a rapid pace. Yet, it only works if we don't fill our heads with misinformation, if we develop skills at evaluating information and recognizing what kinds of information we need to solve particular kinds of problems. Second, they are learning to depend on each other for information they may lack. This is what we call collective intelligence -- a world where nobody knows everything, everybody knows something, and what an individual knows can be shared with the group as needed. Young people are learning to recognize the expertise of their friends and others in their networks and learning to work together to solve complex problems which they would not be able to tackle on their own. So, there are two ways of processing the massive amount of information which the web makes available to us -- deploy tools which sort and filter the information or tapping into collaborative communities which appraise the information together from many different perspectives. The later, for example, describes how I use Twitter. I subscribe to the feeds of the smartest people I know in many different fields and trust them to insure that I at least get exposed to the key developments in those fields each day. Young people are tapping this in a more informal way, which is why young people often know a lot about current events without ever seeming to read a newspaper or watch the news. A lot falls through the cracks this way, which is why we need to foster these skills more, but it is still a pretty shrewd approach to dealing with what previous generations have described as information overload.

As schools, many companies that hire young people are not prepared for all the changes that are happening. How does that affect young people? They will try to adapt or look for new kinds of jobs?

Our young people have much more to give the world than they are being allowed to contribute. No question about it. When we read reports of fans developing online reference works for Lost, say, there's often a dismissive response that says they had too much time on their hands. I don't want to undercut the value of this grassroots production of knowledge and culture on its own terms, but I also want to ask - whose fault is that? Such activity emerges in a world which undervalues the creativity and knowledge, the skills and intelligence, of every day people -- undervalues it in school, undervalues it in the work place. As a result, young people create alternative spaces where they can learn and share what they learn with each other. It can be enormously frustrating to watch the company where you work make bad decisions because it is ill-informed about alternative possibilities, even as you sit there, knowing about new ways forward, and not being solicited to contribute, or sitting there going through mind-numbing repetitive activities while you know a high tech way which would be more effective and efficient. Just as schools need to change to embrace new ways of learning, companies need to change to embrace new ways of working. The most forward thinking companies have relatively flat organizations which allow new ideas to emerge bottom up from any corner of their staffs. They reconfigure teams so that everyone has a chance to lead and people can contribute based on their skill and expertise. As we think about who might be best at working in such an organization, it may well be someone who grew up playing massively multiplayers games, swaping roles, trying new identities, tackling new challenges. Hell, don't just hire an individual gamer. Hire an entire squad or guild, since this team of people already knows how to work together to achieve its goals, already knows what each member can contribute, and already trusts each person to carry their own weight. It isn't just that companies need to embrace new technologies; they also need to recognize and value new cultural processes which come out of young people's experience of growing up in a networked society.

Last week Rio received his first TEDx (a version of the original TED) and the main attraction was a 13 years old boy that knows how to program apps for iPhone and iPod Touch. Many scientists are trying to understand the brains of people like that boy, that could be the next Bill Gates or Steve Jobs. Do you think that makes sense, that they´re treated that way? Or in some years there will be thousands of kids like that one everywhere?

Our focus should not be on prodigies. There have always been child prodigies. There will always be child prodigies. That tells us little about the state of our culture. What we need to pay attention to are the remarkable achievements of perfectly normal girls and boys who are doing things that would have been inconceivable for earlier generations. Their ability to tap into social networks, to deploy new tools and technologies, to process complex information, is astonishing, yet often dismissed by their parents and teachers because it doesn't fit within the grids through which we evaluate their educational performance. It may well be the case that what this young man is doing will become much more widespread in another generation's time, especially as the processes for designing aps are better understood and toolkits more user friendly. In any case, I would want to understand not just how the boy's brain works but also the social support system around the child. What kinds of help has he received from parents, teachers, other adults along his path to this level of accomplishment, since no kid gets to this point alone. In general, we need to understand such developments not as singular cognitive accomplishments but as windows into the kinds of learning ecology which is needed to make it possible for every young person to achieve their full potential.

The Hollywood Geek Elite Debates the Future of Television

Editor's note: It looks like we were sent two copies of the same segment. We are tracking down the missing piece of this and will get it up as soon as possible.

Earlier this spring, Denise Mann from the University of California-Los Angeles and I organized a panel of showrunners and other transmedia experts to speak at the Society for Cinema and Media Studies conference which was being hosted in our city. The industry participants were Carlton Cuse and Damon Lindelof from Lost, Tim Kring from Heroes, Javier Grillo-Marxuach from The Middleman and Day One, Kim Moses from Ghost Whisperer, and Mark Warshaw (The Alchemists) who developed online content for Smallville, Heroes, and Melrose Place.

We wanted to bring the smartest people we knew from the entertainment world face to face with leading film, television, and media researchers for a conversation about the future of entertainment. In some ways, this was a mini version of what we do with the Futures of Entertainment conference on the East Coast and the new Transmedia Hollywood conference on the West Coast.

Today, I am able to share with you the web-version of that program. Part of what is fascinating about this exchange is how much these producers of cult television shows are thinking and rethinking their relations with their audiences, trying to understand how to court and hold active and engaged consumers in an era of competing media options and multiple delivery platforms. The value of fan participation runs through this conversation.

SCMS presents: Transmedia Storytelling in the Digital Age from UCLA Film & TV on Vimeo.

SCMS presents: Transmedia Storytelling in the Digital Age Part 2 from UCLA Film & TV on Vimeo.

Below, I've included some transcribed highlights from the event. But so much is conveyed by the emotional tone and stylistic self-presentation of the various participations, which include the two head guys from Lost who had flown in just the day before from shooting the final episode in Hawaii. We didn't get any real spoilers but we did get to understand their thinking and sense the glow they had after finishing this key phase of their work.

Ironically, their shows have all ended. Heroes and Ghost Whisperer were canceled in the latest wave of network decisions and Day One never reached the air. Without knowing it, we captured a moment of transition in American television.

In a recent Variety article, you were quoted as saying that all of Lost's loose ends will not be wrapped up or answered in the series finale. Other sources are reporting that ABC is interested in keeping the Lost franchise alive after the finale. Are those two bits of news related? That is, does leaving loose ends have to do with sustaining a franchise beyond the series' completion?

CARLTON: Most of these things are very narrative driven for us and it's a hard thing to try to articulate specifically when we want the audience to understand that every small little niggling question will be impossible to answer watching the show. Our goals as storyteller were to tackle the big questions and try to bring the story to a satisfactory resolution. But if you're wondering who's the guy is, etc, you're not gonna get that answer in the series. The story we were telling in Lost, we planned to end on May 23rd, we have no plan to do any kind of sequel or spin off, anything. We set out to tell the story of the most significant thing that happened. Telling the story was our ability to negotiate with ABC in the 3rd season of the show. Now we're bringing the story that we plan to tell to a conclusion. Now that said, we've also acknowledged that we're not the owners of Lost. It is owned by the Walt Disney company and it is an incredibly valuable franchise. Worth billions as opposed to millions of dollars. And we completely understand that the Disney company will choose to continue to make money under the Lost franchise at some future point...

There's no way when you tell a story that you can tie up all the loose ends, there are many creative minds who'll come stories to ABC and propose to take Lost, using franchise label in the future, and that's great. The story we wanted to tell was that tv series and that ends in May.

The previous transmedia series you worked on--Smallville and Heroes--both had strong ties to the comic book realm--one directly from comic books, and the other owing a lot to the comic book tradition. Melrose Place is on the other side of the spectrum. Has the difference in genre affected where the online stories come from? Or do you find that teen soap lends itself as much to a transmedia story as the sci-fi fantasy genre?

MARK: It's definitely different. You have people who want to get immediately after online and play games. But that's part of why I jumped out of the Melrose Place thing, and we're doing other things kind of that side of the spectrum. If you look at the spectrum, all, at the core, it's about extending a narrative and dipping into the fandom. On a soap opera, there's tons of different worlds and relationships to dive deeper into. That's a really rich photogram for telling transmedia stories. So it was really fun to dive in there, instead of feeding people with the ways to get your light saver. This is fun to go into the most stylish person on Melrose Place's cast and go into her closet, and learn about stuff she had in her closet. Or the diaries, you can just dive deeper. These are just fertile places to make buckets to tell stories. It was a very fun challenge and I think that anything with a story has a good place to go in the transmedia world.

CBS is primarily known for an older demographic which, stereotypically, is not known for frequenting the web. Yet Ghost Whisperer has thrived beautifully both on the network and online. What did you do to make the series and its online components accessible and appealing to an audience that is normally not attracted to this type of content?

KIM: I think that first of all CBS demographics has changed in the last 5 years that we've been on the air. At first when we started with Friday night and Ghost Whisper, we made the announcement for CBS, my partner and I knew we had a math problem, which was 82% of all the shows that had been launched on a Friday night since the X Files which was 10 years prior had not gone to its second year. And before that we had run a show Profiler which was on a Saturday night, so we knew what the challenges were. And we had been working for about 4 years before Ghost Whisperer got ordered, and we were working at the intersection of the Internet had some amazing discoveries when we were doing Profiler, that we were able to continue on and then fold onto our experience with Ghost Whisperer. So what we did was that we created this thing called the "Total Engagement Experience", which is a model that Professor Jenkins and I have talked a while about....CBS had never done this before. We also felt that moving into the 21st century, that our obligation is just developing, pitching and selling tv shows and delivering the film was not the end of our obligation as executive producers and showrunners. Our commitment to any network and studios that we've worked for is...to deliver the audience as well. And I believe that going into the future of tv and feature films, everybody is gonna need to get on board with that, and figure out how to deliver an experience, as opposed to just something that you watch, because we are in the experience era. So when we had layered that out for CBS, and our approach, unlike the CBS at the time, was to go out and find our audience, and court them, and create a playground for them so that they could experience the Ghost Whisperer world rather than just watch. And then, bring them back to the tv show in a very gentle way, that became very successful. Because what we built was a very, very loyal audience, not just a substantial audience on a Friday night, but a loyal audience, which has... this whole thing has served as a model for us to moving forward in the business. And be in the 21st century. It's an important time to do it.

Many academics are describing a push in popular television towards more "complex narratives" (longer story arcs, greater seriality, larger ensemble casts, and so forth) and you represent some of the series which are most often held up as illustrating this turn. What factors do you see leading towards these developments? What obstacles have made it harder to shift television in this direction?


JAVIER: I think that part of the reason why shows are becoming more complicated and novelistic and all that is also the fragmentation of media. It's crucial in that. All of a sudden you have a venue like AMC which can put on a show like Mad Men. And you know, Mad Men is beloved, it's critically loaded, it's a fantastic show, but it only needs to hold onto an audience of about 2 to 3M people in order to make it or not, and then sell a bunch of DVDs and all that. So when you've got networks that are able to hold shows at lower margins, I think there's more room for experimentation. It's a fragment of the audience that watches Law & Order, but they're loyal and they'll watch the show, and that model keeps repeating itself. You'll get Battlestar Galactica, Breaking Bad... which are deeply serialized. And I think that the network follows suit on that. The network looks at those shows and says: "why don't we have a show like that" and they try to put those shows on the air as well. And then, you got a show like Lost that succeeds for having that kind of longitudinal storytelling and I think that there're a kind of chicken and the egg thing going on, but at the same time, the climate for that wouldn't exist if you didn't have a vastly fragmented media where more experimental shows are able to survive for longer periods of time.

TIM: The whole idea of the serialized show, I mean it hasn't caught on, in a way, Lost and Heroes and things like that seem to be paving the way for these... it's not really caught on cause there's this season so many procedurals are back in favor. And the whole model, one of the dirty little secrets of serialized tv is there's usually a attrition right. You've got a lot of people who come at the beginning and as it goes on, it gets harder and harder to watch, and harder and harder to stay fans of. The upside though is that you get a tremendous ability to have and hit big, you also have the ability to sell DVDs. It used to be that the rerun and the syndication would pay for most of the back ends, for 95% of the show, and this is now being sort of changed, almost exactly percentage wise to foreign sale and DVD sales. And that's where shows like Lost and Heroes do really well. Now that we're in a year round programming, we're reruns are no longer part of the normal network programming. These shows that run at 16 episodes become actually a viable way to program a season.

DAMON: I think that the key thing that a serialized show had going forward is... there's a "what's gonna happen next factor", that doesn't exist on Law & Order, CIS, or this idea that basically you watch Heroes on a Monday night or Lost on a Tuesday night, and it ends, and that's a serialized: what's gonna happen next? What do I do right now on Tuesday night, the show's over? I wanna go somewhere and I wanna find out water coolers that used to exist in my office and now that water cooler is your computer. You go to it, and you can find whatever community you want to, and you not only disassemble the episode that you just saw, what does it mean and the grand skim of the overall story that they're telling, and the overall world that I'm in, but now I'm gonna try to project, and in the case of Lost it's "let's figure out, let's come up with theories." In the case of Heroes, it's a little bit more of a cliff hanger scenario: what's gonna happen next? That idea was such taboo. Tim and I were working on a show called Crossing Jordan and from 2001 to 2004, and I come up with Carlton and both procedural shows / but the word serialized was such a dirty word, because re runs were disaster. And Alias was successful, so we asked ourselves what does Alias has that we don't have, and the answer is: a fandom, and a serialized storyline. You get activated. This idea that a serialized storyline invites the audience in. It basically says: "what do you think?" it's something that non serialized shows do not do. Law & Order doesn't care what you think. They don't! but the fact that Lost and Heroes seem to care, go and basically solicit the opinion of fans saying "what do you think", that can only happen I think on a show with a sort of serialized spine to it.

TIM: The serialized genre sort of lends itself to this social currency is your knowledge of the show. So that becomes what you trade on. If you're able to know one more thing than the guy next to you, you're slightly cooler than the guy next to you. So if you give the audience a chance to dive in deeply, there are always these people who will dive as deeply as you invite them in.

JAVIER: When I was a network executive in the mid 90s, one of the heads of research for NBC came and talk to us, and one of the things that he used to say is that "why is Stay By The Bell so successful?" when it is so hooky and so corny? And he said look: the audience is fragmented, into two very big pots: either there's 20% of your audience is A audience. This is the taste making audience, the audience that goes online, the audience that buys new clothing, the audience that does all of these stuffs. And there's your B audience, that is your audience who's content to go and watch a self contained show, have a laugh and then leave. And the funny thing was that some networks wanted to have A audience cause it would get that magazine cover, some people wanted the A audience, and NBC was going for the B audience at that time. And I think that there's a sweet spot which is sort of where Man Men is right now, with challenging serialized show, but they can have that audience and that's all they need. They don't have the pressure, which Lost had for its first 3 years. They're trying to get to that more mainstream audience without trying to alienate the one audience and I think that the success of Lost and Heroes is in a way, countered to that social wisdom.

The media industry talks often about the value of "audience engagement." And your series are often cited as having produced particularly engaged audiences. Can you describe the relationship you've created with your consumers and what value you place in their active participation around the franchise?

CARLTON: We very consciously try not to write the show outwardly but write the show inwardly. I mean we started basically this Lost just sitting around in my office every morning, we'd have breakfast and just talked about story [...] We stuck with that same methodology all the way through. We were working in the office until 11pm yesterday for the finale of the series, and we've kind of kept that same protocol. Now the advent of the Internet has provoked profound differences of what you can do as a storyteller. I mean for us, we were actually kind of building Lost and at the beginning, one of the things that we found ourselves doing was that breaking a lot of fundamental rules of television, which was: we had a large cast, a sprawling complex narrative, and we infused that narrative a lot of intentional ambiguity. I think we were influenced in a certain way by European filmmaking; this idea that we'd give a chance to make up their mind about certain narrative aspects of the show and it get the audience talking about the show really evoked a sense of discussion and the Internet became a place where people gathered. I remember actually when Javier and I went to this fan event at the Hollywood renaissance hotel the first year, and there were these people who'd flown from all over the world, who were kind of happy to see us, but they were more happy to see each other. They had created an online community. Lost was the catalyst for that community, but the community transcended the show very quickly and there were people who got married, there were relationships that were formed, it was a way of sort of finding a shared interest, but that shared interest ultimately was transcended by the relationships between all these people, and there was all the people from the Fuselage who were basically all meeting each other for the first time. That was really an interesting experience to see that, and I think that over time, we have used the Internet as a way to gage what the responses to the show. Usually we're so far ahead, it doesn't influence the storytelling. Now of course we're done pretty much with the writing of the show, so any surprising responses now, the ship has sort of sailed... The other sort of example we cite al the time is Nicky and Paula. The fans were clambering and saying: what about those other people, there's always those other people on the beach. We see them, they never talk, who are they? So we were actually influenced by the audience to make a narrative decision that actually backfired. So we actually said, "well okay, " [ laughs ]. We started to write those two characters and it felt wrong, but people wanted it, and then, we realized it was kind of a disaster. And then we decided to burry them alive. And the audience was in that same cycle, but they were behind us. We came to that realization week by week, and then the audience was sort of reacting because they were seeing episodes, it was like looking at life from a distance star, when the event had already occurred. But it was something we did because of the fans and then they hated these characters and then they were happy when we killed them, and they thought it was their doing.

TIM: It's an amazing process when you're in this loop with the fandom. As the writer's room, you often emulate, or you basically mirror the fan base. When you start to feel you've gone too far with the story line or not gone far enough, and the characters are working for you, sure enough, it sort of mirrors the same reaction that the fans have except we're still three or more months ahead when... so, you often want to say to people "wait, and see: we're getting exactly to the place where you are" and this whole idea of how to communicate with the fans... it's very interesting. When Damon and I did Crossing Jordan, there was this "one way street" that you had. You pushed the narrative out in the world and two or three months later people saw it, and if people liked it they sort of voted with their Nielsen box.

CARLTON:You got a Nielsen number, that was the entirety of your feedback.

TIM: Yeah, that was it. So the feedback loop was really a one way street. Then the Internet created this two way street where you immediately had an obligation to the fans who were connected to the show. And all of the transmedia components of the show become that part of the show that allows them to have a more immediate feedback.

JAVIER: yeah but the thing is that no matter how mediated you are, and how much of a two way street of communication you have, you're inviolate right as a storyteller, is the right to hold on to your ability to give the audience what it needs rather than what it wants and to be the judge of that, right or wrong! And I think that especially in the early days of the internet, it became very porous, because there was an oversize reaction to Internet reaction to shows. And then you realize: wait a minute, this is still an audience of 10,000 people who read Television Without Pity, and maybe 20 who post on the board. So I think that we're kind of cycling back to a place where storytellers were less likely to be swayed cause we have a better understanding of what that audience is and what our rights as storytellers need to be.

DAMON: There's this incredible Catch 22 that exists, exactly on the point that everybody is talking. And I'm sure you experienced it too, which is: the question that Carlton and I get asked by far, above any other mythological question on the show is: are you making it up as you go along? People ask us that question, they want the answer to be "absolutely not". We have a big binder, we open it up, we go "hop", we're completely functioning by our plans. However, then they also say to us: "do you guys ever go on the boards and listen to what the fans have to say?" and they want the answer to that question to be "yes, absolutely". Now these two things are in direct opposition to each other. Because, unless the fans are saying exactly what's in the binder, which of course, they wouldn't be, so they want us to be making it up as we go along, they just don't want us to admit to it. And they want us to listen to their feedback, ... we're all in the gladiator arena: they're there, and they're giving us the thumb up or down. They want the gladiator to look to them to decide who lives and who dies. And when we kill characters which are popular, they get angry at us, and when we kill characters which are unpopular, they cheer us. And that's the game.

KIM: Last year season 4, we killed Millie's husband and there was a huge push back from the audience. The thing that's valuable for us on the Internet is we're all subjected to testing. Even if you're in your 4th or 5th year, they're still testing the show, and the network and studios are giving you numbers and responses. The testing group is not that big. On the Internet, it's a very, very democratic voice. And that's really exciting. It can be dangerous at time, but I mean (we got death threats, ...) but it's also exhilarating where you're taking your show. And so, I would say, had we done this 10 years ago, when the Internet wasn't what it is today, I don't know what would have happened to our show. But because we did it, we knew that there was gonna be push back, but we also had a plan for it. We were able to go on the Internet and court the audience, and explain to them that there was more coming and that he was going to be a ghost... and it was a great experience. And CBS called us at one point and said "what are you guys doing over there, you're affecting all of our websites, it's because your fans have taking everything over". As you guys know, that happens. And that was very exciting for us. But it is very valuable. Even if you don't act on what you're getting, it's valuable to take the pulse yourself rather than have it filtered through different kinds of agendas.

The television industry is struggling with the reality that consumers are pursuing the content they want through means other than broadcast television - both legally through iTunes, Hulu, and other such sites, and illegally through Bittorrents. How does this reality impact the way you approach your series? One recent study, for example, found that many television series, including several represented on this panel, were watched by more people illegally than legally.

CARLTON: The Internet has kind of changed the world of distribution internationally. So now Lost has moved closed to a day and day model that's basically what's happened to the theatrical film business, to avoid piracy and to capitalize on sorts of marketing campaigns that aren't just now national but international.... TV used to be sort of a gentlemany business where you'd open the show here, and then a foreign buyer would come over and they'd look and they'd watch, and they'd see how it'd do. And then months, sometimes years later, the show would actually run there. Now, because of how the world has shrunk because of the Internet things have gone much more day and day. So we've actually changed.... So this year... each episode of the show has to be done 5 days earlier in order for it to be sent all around the world....One of things that's come up in China too is that there was a race amongst pirates in China to dub the latest issue of Lost. And they were telling me that within 48 hours of the broadcast on NBC, there would be fully dubbed versions of that episode of Lost on Chinese websites. And I was like: these guys are doing it for free! You guys are professional dubbers, why is it taking you 3 months to dub a show? And it was hard to argue with that. So they've actually really shrunk the window of time, and we're on a couple of days later on the English speaking territories, and really the window in terms of dub territory is going down. The studios are doing this for two reasons: one is primarily policy, but secondly, the ability to sort of capitalize on global marketing initiatives which reconnected these ARGs. All the ARGs that we've done have been done in constant with international broadcast partners. Around the world it contributed money and resources to these Internet things. And actually the Internet component of Lost has significantly impacted the actual way in which the show itself ended up being distributed.

TIM: The interesting thing is that the networks, are in a sense, they shoot themselves in the foot a little bit by driving these audience towards these alternate platforms. Heroes, we show commercials where we promote coming to the website, to NBC.com, coming there to be able to watch the show online with extra content and commentary etc. so we're actually incentivizing the audience to go to these different platforms and the fact that you can watch the show on your DVR where you want it and when you want it, without commercials, or watch online with commentary or content, we are incentivizing this audience to go and find another places. Heroes was the number 1 downloaded show last year, Lost right there with it. And the general attitude of the networks towards this massive audience that's out there has been to stand on the sideline and heckle these people when, in fact, these are people who actively sought these shows out. They went some place and actively pirated the show. These are fans that should be embraced, and, somehow, figured out how to monetize. An interesting thing would be product placement as a way to sort of create favor with the network. The interesting thing about that is that when we do a Nissan product placement in the show, those 55 million people who download our show illegally are all getting a Nissan commercial. So in some way that may be the solution there.

JAVIER: Activity creates fertility--especially when you're dealing with a niche show like The Middleman. If people are downloading it illegally in China...my God, please do! Because, ultimately, what I find is that, the more people talk about the show, the more other people will end up buying the DVD. Eventually, anybody who looks at a pirated copy will tell somebody to buy the T-shirt or the DVD or the keychain, and the money will come back to us. I mean that's something...I'd rather have the show I work on be seen, and, frankly, given the way that the studios have dealt with the royalty compensation for writers on alternative platforms...I'm so sorry about your pirating problem, really!

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What Can Teachers Learn from DIY Cultures: An Interview with Colin Lankshear and Michele Knobel (Part Three)


What do you say to an educator or parent who feels that making music remix videos, say, has nothing to do with literacy? In what senses are you describing such forms of expression as literacy practices?

The common sense view of literacy is that it refers to reading and writing alphabetic print and that to be literate is simply a matter of knowing how to encode and decode printed text; that is, to recognise the letters and convert them into words and sequences of words as a reader or a writer. According to this view, literacy is the same thing for everyone. It is the same tool, or the same skill using that tool. Some people might be faster at it and others slower; some may spell better than others, and some may be better at applying text comprehension strategies than others; but at the end of the day, the common sense view is that literacy one single thing, and it is the same for everyone.

This view is flawed, however, and on a number of levels. It's a bit like saying that computing is the same for everyone, just that some are more fluent with it or more skilled. But in the hands of different people who have different purposes and different understandings of what can be done with computers, and so on, computing takes on many different forms. There are many different practices of computing, such that you could give two people what look like the same tool, but what you see going on subsequently might be so very different that you can't really even begin to see them as doing "the same thing" or using the same tool. The example may be even better made by reference to "telephoning." To say that a person calling the dentist on their landline to make an appointment is doing the same thing, using the same tool, employing the same skill - telephoning - as a person in 2010 who uses their mobile phone to video an eyewitness account of what goes on to become a major news event, then uses the phone to upload the video to a social news discussion site along with an explanatory written commentary, and to check back regularly to see what comments have been left by others as well as to track how news of the event itself is playing out across the internet and broadcast media, is to miss the point. What looks like "the same kind of machine" is taken up in very different ways by different people, and has very different meanings for different people. It is to all intents and purposes a "very different thing" in the hands of different people; not the same thing at all.

So it is with literacy, and that is why we think it is best to talk about literacies in the plural rather than literacy in the singular. The singular form focuses our attention on the wrong thing - on thinking that the all-important thing is managing alphabetic text. This is important, but it's only a part of it.

There are two key points to make here. The first is to recognize what is most important about literacy as a social phenomenon, which is that it enables people to do what cannot be done by orality alone. Literacy enables human beings to communicate and share meanings in ways that go beyond the use of voice within face-to-face settings (which is orality). Literacy checks in when the conditions of everyday life are such that people need more than the use of voice alone to get the meaning-making work done that needs to get done for life to go on. The bottom line for literacy is that it enables meaning-making to occur or "travel" across space and time, mediated by systems of signs in the form of encoded texts of one kind or another. Encoded texts "freeze" or "capture" thought and language in ways that free them from their immediate context of production so that they are "transportable." Unencoded texts like speech and hand signs "expire" at the point of production other than to the extent that they can live on - fallibly - in the memories of whoever was there at the time. Encoded texts give (semi) permanence and transcendence to thought and language in the sense that they can "travel" without requiring particular people to transport them. Literacies can involve any kind of codification that "captures" language and thought in this sense. Literacy includes letteracy (the alphabet bits), but goes far beyond that. Speech recorded on tape or digitally is frozen and counts as encoded language and thought. The same applies to still and moving images. It is not that memory and speech alone cannot sustain considerable meaning making across distance and contexts. It is just that this is exponentially enabled and facilitated by literacy as encodification, which permits all kinds of procedures and institutions and practices that would be impossible, or impossibly cumbersome, without encoded thought and language.

During the centuries of mass print, following the invention of the printing press, the dominance of print as the paradigm of encoded texts has made it "natural" to associate literacy with alphabetic text. But this is really just an historical contingency. Many centuries prior to that humans used pictorial inscriptions of one kind or another (as well as other markings) to encode language and thought independently of voice. As new ways of encoding come and go, encoding system paradigms change. And right now we are at a point where the dominance - previously, almost the monopoly - of the print paradigm is being challenged by the ease of digital encoding that can combine multiple modes and mixes of multiple modes. Where it is more effective to use alternative sign systems from alphabetic text to mediate meaning-making within mainstream everyday interactions, the alternatives will be used. And people's ideas about literacy will change accordingly.

The second key point is that literacies vary with contexts. What we mean by context has to do with who the people are within a particular setting, what they are aiming to do, how they are trying to do it, what they are trying to do it with, and who they are or are trying to be within that context. So, if we think about something as obvious as reading a particular text, it is clear that different people, coming from different cultural spaces and possessing different cultural knowledge may read the same text in very different ways and make different meanings from it. For example, during the 1980s, many liberation theology priests who worked with Latin American peasants in ways they hoped would encourage them to mobilise to demand a better share of social wealth interpreted key biblical passages very differently to how conservative urban priests who identified with the existing social order interpreted them. Moreover, both groups worked with biblical texts in different ways and in different settings; liberationists would pore over the texts with peasants within settings where evidence of poverty was immediate, and would encourage the group to think about the meaning in relation to a change agenda. By contrast, other priests would read at large anonymous assemblies, making the interpretation amidst ornate decorative milieux that often dripped gold and spoke to divine rather than popular power. Same text, different people, different purposes, different procedures, different knowledge informing the meaning making and, indeed, a different technology. A bible being read by one person set apart from the listeners is utterly different from a bible being pored over, passed from person to person, and being used to stimulate thought intended to guide political action. Within Latin American settings both of these "ways" of "reading bibles" have been common - along with many other variations we can think of.

Now the point is that these kinds of differences in "ways with encoded texts" can be multiplied many times over. In a famous example, Shirley Brice Heath showed how different social groups within a region of the United States "did bedtime reading" in very different ways. Experts on the philosophy of Kant read and discuss Kant's works in very different ways from first year philosophy students, and (can) make very different meanings from them. That is why philosophers try to induct philosophy students into sophisticated reading practices, of which following letters and words across a page is only a tiny (albeit very important) part. The expert philosophers are trying to recruit the students to a new social practice, and this involves having to teach them how to read and write philosophically (which involves a lot more than just eyes and texts). Jim Gee uses the word Discourse (with a capital "D") to signify the idea that there are all different kinds of combinations of types of people and kinds of purposes and goals, and ways of setting about them, and ways of using language within them, and ways of dressing (liberationists in outdoor garb and metropolitan priests in ornate robes) and so on. We can say that different Discourses tend to involve different literacies, and will often involve different (forms of) technologies or tools, and different ways of using them, and so on. And participants in these different Discourses will make different meanings from what look like the same resources, and they will use what look like the same resources (think: computer, phone, bible) in very different ways.

So if we put all of these ideas together (along with others there is not space to mention here) it suddenly becomes very obvious why we would think of making remix music videos as having everything to do with literacy, rather than having nothing to do with literacy. It is one of a very large number of literacies that exist (not to mention new ones that are emerging all the time). That is, when we think of literacies in terms of "so many socially recognized ways in which people who are participating in particular Discourses generate, communicate and negotiate meanings through the medium of encoded texts," it's perfectly natural to think of people who are producing and sharing and interacting with remix music videos as engaging in (a) literacy. They are decoding and encoding sophisticated multimedia texts, with a view to communicating and sharing and negotiating meanings with others of their ilk (other members of their Discourse). They set about this in ways that others recognize as appropriate to doing this literacy well. They are freezing thought and "language" so that it can travel and be experienced and negotiated within practices of giving and taking meaning.

When we look at things from this perspective it is the people who cannot see remix music video in terms of literacy that have the problem; not those for whom it is self-evidently a legitimate, pleasurable, widely-practised, and potentially incredibly powerful literacy.

In my Afterword, I raise the question about the value of learning these skills as an isolated set of practices rather than as part of a more diverse affinity space. In other words, is there a difference between learning to make a remix video and learning to be an Otaku (who happens to display his or her skills and knowledge through contributing remix videos to a larger fan culture)?

Yes, there certainly is a difference, although learning to make something like a remix video can - and often does - lead to becoming a fan of something one previously was not a fan of, and to becoming more the kind of fan who happens to display their skills and knowledge through contributing artifacts to a larger fan culture and through other characteristically Otaku practices. Indeed, this is precisely the route that Matt, the co-author of our chapter on AMV remix in the book, took. We came across Matt's anime music video remixes via YouTube, where his "Konoha Memory Book" video at the time had over half a million views (take-down notices unfortunately mean the video is no longer on YouTube). Half a million views is a significant marker of popularity online, and so we interviewed him about his anime music video production process, and his involvement in remixing AMVs. He was 17 years old at the time, and he explained that he'd started creating AMVs two years earlier. It turns out that prior to that, he hadn't been a fan of anime or manga or anything like that at all. What happened was that a mate showed him "Narutrix" (an AMV faux movie trailer parodying the Matrix movies) which got Matt interested in watching the Naruto anime series in particular, and then anime in general. It didn't take him long to start tinkering around with creating his own AMVs, even before he became what could be described a full participant in anime culture. He's subsequently gone on to become such an avid anime fan that not only does he create AMVs which he posts to AMV.org and YouTube, submit AMVs to convention contests (and for which he regularly wins awards), draw his own original manga figures and comics which he posts online at DeviantArt.org, maintain a blog about his anime interests, contribute to anime dicussion boards, write generous reviews of and comments' on others' AMVs, but he spends his weekends cosplaying a rich range of anime characters, and organizes cosplay chess games for different anime conventions as well. He's now--thanks to his initial interest in AMVs as an expressive form in their own right--most definitely an Otaku!

Other ideas arise here, however, which are relevant to questions about the relationships between identity and practices and to ideas and ideals of learning. For example, it may not be that a person learns DIY media practices as an isolated set of skills but, rather, as skills and knowledges and values and mastery of systems and the like as part of becoming a kind of person that just happens not to be a fan. Hence, a person who identifies as the kind of person who practises the ideal of being as self-sufficient as possible might learn a particular skill and knowledge set under this kind of motivation (e.g., knowing how to sew clothes; knowing how to preserve or can home-grown fruit; knowing how to make solar-powered things). Moreover, we often find a paradox associated with self-sufficiency: people who identify with being self-sufficient often are closely linked with like minded people and inter-relate with them, sharing points of view, solidarity, and resources and so on. But they do this under a much more diffuse kind of identity than members of specific affinity groups. When people who are into "self-sufficiency" interact with one another their specific interests and things they create may have little or no overlap whatsoever, other than as expressions of participating in a general ideal of being as self-sufficient as possible.

Alternatively, the kind of audience we have for this book is of people who might want to get some experience of DIY creativity and production as part of how they see themselves becoming a more effective teacher or, perhaps, a more in touch parent. Here again, the skills and knowledge being learned would not be "isolated". They might be a long way, at least initially, from Otaku culture or other avid fan cultures, but, equally, they may not at all be isolated but connected to something that is very important to them. In fact, isolation would actually be very difficult to sustain in the context of learning some digital DIY media. The very process tends to put people very quickly into the realm of affinity spaces and, as Matt's case indicates, from there anything can happen - including the development of full-fledged fan affinities and approximations to Otaku ways of doing and being.

At the same time, there are some important differences and distinctions at stake. One is the difference between a more instrumental orientation to practice and a more intrinsic orientation. There is all the difference in the world between dropping in on a Linux forum to get some help with a problem, leaving feedback, making the information available to others and maybe making a Paypal contribution to an open source software fund, on one hand, and being a full-on contributor who helps code open source software and build the open source movement, on the other. In the first case the relationship is instrumental: minimal participation as a means to an end. In the second, it is intrinsic; one is a devotee of open source ideals and practices and, in effect, becomes a steward of those ideals and practices. Lawrence Eng's classic statement about fanship and stewardship is a supreme expression of the intrinsic orientation that defines many Otaku identities. Explaining why he proactively sought out other fans of Sasami from the Tenchi Muyo anime and developed the Sasami Appreciation Society as an affinity space, Eng said "it's our devotion to Sasami ... we're dedicated to bringing her the fanship that she deserves" (as cited by Mimi Ito). This is activity as an end in itself rather than to some further end. It is done for its own sake, as an expression of devotion, rather than as a means to producing an artifact, getting a reputation, or reaping other personal benefits. These may occur, of course, but they are not the point and purpose of the engagement within an intrinsic orientation. Of course, one can learn an incredible amount along the way, but even this is not the motivation to participate.

There is much that is important and valuable about this kind of orientation and way of being. In many ways it constitutes an ideal of active citizenship - of being committed to building something because one believes in it, and of putting that first, and of dedicating one's activity to contributing to its fullest realisation. At its best, this is what communities of academic practice become, and if we need any reminders of how valuable this ideal can be we need only think of negative examples that are always available of academics who are largely or mainly there for "career prospects", and of the ugliness that can so quickly surface in the form of academic jealousies, back-biting practices, resentment, clique formation and turf battles and so on. Apart from the quality of learning that can occur within bona fide affinity practices, the fact is that there is much of human beauty to be found there: selflessness, promotion of the greater good, humility, stewardship, generosity, reciprocity and so on. Anyone who doesn't think we need as much as we can get of such values has not looked outside in a while.

This said, however, it is worth making a couple of cautionary observations about the "structure" of participation and learning within affinity spaces. While we have identified the qualities of stewardship, humility, commitment to a greater (assumed) good, and the priority of intrinsic worth to fan practices, it may be helpful to remind ourselves that humans can be(come) fans of anything, and for these qualities to remain intact and yet, potentially, have regrettable consequences. While becoming a fan of many popular culture practices and icons, as with becoming a fan of environmental science, or mathematics, or democracy might typically be expected to have more or less benign and positive outcomes, the same might not apply to becoming a fan of the Third Reich or Pol Pot or any number of contemporary examples that could be named, where people do in fact become fans (although "bad" fans are often called, fanatics), and do pursue intrinsic goods (as they see them), practice stewardship, collaborate, share, put other people and ideals before themselves and so on. To be a fan has no limits so far as objects of affinity are concerned, and while we may limit the word "Otaku" to some specific range of fanships it may be more difficult to so limit the general concept and its deep grammar. Hence, the "good" of displaying skills and knowledge through contributing to a larger (fan) culture will always be to some extent contingent.

A related point here concerns the structure of learning within practice affinities or, as they are often called, communities of practice. The New Work Order (1996) argues that communities of practice seed values without these values needing some apparent central controlling agency to insist upon them or maintain them: "Immersion into a community of practice [an affinity] can allow individuals or units to internalize values and goals - often without a great deal of negotiation or conscious reflection and without the exercise of very much top-down authority" (p. 65). Participants collaborate, participate, share, reciprocate, "scaffold" and support, for all they are worth, and the net effect of this is building the practice and the community. But it does not necessarily transcend what Kevin Harris (1979), many years ago, referred to as "supportive rhetoric". It can, and usually does, support critical scrutiny that is internal to the practice/community, but at the same time this critique insulates participants against possibilities of external critique. The more a person invests in an affinity the less space there is for countenancing alternatives. The learning is, to be sure, often "deep," and deeply social. But "learning works best - it is most enculturating, but (alas) also most indoctrinating - when it is done inside the social practices of a Discourse" such as a fan affinity practice (New Work Order p. 15). It is not for nothing that many "fast capitalist" enterprises have encouraged the development of fandoms around their products, seeding the core values and leaving it to fan collaboration, participation and celebration to build the community (and the profits).

For us, the important thing is trying to keep the baby with the bathwater, in the sense of encouraging multiple fandoms - memberships of multiple affinities - and multiple orders of affinities, such that we strive for Otaku-like membership of practices that embrace intrinsic ends linked to distribution of material social goods as well as to pleasures. Becoming fans of understanding how social practices work for better and for worse so far as contributing materially to promoting long-term human good is concerned seems to us to be of the utmost importance.

Michele Knobel is Professor of Education at Montclair State University, New Jersey. Her research examines new literacy practices across a broad range of contexts. She is joint editor, with Colin Lankshear, of DIY Media: Creating, Sharing and Learning with New Technologies. They have also jointly edited A New Literacies Sampler and Digital Literacies: Concepts, Policies and Practices.

Colin Lankshear is an Adjunct Professor of Education at McGill University in Montreal, and James Cook University, in Cairns, Australia. His research interest is in sociocultural studies of literacy practices and new technologies. He is joint author, with Michele Knobel, of The Handbook for Teacher Research and New Literacies: Everyday Practices and Classroom Learning.

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What Can Teachers Learn from DIY Cultures: An Interview with Colin Lankshear and Michele Knobel (Part One)

Last time, I shared a chunk from my afterword for DIY Media: Creating, Sharing and Learning with New Technologies. There's plenty more where that came from, including a report on some of the core insights from our "Reading in a Participatory Culture" initiative. Over the next few installments, I am sharing an extensive and substantive interview with Colin Landkshear and Michele Knobel, the two editors of that book, which digs deep into the implications of DIY culture for contemporary education. Lankshear and Knobel are legends in the space of new media literacies, having authored or edited a series of first rate books, which explore how education is and should be responding to shifts in public access to the means of cultural production. I draw heavily on their collections and on their personal writings when I teach my New Media Literacies class at USC. One reason I feel such kinship with this dynamic duo is that they often ground their considerations of the nature of literacy and the purpose of learning through reference to field work they have done on Anime fans and their video production practices.

Like their other books, DIY Media brings together young and established writers looking at a range of digital media practices; this book is especially targeted at educators who want to roll up their sleeves and get their hands dirty mucking about with media. In some ways, this is a "How to" book explaining how to make podcasts or edit vids; in some ways it is a "why to" book explaining why these alternative media practices will change our understanding of what it means to be literate. The essays move from pragmatic advice to theoretical ruminations without ever missing a beat and will be incredibly useful to educators struggling to find their footing in these unfamiliar spaces.

In this opening installment, Lankshear and Knobel will explain some of the core premises which shaped the project. As you will see, we do not always agree, but we arrive at what I see as complimentary positions. One reason why I reproduced a chunk from my essay yesterday was to allow you to better understand the points of debate which emerge in the passages that follow.

What is the DIY Media book about?

It's an edited collection, and is an eclectic sampling of do-it-yourself media practices under current conditions of digital technologies and people's ideas about how these technologies can be used within everyday life, and how experience with engaging in such practices might help contribute to enhancing formal education. The authors address music remix, podcasting, photoshopping and photosharing, machinima movie making, stop-motion and flash animation, and anime music video practices. Each chapter begins by talking a little about cultural aspects of the practice it's addressing, and then provides a brief "tutorial" on how to get started technically and socially in that practice, before discussing some educational connections and implications.

The book is "eclectic" partly in the sense that it covers quite a spread of media practices. But it's also eclectic in terms of how "DIY media" is understood. In your Afterword for the book, Henry, you suggest a distinction between DIY/Do-It-Yourself and DIO/Do-It-Ourselves (or DIT/Do-It-Together) to reflect varying degrees of engagement in participatory culture, as you and colleagues so usefully have conceived it. So, at one pole, the concept of DIY media might involve an individual using the generous affordances of the internet (as well as drawing on face-to-face and offline resources) to learn how to create a music video or a stop-motion animation artifact, and to then get on with creating it. This might involve quite minimal participation in affinity spaces - let's say, acknowledging support given by others and reciprocating by making one's own knowledge available to others and, perhaps, posting the animation online. At the other pole, a full-blown DIO/DIT media practice as a full expression of participatory culture involves aficionados of a particular interest working together and in deeply collaborative ways to build a rich and deep affinity space - a kind of cultural community - in which the act of creating a particular artifact is not the end in itself but much more a part (and maybe a relatively insignificant part) of contributing to building the affinity. In this sense of DIO media practices, as we see them, a person's commitment to the space can take a number of active forms. They may participate directly in collaborative artifact production and promotion (such as can be found within the machinima community, for example). Just as importantly, a person can devote much of their energies to regularly visiting a site central to the shared affinity or interest, say, Animemusicvideos.org, and viewing recently uploaded videos, and commenting on them; following up favourite videos on YouTube and commenting there, too; following particular anime music video remixers' work across the internet; voting in viewers' choice awards hosted by AMV.org or other online entities; recommending favourite AMVs to friends; physically attending anime music video screenings at comic conventions; watching a wide range of anime in order to better appreciate anime music video remixers' work, and so on. They actually may be relatively little engaged in creating - albeit with input and support of others - their "own" media artifacts, but still be very much participating within this shared, collaborative affinity space.

The contributing authors in DIY Media cover most of this spectrum themselves as DIY media creators, and as editors we think that having a wide spectrum is important, since the main audience for this book is intended to be formal educators (teachers, teacher educators, teacher education students) and, hopefully, some parents/caregivers. For some serious fans it may be too goal-directed and "instrumental," although we hope that fans will read and interact with it because that interchange is essential for getting a sense of how to bridge the gap between the worlds of formal and less formal learning. Indeed, that role is already really nicely begun by your Afterword to the collection

Our own perspective on DIY generally, and DIY media specifically, in terms of our work as educators may be worth spelling out a little here: starting with the "D." All DIY work involves doing: some degree of producing and not merely consuming. There is still plenty of room for consumption, but when we focus on the "D" we are focusing on being producers. We believe this emphasis has particular importance for formal education, precisely because it is so powerfully and deeply immersed in consuming. In his wonderful and important attack on the disempowering effect of disabling professions, Ivan Illich referred to school as the "reproductive organ of the consumer society," and argued that once our imaginations have been "all schooled up" to accept "full time attendance at an obligatory curriculum" as the learning paradigm, people are ready prey for all the other manipulative institutions that dominate our social system and force us to use their services because they are the only ones sanctioned or authorized to "deliver" them. School learning becomes, in effect, consumption of subject knowledge organised into various pre-determined sequences, and with little or no opportunity to learn how to produce that knowledge in the ways that experts do. Instead, the production within schooled learning is pretty much limited to recycling consumed information within standardized essay writing formats or school projects. There is little opportunity for Doing in the sense involved in doing for oneself at any point on the DIY-DIO spectrum, which is based on creating use values for oneself and for others, in accordance with personal goals, interests and purposes.

The operating conditions of schooling increasingly are becoming as consumer-dominated for teachers as they are for learners. Competency benchmarks, standardized assessment protocols and tests, textbooks and resources, curriculum frameworks and reporting mechanisms are presented to teachers, along with batteries of "professional development opportunities" to consume information about how to enact the requirements imposed from above. Many teacher education students quickly catch onto this and are soon asking to be shown how to do this or that step-by-painful-step. In addition, many teachers are not at home with new technologies and are often reluctant to use them, or become anxious when confronted with getting up to speed - which is often "delivered" as a one-off professional development session that accompanies the arrival of some new technology in the school (Smartboards are a classic case of this kind of thing).

So, for us, the "D" in DIY, as we thought about it for the book, is about trying to challenge at least some of this massive emphasis on consumption/being a consumer within the teaching and learning roles found in formal education through the process of encouraging readers to get started in some digital media practices. In the process, readers who are new to these practices can introduce themselves to some of the opportunities for learning and engaging within the kinds of affinity spaces that have evolved around DIY-DIO media practices and that exemplify participatory culture.

As your book notes, the current moment of digital culture reflects a much older tradition of DIY media production. Can you share with us your sense of that history and what specifically digital media has brought to the kinds of DIY media communities being discussed.

Our take on the DIY tradition is quite literal and pragmatic. We note that as a term in popular use, "DIY" really only dates to the 1950s although, of course, the idea of communities of enthusiasts and others with a will to bypass what is produced for them and to produce their own versions for constituencies they identify with is, as you note in your Afterword, very much older. In some of our earliest published work, for instance, we looked at the determined efforts of working class people in early 19th century Britain to establish a press that would help further their pursuit of better economic and social conditions, through organizing en masse to win voting rights, the right to organize their labour in syndicates or unions, and to generate their own material for reading pleasure and edification. Such doing-it-for-themselves media, however, was scarcely an intrinsic pursuit. It was much closer to a matter of necessity, although it was certainly a major exercise in building affinities and affinity spaces.

In this book we are talking about DIY media in terms of digital entertainment and expressive media--animation, live action video, music video, music, spoken voice tracks, other artistic works--produced by everyday people to meet their own goals and personal satisfactions. Often, these goals and satisfactions are associated with fanship in some larger phenomenon and close affiliation with some social group. At the same time it often emerges out of opportunities to tinker with and explore the means for producing a media artifact of one kind or another. DIY media in this sense is very much characterised by people being able to produce their "own" media--whether it be radio-like podcasts, "original" remixed music, animated video shorts, music videos, etc.--by making use of software, hardware and "insider" skills, techniques and knowledge that were previously the domain of highly-trained experts who had access to specialised and typically very expensive media production know-how, resources and spaces.

Our view of DIY runs multiple strands together. One is the idea of a DIY ethic in the sense of being able to do things oneself that are otherwise the preserve of experts or professionals - a kind of self reliance that lends a measure of independence. Another is the idea that, when it needs to be, this "self reliant production" is nonetheless of good quality and standing. Sometimes a "folksy" look and feel is fine and apropos. But at other times a professional feel and finish is sought, and the proficient DIY creator can achieve that (e.g., furniture construction, intricate quilts). A third strand is the idea that for some DIYers a key purpose is to resist corporate, commercial, and consumerist values per se. We note the way in which the punk subculture that emerged in the '70s not only encouraged personal styles of self-presentation, self- expression, and identity work within self publishing, music creation, clothing oneself and making oneself up; it also - through fanzine, and later general zine publication - impacted the ways fans interacted with musicians, and touched bases with other DIY/DIO traditions by providing gateways to access for novices via zines that offered tutorials on a wide range of creative pursuits.

By comparison with your own position on DIO media, Henry, our view takes a shorter historical sweep, and tends to emphasize the use of tools/technologies, techniques and know how, and generating artifacts. We talk quite a bit about getting up to speed on production aspects and quality aspects, via interactions with others who share the same interest. But we do not emphasize the Otaku-like dimensions of the practices to any extent. We recognize them, but do not emphasize or prioritize them here.

What this means is that our sense of what digital technologies have brought to the kinds of media practices and communities being discussed in DIY Media is less "communitarian" and more "functional", "quality-oriented", and "informational" than a full on "participatory culture" approach involves. For example, we talk about the way these new technologies make it possible in principle for everyday people to produce artifacts that have the kind of sophistication that could previously only be obtained via very high cost infrastructure. We talk about the way networked technologies open up rich opportunities for on-demand or just-in-time learning: the idea that "google is your friend" when you need to know something. This includes cultural knowledge about "cool" and "quality" as well as technical knowhow. We talk about DIY media creators often having a good sense of relevant professional standards, although they will not always prioritize these. Sometimes, basic explorations of a new tool or technique are satisfying and sufficient. At other times, posting a video recording online of a friend riding a bike off a pier and into deep water has much more to do with maintaining social relationships within a friendship network than producing an acclaimed artifact. But we highlight the satisfactions and use values that can be gained from tapping the affordances of contemporary tools and (especially online) learning resources to produce professional-like artifacts and resources. Sophisticated tools are augmented by online how-to guides, dedicated open discussion forums where experts and novices alike can participate, help boards and blogs, user-created media content review and comment spaces, and ready access to what are regarded as exemplary models of the media artifact being created. Such resources make many elements of "professional standards" explicit and accessible to the everyday person (e.g., amateur anime music video makers committed to professional standards know that good quality AMVs don't include clips that are subtitled or have different image resolutions from one another, that they avoid clichéd transitions between clips, and so on).

TO BE CONTINUED

Michele Knobel is Professor of Education at Montclair State University, New Jersey. Her research examines new literacy practices across a broad range of contexts. She is joint editor, with Colin Lankshear, of DIY Media: Creating, Sharing and Learning with New Technologies. They have also jointly edited A New Literacies Sampler and Digital Literacies: Concepts, Policies and Practices.

Colin Lankshear is an Adjunct Professor of Education at McGill University in Montreal, and James Cook University, in Cairns, Australia. His research interest is in sociocultural studies of literacy practices and new technologies. He is joint author, with Michele Knobel, of The Handbook for Teacher Research and New Literacies: Everyday Practices and Classroom Learning.

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Star Trek, Darkover, Thunderbirds and Fan Fiction: An Interview With Joan Marie Verba (Part Two)


You are now writing professional novels surrounding Thunderbirds. Many Americans may not know this franchise. What can you tell them about the series which might prompt their interest?

I was watching the Gerry and Sylvia Anderson productions (starting with Supercar) before Star Trek came on the air. The premise of Thunderbirds is that Jeff Tracy and his five adult sons and associates have a secret base on a South Pacific island. They call their organization International Rescue, and they're dedicated to helping people in danger who are otherwise unable to be reached by traditional first responders. They have aircraft and equipment which is years ahead of their contemporaries: Thunderbird 1, a rocket-reconnaissance vessel; Thunderbird 2, a heavy-rescue aircraft; Thunderbird 3, a rocket used for space rescues; Thunderbird 4, a submarine for underwater rescues; and Thunderbird 5, their communications satellite.

Each of my Thunderbirds novels is written so that readers don't have to know anything about International Rescue in order to follow it. I have had many readers coming to these novels with no knowledge of the TV series who have enjoyed them immensely.

Thunderbirds dates back to the mid-1960s, roughly the same time period as Star Trek. What similarities and differences do you see between the two? Has Thunderbirds maintained a continuing presence in British culture over the years between?

Thunderbirds is similar to Roddenberry's Star Trek in that it has an optimistic vision of the future. Thunderbirds is set in the 2060s, and the speed of light has not been exceeded, so they're limited in missions on Earth and within the solar system. As with Star Trek, Thunderbirds features a lot of futuristic technology and innovation, and the consequences of such developments (that is, new technology sometimes works great, and other times, new technology causes new problems that the characters have to deal with). In both series, the characters often wrestle with the ethics and consequences of what they're doing, debate as to what the correct approach to the situation is, and regularly have to make more than one attempt before achieving their objectives. Both series have elements of drama and humor, and in both series, each character seems to have a unique following among the fans. So there's a similar subtext as well as a similar futuristic outlook.

In Great Britain, Thunderbirds has been on the air constantly since the 1960s (much as Star Trek has been in the U.S.). Its characters are featured in commercials all the time. (I viewed 2 of them last year on YouTube.) As with Star Trek in the U.S., there are ongoing cultural references, as well. (I have seen a "Photoshopped" photo of Prime Minister Gordon Brown dressed in an International Rescue uniform, for instance, and have been told that former Prime Minister Tony Blair had the Thunderbirds theme played when he took office.)

Thunderbirds is popular in many places around the world, as well. For instance, when she was on the International Space Station, NASA played the Thunderbirds introduction as a "wake-up call" for Canadian Astronaut Julie Payette, who is a Thunderbirds fan.

I've read that Gerry Anderson is planning a new Thunderbirds series, substituting computer animation for the original puppetry. What factors suggest there may be a new potential audience out there for this franchise?

Gerry Anderson definitely wants to produce a new Thunderbirds series with CGI, similar to what he did with New Captain Scarlet, which was based on his 1960s series with marionettes. I think that CGI is the way to go, since the most common dismissal one hears of Thunderbirds is that it's "just a puppet show." For some, it seems that the marionettes distract attention from the characters and the stories.

I found, when I bought the DVD set back in 2003, and was able to study Thunderbirds at length and in depth, is that the scripts were more sophisticated than a lot of people give them credit for. The Thunderbirds TV series was written both for children and adults (which is what I also try to do with my novels). While the series can be enjoyed on a superficial level, there's an undercurrent of substance that adults can relate to as well. In seeing and reacting to "just puppets," I think a lot of people miss that subtext.

My opinion is that in order to re-create a series in any form (movie, television, novels, etc.), it's essential to have a grasp of the original text, as well as the original subtext. Yes, any re-creation of the original will be controversial among fans, because fans have so many different approaches to the original it's impossible to please them all, but a superficial approach to the original will result in pleasing no one, because it will seem "fake," even to those who have no knowledge of the original concept. In contrast, when a series seems "genuine," it appears to attract a more favorable response, even among those who aren't aware of the original series. That's the reason I think the franchise can draw a new audience.

Sheenagh Pugh has argued that fan fiction is written from a desire for "more of" and "more from" the original text. The same is often true of professional extensions. Which is the urge which led you to write these novels and how do they satisfy your fannish interest in the property?

I agree that the desire for "more" is a strong motivation. The original Thunderbirds lasted only one and a half seasons. I felt there were a lot more stories to tell, and a lot of potential that had been left untapped.

Writing officially licensed Thunderbirds novels is very satisfying for me as a fan, because I can spend time with the characters that I love and the alternate universe that is Thunderbirds, which I find very attractive. As is the case with Star Trek, Thunderbirds shows a future that I would be happy to live in.

Joan Marie Verba earned a bachelor of physics degree from the University of Minnesota Institute of Technology and attended the graduate school of astronomy at Indiana University, where she was an associate instructor of astronomy for one year. She has worked as a computer programmer, editor, publisher, and health/weight loss coach. An experienced writer, she is the author of the nonfiction books Voyager: Exploring the Outer Planets, Boldly Writing, and Weight Loss Success, as well as the novels Countdown to Action, Action Alert, and Deadly Danger, plus numerous short stories and articles. She is a member of the Science Fiction and Fantasy Writers of America, and the Society of Children's Book Writers and Illustrators. She has served on the board of directors of both the Minnesota Science Fiction Society and the Mythopoeic Society.

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What Reality Television Tells Us About the Arab World: An Interview with Marwan Kraidy (Part Two))


Star Academy 4, 2007. Two contestants perform a Valentine's Day Tableau (celebrations of this holiday are controversial in parts of the Middle East, especially Saudi Arabia)

You are careful to frame critical responses to these programs as a debate within the Islamic world. Can you map some of the tensions or disagreements within that debate?

Specifying terms of engagement with Western modernity is a paramount issue that shapes a variety of debates. This has many facets. Politically, there is a debate about whether the best course of action towards the West, mainly the US, is to be an ally, like "moderate" Arab regimes, or to resist US policies and actions in the Arab world. Another debate revolved (remember that the reality television polemics occurred mostly during the G.W. Bush years) around the democratization agenda, the motives behind it, mechanisms of implementation, and its actual effects. Socially and culturally, Western influence on culture and identity remains a hot issue. There are those who argue from religious or nationalist points of view, that Western cultural encroachment must be resisted, for corrupting moral values or fomenting consumerism. Others argue that such an influence is desirable. And then there is a group that says, "well, this is inevitable, so let us figure out how to cope with it instead of attacking it." This gets tangled up in socio-economic concerns about globalization, economic dependency, and poverty.

Gender seems to be at the heart of many of the controversies you describe in the book -- whether the issue of men and women sharing the same space in Big Brother or what kinds of public voice women should have in the case of some of the talent competitions. How is reality television helping the Arab world think about the changing status of women in their society? And what does it suggest about the limits of tolerance for these changes?

One of the most rewarding aspect of researching and writing the book was my growing realization of the central role of gender in social and political life, in the Arab world and elsewhere. Reality television animated the discussion of gender by featuring unmarried young men and women dancing, singing, eating, and (in some shows) living together under one roof. Conservative attacks against these things compelled a riposte from liberals and feminists. These debates are long-standing in Arab literary and cultural fora, but this time the audience for these "culture wars" was as large as the audience for reality television--massive. So the new scale of these controversies is a signal contribution of the Arab reality television wars. In specific instances, like Kuwait, arguments about gender roles triggered by reality television were embroiled in the struggle for women's political rights, each amplifying the other. More recently, Western audiences saw that a Saudi woman can be a talented poet with an acute political sensibility. What the controversies suggest about the limits of change is that for positive social change to be sustainable, it has to be contested and negotiated internally, which is a good thing. Change can simply not be imposed from the outside.

So gender was a pivot that articulated a variety of political, religious, economic, social and cultural issues. It was not merely an issue of the representation of women. It was rather, as Joan Scott put it so eloquently in her article on gender as a category for historical analysis, a field of power. In the pan-Arab reality television polemics, rival political actors invested that field with contentious energy, even when the debate was not focused on gender issues per se.

While some of these shows seek to construct a Pan-Arab identity, they also become sites for struggles over national reputation, struggles which can become quite intense and can involve interference by governments. In what sense are these reality programs becoming a staging ground for the status of the nation state?

Arab politics has historically involved tensions between the pan-Arab realm and individual nation-states. As I was doing my fieldwork, I was amazed to hear, over and over again, rumors about heads of state getting involved in mobilizing their armed forces, politicans, or population to vote for this or that candidate.

A big part of this is the pan-Arab character of these shows. Think of the Eurovision Song Contest: Are participants perceived primarily as artists and performers, or as cultural and political ambassadors for their nation-states? Most participants in Star Academy and Superstar were defined, or defined themselves, as representatives of larger, mostly national groups. In Star Academy, many contestants had huge national flags hanging on the wall above their heads. When weekly nominees were announced, an icon of their national flag appeared next to their names and the number to call or send a text to. Program hosts also always emphasized the contestants' nationality. This was one of the ways in which producers created dramatic tension.

There were other fault-lines that came to the surface in varying degrees. One was between Gulf citizens and other Arabs. The latter perceive the former to be spoiled and arrogant because of their oil wealth, and the former often act in ways that encourage this stereotype. There is another dimension to this, in that many male participants came from socially conservative Gulf countries like Saudi Arabia, Kuwait, Bahrain, etc, while most women came from the more socially liberal countries of the Levant (Lebanon and Syria), North Africa (mostly Morocco and Tunisia) and Egypt. Finally, there was a small vs big country dynamic that emerged early on, with alliances emerging between, for example Lebanese and Kuwaiti fans of a Kuwaiti contestant facing an Egyptian participant (Egypt's population is 30 times larger than Kuwait's). Again, what interested me was the discourses that emerged among fans of the show, echoing larger questions about big countries imposing themselves on smaller ones.

So reality shows provided a stage for national identities to be performed, and for nations to be re-created and re-affirmed. In the book I argue that the polemics under stuffy illustrate the performative, episodic and contingent nature of nationalism.

Despite strong protests from some government and religious leaders, these shows have enjoyed great popularity with Arab publics. What can you tell us about the fandom around reality television in the Arab world? How do these programs take on ritual dimensions for some of their viewers and why has fandom itself become the target of concern for some religious and political leaders?

In chapter 4, I analyze a radical Saudi preacher's sermon, titled "Satan Academy," which illustrates concerns about fan activities and rituals competing with rituals of religious and political power. This applies most clearly to Saudi Arabia, but it is relevant to other Arab countries as well. The sermon, the transcript of which reads like a passionate and sophisticated essay in media criticism, focuses on interactivity, participation and liveness as sources of danger for the prevailing social system. When viewers become involved in intricate details of a program, and when they eagerly await things to go off-script at any moment, a new affective bond is created, and ritually maintained, one based on a notion of authenticity as spontaneous, non-scripted personal behavior, as opposed to authenticity as adherence to prevailing social and religious values. This, as I explain at length in chapter 4, poses a threat to the cleric-religious system in Saudi Arabia, in which subjects constantly reenact their submission via prayer rituals, re-aired ad infinitum on television. Reality television basically creates a competing set of rituals, therefore a rival potential set of allegiances.

American reality contestants are often accused of exhibitionism, seeing their participation in terms of a personal desire for fame. Your account suggests that contestants in the Arab world are more likely to be understood in terms of struggles over representation -- as standing in for larger groups, including some which have historically been denied public visibility and recognition. Can you describe what claims get made there about their motives for participation and how they may take on larger symbolic weight?

Though a few critics made similar charges against Arab reality television participants, and though contestants expressed a personal desire for fame and producers and promoters of reality shows relentlessly stoked that desire, social and political aspects took over very quickly. In essence, candidates were hijacked by discourses swirling around these shows, as representatives of nations. Many of them played that game aggressively and courted these identifications. Shadha Hassoun, the Iraqi woman who won Star Academy 4, did everything she could to be perceived as a representative of Iraq, its tragedy and its hopes, and she succeeded spectacularly, managing to win the show. But playing with national identity is a dangerous game, especially for women, who have historically been symbolic boundary markers between groups, tribes and nations--in the Arab world and elsewhere.

Superstar 2, 2006

Syrian Contestant Shahd Barmada wrapped by Syrian flag while performing on stage

So when Shahd Barmada, a young Syrian contestant in Superstar, attempted to distance herself from Syria by asking viewers-voters to consider her "as an artist-performer, not as a Syrian," in order to stand a chance to win in an environment of political tension between Lebanon, where the show was based, and Syria, she emerged as a truly tragic figure, and lost.

Reality programs world-wide have been used to encourage the embrace of new media platforms. What does the rise of reality television in the Arab world teach us

There is no doubt that reality television in the Arab world was the crucible for a new business model premised on interactivity and various value-added gizmos, ringtones, etc, for Arab television. The Lebanese Broadcasting Corporation was a leader in that regard. The popularity of reality television made masses of people aware of what they could do with a mobile phone, and at the same time whetted their desire to acquire more sophisticated mobile devices. However, socio-economic standing is a big factor here, which is why Saudi Arabia and other Gulf countries have been primary markets for both reality shows and vendors of mobile devices. In other, less well-off countries like Egypt, you do meet people who have a nice looking cell phone but whose calling card has expired. This is why some Arab governments and businesses offered free calls or texting to compatriots for them to vote for their national "representative" on reality shows. In this regard, I am skeptical of a lot of the hype about the impact of the Internet on Arab societies, and I think the mobile telephone is as important, even if the scale of its use is restricted by class divides.

Marwan M. Kraidy is Associate Professor of Global Communication at the Annenberg School for Communication at the University of Pennsylvania. Recent books include Reality Television and Arab Politics: Contention in Public Life (Cambridge University Press, 2009) and Arab Television Industries (British Film Institute/Palgrave Macmillan, 2009). Previously he published Global Media Studies: Ethnographic Perspectives (Routledge, 2003, co-edited with Patrik Murphy) and Hybridity, or, The Cultural Logic of Globalization (Temple University Press, 2005, single-authored). The Politics of Reality Television: Global Perspectives (Routledge, 2010, co-edited with Katherine Sender) is in press. His current book projects are Global Media Studies (co-authored with Toby Miller, under contract with Polity), and Music Videos and Arab Public Life.

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What Reality Television Tells Us About the Arab World: An Interview with Marwan Kraidy (Part One)

Reality television is often depicted as the trivialization or tabloidization of American culture. I can't tell you how many people I know have told me with a sneer that more Americans voted in the most recent American Idol than voted in the last presidential election. It turns out to be a myth -- since people can vote as many times as they want for American Idol, there's no way to translate the number of votes cast into the number of people participating, and my bet is that if we could have voted for the candidate of our choice on speed dial in the last election, the numbers there would have looked much more impressive. Yet, the comment suggests the ways that reality television is often depicted as a distraction for democratic citizenship. This is one of many reasons I was so interested in Marwan Kraidy's new book, Reality Television and Reality Politics, published earlier this year, which argues that reality television has been a key vehicle through which the Arab world has been negotiating a range of social, cultural, political, economic, and technological changes and has become a springboard for significant debates about nationalism and the future of citizenship. The books offers vivid case studies over how the international formats of reality television -- especially those around Big Brother and Pop Idol -- have become the vehicles through which the Arab public has worked through contradictions surrounding modernity. Kraidy sees these formats not simply as another symptom of western cultural imperialism, but through the localization process, as ways that the Arab world takes measure of its own cultural practices and political traditions. These formats, and localized responses to them, force certain issues into the forefront of the popular imagination, but they also suggest a much more diverse set of worldviews at place in Middle Eastern culture than typically emerge in western representations of this region.

In this interview, Kraidy talks through some of the insights one gains into Arab cultural politics by looking at how the reality television genre is being absorbed into their broadcast practices and by looking at both the content and responses to these programs. What follows will challenge your preconceptions about both reality television and the Arab world.

Your book opens with a quotation from Fatima Mernissi: "Reality and the representation of reality are always far apart. But the gap between the two reaches a breaking point when a society experiences a deep crisis in which individuals don't have enough time to formulate discourses to explain to themselves what they are doing." What does this passage suggest about the place of reality television in the contemporary Arab world?

Reality television crystallized a festering Arab malaise exacerbated by the Iraq War, Abu Ghrayb, the Danish Cartoons, the plight of the Palestinians, and an existential crisis whose scope is truly all-encompassing--ideological, social, political, economic, religious, etc. Clearly, reality television did not trigger all the above on its own, but the intense controversy it created, because it was public, transnational, and involved many sectors of society, gave many Arabs a language and a platform to voice their anger, fears and aspirations. Reality television's claim to represent the real fomented the polemic by compelling many social groups to advance multiple Arab realities. Some said: "This (young men and women living together for four months and competing for viewers' text-messaged votes) is not our reality. It is a reality imposed by the West." This prompted other Arabs to say: "In fact, some aspects of our reality are much more similar to the social interactions we see on reality shows than the reality that you--conservatives speaking in the name of religion--are in fact trying to impose on all of us."

Reality television has been deeply political in many parts of the world. HBO recently ran a documentary about Afghan Star. Aswin Punathambekar has been writing lately about the politics around Pop Idol in India. John Hartley has described how a star search program in China became immersed in democracy movements there. Yet most American critics see reality as a distraction from "real politics." Do you have any thoughts about why the U.S. response has been relatively apolitical when compared with the kinds of examples you discuss in your book?

Part of the answer may be that the ethos of reality television--cutthroat individualism, conspicuous self-improvement, ostentatious meritocracy-- reflect, in exaggerated form, what are broadly perceived to be elements of the U.S. ethos. Many writers about reality television in the US-UK nexus argued that these ideolects underpin the growth of self-governing citizens under neoliberalism. This is true to a large extent in the US and the UK where the state has ceded many aspects of social life to the private sector. But this issue is not as salient in many parts of the world, where some of the most heated debates are about what we could call basic liberal values--individual autonomy, equal gender relations, representative government, etc. This difference became manifest in a symposium about the global politics of reality television that I-along with Katherine Sender--organized at Penn last year. Aswin Punathambekar made a comment then that summarizes my thoughts on this: "neoliberalism is not distributed equally around the world."

As to the belief that entertainment and popular culture is apolitical, it seems to me it is a faith-based argument, whose proponents cling to in the face of overwhelming evidence presented by researchers in the humanities and social sciences. This is true globally, even if local manifestations of it are dissimilar. So John Stewart is political in the US context in different ways than Star Academy is in Saudi Arabia.

We can look at this from another venture, which is the contested project of modernity. Clearly, what it means to be modern is vigorously contested in the Arab world, a fraught debate animated by memories of colonialism, contemporary geopolitics, and internal social transformations alike. So when something as popular and polemical as reality television enters the scene, it provides a concrete pivot where old ideological battles are waged one more time about Arab-Western relations, gender issues, cultural authenticity, religion in public life, etc. This does not mean that modernity is not contested in the US, as the Tea Party movement (and other peculiarities of American society and politics) suggests. However, it seems to me that these debates are more heated in the Arab world because of the relatively limited avenues of participation and contestation in public life.

You suggest that the discourse around reality programs in the Arab world informed "street politics" and "chamber politics." Can you share some examples of each and reflect a bit on what connections exist between them in the Arab context?

The 2005 street demonstrations in central Beirut featured vivid reminders of the implications of reality television for street politics. Fan activities metamorphosed into political activism: like reality television fans, young demonstrators used mobile phones to mobilize and offer real time tactical information that they exploited ruthlessly. Hence the story of a group of demonstrators locating one of the army checkpoint--surrounding downtown Beirut to prevent popular rallies from coalescing there--whose commanding officer was sympathetic to the demonstrators' cause. A mobile phone blast informed hundreds of activists who converged at that checkpoint and were able to gather in the city center.

In the book I also show a picture of a demonstrator carrying a hand-made sign proclaiming "Lahoud, Nominee, Vote 1559." The young man brandishing the sign nominated Emile Lahoud, the Lebanese president allied with Syria and reviled by the demonstrators, to be voted off the show/island/politics. 1559 refers to United Nations Security Council Resolution 1559, which called for, among other things, the withdrawal of Syrian troops from Lebanon. Reality television was clearly involved in Arab "street politics."

In Kuwait, a small country known for a robust press and feisty legislative debates that regularly force politicians in the executive branch to resign, reality television animated "chamber politics" for several years. Contemporary Kuwaiti politics pit a powerful Salafi-Islamist parliamentary block against liberal groups including merchant families, professionals, and women's groups. When Lebanese reality shows grabbed ratings and headlines in the country, and when a concert promoter--a woman--wanted to bring Superstar finalists to Kuwait for a concert, Islamists "grilled" the sitting Minister of Information in parliament--who when not in the government teaches mass communication at Kuwait University--forcing him to resign. But they could not control the debate, and several prominent Kuwaiti feminists and liberals attacked the Islamists in op-eds and letters to the editor, as a poll in the liberal daily al-Qabas demonstrated reality television's vast popularity in the country.

Reality television has been at the center of the exchange of formats around the world. As you note, many of these reality show formats come from the west but get localized in the Arab context. Can you describe this localization process? To what degree is their western origins central to their political impact?

The localization process underpins the book's main argument that the Arab reality television controversies are best understood as a social laboratory where various versions of modernity are tested. The formats' western origins were never directly important. In the early years of Arab reality television, 2003 and 2004, critics leveled the charge that the reality television wave was another episode in a western cultural conquest trying to impose an alien reality on Arabs and Muslims.

Localization occurred in several ways.

One was a gradual take over by conservative forces. Consider the case of Algeria, where state television initially aired the Lebanese Star Academy. After opposition from Islamists, the Algerian president himself is said to have ordered it off the air, replacing it with a locally-made, ostensibly more conservative version. One season later, and the same slot was filled by a Qoranic recitation show, reality style--nominees, fan mobilization, viewer voting.

Hissa Helal, Saudi Poet who challenged harshly conservative clerics in her country on a poetry-themed reality show on Abu Dhabi TV, 2010

Two poetry reality shows epitomize another, and to me far more interesting, process of localization. Poetry enjoys a status in Arab culture that it is to my knowledge not accorded anywhere else in the world. Since pre-Islamic times, poetry is at once art form, political platform and entertainment. Numerous Arab television channels today have talk-shows dedicated to poetry, and poets show up on all kinds of talk-shows for women, youth, etc. A well-known poet in the Arab world is treated like a rock star. So here comes Abu Dhabi Television, supported by state financing, with the brilliant idea of launching poetry competitions, reality television style. The two shows, one dedicated to Arab poetry at large, the other focused on Gulf poetry, were major hits. Followers of your blog may have read recently the story of Hissa Helal, the Saudi woman who reached the finale of one of these shows, with a poem (in the semi-final) that attacked the reactionary clerics in her country, a gutsy move that was made partly possible by the venue--a public, popular poetry competition.

Marwan M. Kraidy is Associate Professor of Global Communication at the Annenberg School for Communication at the University of Pennsylvania. Recent books include Reality Television and Arab Politics: Contention in Public Life (Cambridge University Press, 2009) and Arab Television Industries (British Film Institute/Palgrave Macmillan, 2009). Previously he published Global Media Studies: Ethnographic Perspectives (Routledge, 2003, co-edited with Patrik Murphy) and Hybridity, or, The Cultural Logic of Globalization (Temple University Press, 2005, single-authored). The Politics of Reality Television: Global Perspectives (Routledge, 2010, co-edited with Katherine Sender) is in press. His current book projects are Global Media Studies (co-authored with Toby Miller, under contract with Polity), and Music Videos and Arab Public Life.

Helping Teachers Learn About New Media Practices (Part Two)

Often, the teaching of the new media literacies is understood as either the domain of a specific digital specialist or as the work of language arts or arts instructors. Yet you offer many examples of how and why this approach should impact other disciplinary domains. Why should these skills and knowledge be integrated across the curriculum?

Erin:

If you look at these three words, New + Media + Literacies ...there are different ways to interpret them. You could read it as "New Media" Literacies or "New" Media Literacies. Either way, there is no wrong answer.

"New" Media Literacies does build upon the media literacy movement where we move from being empowered by media to critically analyze the media we consume through asking important reflective questions to now being producers of media ourselves. And in this new role as producer, there are new questions to ask and new ways to think and act on how to be an integral part of shaping and contributing my perception of the world.

But also, "New Media" Literacies is a new form of literacy and helps teachers understand that our students are reading and writing in new ways. Reading and writing was once relegated to reading books and writing papers, but now we write into meaning through new media such as video, audio or even construction of physical objects.

A possible hypothesis is that the educational system has not caught up with the shifting landscape of participatory culture where there are new ways to read, write, and compute numbers.

PAST PRESENT

Reading a Book Reading a Transmedia Story

Writing Alone Networked Writing

Memorizing Formulas Gaming as Problem Solving

This shift changes the focus of literacy from individual expression to community involvement where creativity and active participation are the hallmark. And it makes it increasingly important to understand and be competent in the skills of citizenship, art, and expression of social connectivity. These are the skills identified in our white paper as the New Media Literacies and ones we need to foster as we think about education.

We are in a paradigm shift in the classroom where educators need to work in the gap between life and school. You only have to observe your students outside of the classroom for a few hours to see that they are immersed in this digital culture. This is not a "special treat if they're good" sort of immersion but a complete shift. It's their way of life. Incorporating participatory practices into the classroom -- such as remixing, Wikipedia, SNS, or even mobile -- allows for a blurring of boundaries between informal and formal learning and harnesses the power of digital technologies for students to reflect on the participatory culture that they live in.

This provides teachers an opportunity to offer learning objectives in their classrooms in a new way, while at the same time offering students opportunities to read and write their cultural practices that are central to their own everyday experience.

You point to a kind of generation gap around Wikipedia where students love it and teachers are wary. What do you see as meaningful steps forward in addressing these different perceptions of the value of Wikipedia? Are there examples of teachers who are effectively integrating Wikipedia into their teaching?

Jessica:

A first step is for our educational community to view Wikipedia as a collaborative learning environment. At first glance Wikipedia is perceived as simply an online encyclopedia--it's a product. Our community should look beyond the surface and focus on Wikipedia as a venue for contributing, editing and the sharing of one's expertise. For me, educators can learn a lot by creating low-risk environments in which making mistakes and struggling to come to an answer are the norm. Although someone can delete my additions to a Wikipedia entry, I can engage in a conversation around why this happened. I am part of a larger discussion around the creation and sharing of knowledge rather than being told I am incorrect and here is the right answer. Engaging a student can depend on whether or not she believes her input matters. Yet an engaged student must also be open to negotiation, revision, and change as these are inherent to the learning process. I learn from my mistakes just as I learn from my accomplishments.

I also think that Wikipedia should not be banned in schools (although there are issues of determining the appropriateness of content). I think it is an excellent starting point for research--as long as both teachers and students understand its strengths and weaknesses. And this means that all teachers need to teach what it means to research something in their disciplines. The act of researching is an act of accessing, analyzing, evaluating, and assessing information as well as its source. These skills are vital to our digital media age and get at the heart of bias, perspective, objectivity/subjectivity.

Erin:

The first meaningful step to recommend is for school administrators and teachers to better understand Wikipedia's practice and the importance of the new media literacies that are gained in its practice.

Wikipedia was a predominant activity we encouraged in NML's pilot studies last year. However, this activity had numerous road-blocks. We had one teacher comment, "When I've looked at pages in Wikipedia, I've found that some are not very accurate or complete. I'll use it in my classroom, when they go in and fix it." This shows that we need to help teachers understand that "they" is the community of users and that community could include the teacher and her students. We also found that Wikipedia was often blocked at the schools we piloted our resources in, and had to go to measures to get it unblocked in order to use it for the class period.

One of the most valuable segments of Wikipedia's use was observing Global Kids' Media Masters program create the Prospect Heights Campus Wikipedia Project, which spanned five weeks. The Wikipedia page about the Prospect Heights Campus was a place for students to document information about the campus, its schools, history, and whatever else the students decided was important to include in an entry - and a place for them to do so publicly and neutrally. There are many examples of a structured learning environment of wikis or wiki pages being created; however, Global Kids chose to use Wikipedia and not develop a pbwiki or something similar for just their group of students to view.

Trying to replicate Wikipedia through pbwiki, or some other wiki software, certainly has its benefits. It is what might be termed a "walled garden" approach, allowing students to tinker with wiki software and yet not be exposed to the potentially disruptive larger Internet. However, choosing a walled garden approach also has many costs. Students who already use the internet know very well what is actually "out there," and the walled garden runs the risk of losing their interest - because, after all, a walled garden isn't the "real world." Even if students are unfamiliar with the Internet, using a walled garden approach precludes the possibility of emergent learning.

If a teacher develops a project in a walled garden, that is where it stays. It cannot become part of the information ecology of the web, and students cannot thereby learn about community participation. Nor can they be convinced that their work has any greater significance than "something I had to do to get a grade." They know very well that their work will never receive any attention from people who are not in their class.

In Global Kids' Media Masters class, however, the students were energized by the knowledge that 1) they were filling a real need on Wikipedia, and 2) their work was going to become part of the great online knowledge base. The students prepared their page, but when it came time to copy and paste it into Wikipedia, they were nervous, excited, and thrilled. The act of pushing the "submit" button - that is, the act of submitting their classwork to their teacher - was suddenly pregnant with significance. They weren't just turning in homework. They were putting themselves out there and helping shape the way the public would see their high school - would see them.

You make a strong case for the value of remix practices for learning, yet many teachers are stuck back at square one, expressing concerns about plagerism and wondering whether remix really does foster creativity. How can you speak to this long-standing concern of educators? Are they wrong to worry about issues of ownership and authorship in the new digital age or are there important differences between remix and plagerism?

Erin:

Right now, technology, new social norms and economics are all going through radical change and history has shown that at this point of convergence, moral structures break down and need to be re-built (E. P. Thompson).

It's a known fact that probably every teacher reading this has seen in the classroom a form of plagiarism facilitated by digital media. Existing laws on copyright may not match social norms and this crossroads is predicated even more with the rise of remix culture and the ability to meaningfully sample content and create new pieces of work. Shephard Fairey's Hope poster of Barack Obama is a perfect example of one of the most powerful images ever created that captured the moment of political change being foreground now with the legal battle of messiness where people are taking sides as to where they stand on Fair Use. Even artists are at a crossroads.

Through all of this though - teens are still remixing. You only have to go to YouTube to see the latest remix posted. Should we leave our students alone to wade through this muckiness themselves or is it our responsibility to mentor them in their process?

Encouraging remix in the classroom provides new venues of learning and interacting with our students. Teachers can guide youth to better reflect on these new forms of creation and know the difference between plagiarism and appropriation -- the ability to meaningfully sample and remix media content. We can help students to support their argument for their creative expression and identify other works that inspired them during their process. We can provide opportunities to explore how we author new creations with regards to point of view, character, themes, etc. and give practice to understanding copyright protection and a broader sense of authorial responsibility.

So yes, there is concern for this but the question to ask yourself is, "Are you going to blame new media as the problem or are you going to look to it as a possible solution?" Perhaps this moment in history gives us pause to rethink what are the projects we ask of our students to do? Is an essay the only way your learning objective can be met? Are their other creative practices that provide new forms of reflection and learning?

Your book's contributors involve both academic researchers and practicing educators. What do you see as the most important points or contact or divergence between the ways these two contributors approached the concerns the book raises?

Jessica:

Classroom teachers are often voicing their concerns about a lack of opportunity to sit down with their colleagues and discuss important issues; time is not allocated for them to be part of a learning community. I have had similar experiences as a professor in academia. In both realms, there is a tendency to work extremely hard in isolation. My hope is that this book can serve as a conduit for academic researchers and practicing educators to talk about their findings, their experiences, and their hopes for new and different teaching and learning environments. We must remember that there is always something to learn about our disciplines by looking outside of them.

What I find wonderful about the contributors to the book is that researchers like danah boyd would welcome an opportunity to sit down with classroom teachers and talk about the ethics of social networks and what it means to be part of a network, just as English teacher Amy Crawford would jump at a chance to talk to researchers about her students as textual borrowers--as remixers and media makers in her classroom. There are many points of interest here and, to be frank, we must be open to these kinds of trans-academic connections and discussions because we need each other as allies to move forward in rethinking learning, literacy, and technology integration.

Much of the book tries to help teachers overcome their anxieties about working with new media technologies and practices. So, let me ask, which concerns do you think are valid? Where should teachers and schools go slowly in embracing these new media?

Maryanne:

With regard to embracing technology, I think that teachers need think through the consequences of implementing any innovation. For example if a teacher hosts a blog where students post satiric pieces about the school, the administration might feel that some of the postings conflict with the image of the school they wish to project to the community. In any social network there are going to be "in-house" jokes that might puzzle or even offend outsiders. Teachers need to take a clear look at new media practices and consider how they will change when they are employed in school settings. With the ability to broadcast thoughts, ideas and products, also comes the responsibility for considering who the audience will be and how they might respond.

Any time a teacher is asking students to perform activities in a virtual environment, be it posting on a website, or interacting in an immersive setting, she must consider her duties to guide, protect and mentor her students. Teacher need to think the way they do when they take students on field trips and make clear guidelines regarding their expectations. It is not foolish to be cautious; it would only be foolish to miss out on incredible opportunities for learning simply because teachers were not willing to plan and prepare for the excursion.

Jessica:

Technology can be a scary proposition for some teachers. For both novice and veteran technology users, integrating this element into their curriculum and feeling the need to be knowledgeable can be intimidating and anxiety inducing. Additionally, teachers rarely have time to pursue their own professional development (e.g. PD that isn't mandated by the school/district), which would allow them to bring something new to their curriculum. The anxiety comes from feeling like there is too much technology to learn, too little time to learn it, and not enough of the right support from employers to really grapple with it. One option is to utilize the knowledge of the classroom: no one knows everything about technology so who knows how to do what? Is there an opportunity for students, parents, or community members to step up in a technological role? Even though this shift in thinking may challenge our notions of authority and expertise within a classroom, it opens up the possibility to create a community of learners made up of both teachers and students working toward a common goal.

Since we know that time and anxiety are key issues for teachers, then let's change the culture of professional development: let's view PD not as a one-day affair with an "expert" but as an ongoing project with a group of educators dedicated to learning, creating, discussing, experimenting, and reflecting on their philosophy of technology and its integration.

You have created this book to spark conversations with teachers. What steps have you taken to continue this dialogue once the book is published?

Jessica:

It seemed illogical to invite classroom teachers to join a discussion without offering an online space to help promote and nurture such a discussion. I created this social network (http://teachingtechsavvykids.com) in the hopes that both researchers and practicing educators could connect and discuss issues important to them as well as the issues the book addresses. I view the site as a way to collaborate, share stories of hope, frustration, and change, and tackle some of the tough questions of this profound moment. Ann Lauriks, a middle school counselor who contributed to the book, has already promised to write another piece to share with the new online community. In addition, some of the researchers who contributed to the book along with other colleagues have expressed interest in sharing their ideas and personal experiences within this space. I am excited to see the enthusiasm and ongoing commitment to continue this discussion and collaboration and I hope all educators will feel inclined to participate.

Maryanne Berry enjoys a high school teaching career that has spanned a

quarter of a century. The longer she teaches, the more fascinated she

becomes with the ways young people learn. She is currently a doctoral

candidate in the Graduate School of Education at U.C. Berkeley

Phil Halpern is the lead teacher of Communication Arts and Sciences, a

small school within Berkeley High School, where he teaches a variety of

English and communications classes. He traces his interest in media

education to the weekly television news program he helped produce while in

high school back in the earliest days of videotape.

Erin B. Reilly is the research director for Project New Media Literacies

first at MIT and now at USC. She is a recognized expert in the design and

development of thought-provoking and engaging educational content powered

by virtual learning and new media applications, known best for her work

with women and girls in Zoey's Room.

Jessica K. Parker is currently an assistant professor at Sonoma State

University, and she studies how secondary schools integrate multimedia

literacy into academic literacy learning. She has taught middle school,

high school, and college students for over a decade and has also created

and taught professional development courses for teachers.

Helping Teachers Learn About New Media Practices (Part One)

Jessica K. Parker's new book, Teaching Tech-Savvy Kids: Bringing Digital Media into the Classroom, Grades 5-12 manages to be visionary and pragmatic in equal measures. Drawing heavily on the work done by researchers affiliated with the MacArthur Foundation's Digital Media and Learning Initiatives, especially the Digital Youth Project, the book offers educators, especially classroom teachers, new ways of understanding young people's online lives and how the resources of new media and participatory culture can be effectively integrated into their pedagogical practices. The book brings together smart people -- researchers, classroom teachers alike -- to talk through the implications of our present moment of media changes on the kinds of learning which are taking place in school. The authors move deftly from considering the big picture to explaining specific activities which might be deployed in the classroom. I was proud to see some discussion of the work we've been doing through Project New Media Literacies sprinkled throughout the book and not simply because our Research Director, Erin Reilly, has contributed an essay on learning through remixing. I am using the release of the book this week as an excuse to bring together several key contributors to the volume, including Reilly and the book's editor Parker, for a conversation about the ways that this new research is challenging some of the assumptions that govern how teachers and administrators often respond to the potentials of new media and learning. And while you are at it, check out this rich website developed to provide teachers with resources around the book.

Can you give me a sense of your goals for this book? In some ways, it is translating or popularizing insights from the Macarthur Digital Media and Learning research for an audience of teachers. What do you see as the value of this research for impacting the decisions which teachers make everyday in the classroom, given, as you note, the primary focus of this research was on informal learning outside the classroom?

Jessica:

With this book, I wanted to invite educators, specifically classroom teachers, into this larger discussion of digital media and learning (DML). I felt that if I wrote a book for teachers my invitation needed to connote, "I trust you. Here is something that I want to share with you. I value your opinion and your insights." In the DML community, there is a sense that this current moment is a defining one. It is a profound moment. And I don't think my collective academic community has reached out enough to classroom teachers to say, "Join us in this moment." Join us--even though we may exist as researchers, educators, and mentors in different learning environments--join us as we analyze these important educational concepts and discuss how learning, literacy and knowledge creation and sharing are changing. Changing the culture of learning within schools starts with teachers.

I wanted to share this research with classroom teachers and listen to their responses. And yet, I realize that the book that I created with 28 collaborators will force educators to shift their perspective of learning by going beyond a normative understanding of formal education. I don't think this discussion will be an easy one: in fact, this book might take readers out of their comfort zones. And that is why it was important for me to "invite" teachers into this discussion. We desperately need this kind of philosophical discussion. In order to do this, I followed in the footsteps of the MacArthur Foundation and wrote a book that focuses on "learning" rather than "education" or "schooling." We must take a different angle on learning in order to see beyond the constraints of our own educational system.

I also wanted to avoid framing the book as a teacher's guide with a focus on one single subject with cut-and-paste activities for the classroom. This kind of thinking seems to promote an educational system devoid of curricular connections and deep participatory learning, and lacks application to everyday life. I framed the book as a philosophical discussion regarding learning in the 21st century in the hopes that we could take a step back from the everyday realities of the classroom and reflect on what it means to be an educator in these changing times. I know too well the teacher-mode of the treadmill, where from August to June I would run from unit to unit and chapter to chapter and miss making connections between topics, across disciplines or even daily lessons. We need to stop running on our treadmills and start asking serious questions about what it means to learn, to be literate, and to know something in a mediated culture.

In terms of the value of the research from the MacArthur Digital Media and Learning Initiative, it is an excellent opportunity for teachers to explore pioneering research in this emerging field. Additionally, I don't buy into the notion that informal learning and formal learning are completely separate entities that have no bearing on another. I realize that they usually exist in separate settings and have different properties, but as a teacher and a learner, I have always viewed them as fluid. I don't want to draw a line in the sand and promote one over the other or frame our discussions as an either/or issue; in fact, I advocate that we should learn, reflect on, and analyze both settings. This can only make us better teachers and--most importantly--better learners.

You frame the book around issues of what learning, literacy, and knowledge mean in the 21st century. While it is clear you want educators to continue to ponder these issues, you also clearly have some thoughts that guide this book towards certain answers. What do you know about these concepts at the end of the process of writing this book that you did not know before?

Jessica:

In my current work with pre-service and in-service teachers in Northern California, when I introduce the topic of reassessing learning, literacy and knowledge, it takes more than just reading research to unpack these issues. It takes more than just having a class discussion; it takes more than just testing out an idea in their own classroom. Analyzing and re-visioning these core educational concepts takes a lot of effort and it is really a combination of factors that allow teachers to really grapple with these topics: reading, discussing, experimenting and testing out ideas in their classrooms, and then coming back to our graduate class and reflecting and getting feedback from peers. This is a process that needs to be woven into the daily life of teachers--and it's hard to create time and space to accomplish this. We have to know ourselves as teachers and be willing to analyze our own philosophies of education. It's not an easy road to take but it is required if we are to rethink school-based learning.

Many teachers fear that new media practices -- such as texting - leave students less literate. Yet, your book challenges this presumption. How do you see new media practices changing the range of expressive opportunities available to students?

Maryanne:

With regard to new media practices making youth less literate, it's a version of an old argument that surfaces every time there's a new wave of practice. Each new wave of media practices encounters resistance. Literary scholar, Nina Baym (2006), chronicles magazine and journal articles from the early 1800's in which editors asserted the need for reviewers to exercise surveillance and provide direction to the newly literate masses who had taken up the habit of reading fiction. Novels were dangerous! There was a similar kind of backlash in response to comic books. If anyone had taken that criticism seriously we would never have the incredible array of graphic novels we enjoy today.

As Henry Jenkins has pointed out, the critical change in the latest of the new literacies is that of convergence. The problem with "either/or" thinking with regard to traditional and digital literacy is that it fails to capture the experiences of youth. The child who is reading a novel from a traditional text, or listening to it on her ipod, downloading it onto her e-book, and visiting a website where she can play a game as a character from the book, participate in a forum discussion, and answer challenge questions, is transforming the practices of reading and writing. The sad fact is that she is not allowed to bring her e-book to school, even though some of her classmates wear outfits that cost more than her Kindle. She only sees a computer when her teacher beats out the thirty other teachers attempting to sign-up for the school's only computer lab on Wednesday, after lunch. Though at home she rarely writes with a pen, during the school day it is the only tool she is allowed to use in most of her classes. Even her cell phone must be kept in her locker or it will be confiscated.

Phil:

Students express themselves through a variety of media. Kids are writing independently more now than they have since I started teaching in1992. What is new is the range of digital communication modalities that kids are adopting with zeal and creativity. That they are doing so using communication tools that are new to all of us and somewhat foreign to many teachers is immaterial. They are practicing the skills we teachers value on a daily basis. When teachers build on students' passion, they are capitalizing on an opportunity to help kids deepen both their use of communication tools and their understanding of (hopefully) relevant course content.

You note that teachers often want to be told how they can use specific technologies in their classes. But you argue that this is not an adequate approach to the potentials and challenges of new media. Explain.

Erin:

When technology was first being used in the classroom, everyone involved in the process (from the developers to the school administrators, to the teachers working with the students) tried to replicate one to one what was already happening in the classroom. But we learned that this is the wrong approach. Integrating technology into the classroom provides new practices and scenarios that don't exist when technology is not there.

On top of that, technology moves at such a rapid pace that to introduce teachers to specific technologies to use in the classroom would be doing them an injustice in better understanding how to incorporate new practices in the classroom. If teachers only learned how to use specific types of tools, they would not be prepared to adapt and negotiate new spaces and new innovations that continuously happen in this rich media landscape.

No one technology is the savior for the classroom. It's not about asking ourselves what technology should I be using but instead we should be asking ourselves, "What practices enable my learning objectives?" This shift in question will encourage teachers to not be betrothed to a tool but instead encourage acquiring the new ways of thinking and doing through participating in new forms of practices.

New Media Literacies (NML) is working with the state of New Hampshire on a project called the Early Adopters' Network. This is a group of teachers from schools across New Hampshire who we collaborate with through NML's Community to better understand our pedagogical approach and try new methods and tools to increase collaboration among educators. One of the participating New Hampshire educators recently wrote us a reflection on her experience, "No longer am I looking to transfer some tech skill for use of an application but facilitating thoughts and skills through them. It's funny, because I always thought I did this, but the reality was my model basically encouraged to seek support from a classmate. The activities and lessons themselves were not thought-provoking or designed to encourage collaboration."

Though I don't endorse teaching teachers specific technologies, I think its important to provide ample time during each week to play. Play is one of the new media literacies, and we define it as the capacity to experiment with one's surroundings as a form of problem-solving. What about setting up a digital tool playground for your school as part of your teachers' professional development and as a way for students to share their expertise with the adults in their lives? This would provide a new space for teachers and students to come together wearing different hats than what we see in the classroom. In an unstructured format, this digital playground would allow teachers and students to collaborate in new ways and make visible the value of the different expertise available right in their own school.

This is messiness at its best where teachers and students struggle together to better understand the social and cultural competencies and in a place where one isn't judged on outcome but on participation, teachers and students would have time to practice and reflect on what it means to be part of this networked world.

Jessica:

To reinforce what Erin said it isn't as easy as insert technology, out comes student learning. The excitement, sleekness, and allure of contemporary technology should not suggest that educators only have to incorporate laptops and webcams into their classrooms for students to magically acquire technical skills and understand academic concepts. We need an educational mindset that views technology as more than a mere tool--using technology in a classroom is in fact an application of a philosophy of learning. It is possible to incorporate digital media in a way that simply reproduces a particular kind of knowledge, a static notion of student identity, and a rigid understanding of teacher-student relationships. Viewing technology as both a philosophical issue and pedagogical practice offers teachers a way to avoid an overly deterministic approach to integrating technology.

Maryanne:

As a classroom teacher myself, I do not think that teachers want "canned" products that they can only employ in a particular way. Rather, they want tools and environments that can be used to extend and support the worlds they are creating in their classrooms. Excellent teaching involves a degree of risk and sadly today there are many constraints on teachers that keep them from trying anything new. Being too cautious can cause a teacher to miss the wave of enthusiasm that can generate real engagement in learning. I think that teachers need to look at how students use particular tools, how they participate in particular practices, how they act in particular virtual environments and then ask themselves, 'how can I use this to forward the subject I teach?'

I saw how much my students enjoyed instant messaging when it first became available to them and so I devised a project through which students used IM to discuss literature. The point is to try and play with the forms, bend the rules to serve learning in school. I made strict guidelines about IM-ing. I didn't want the conversations to be superficial. Students had to support their ideas with quotes from the text. There is a way of balancing the excitement of a new practice with the rigor demanded by a particular discipline.

With regard to specific uses of technology in classrooms we should be wary of practices that standardize student investigation and expression of knowledge. What the five-paragraph essay has done for writing, the powerpoint has done for presentations. Standardization of practices kills innovation as well as what we used to call "voice" in writing. While we want to introduce practices that help students organize their thinking, we also want to ensure that students will have opportunities to exercise agency in their own educations. I worry about this with regard to virtual worlds. Quests and adventures could be very exciting narratives through which students might learn all kinds of subjects, but there also needs to be studios and stages, places where young people can determine how to use the environments.

After an initial surge of interest, many schools have started to dismiss virtual worlds such as Second Life as potential distractions from the learning process. What was missed in this first wave of experimentation with virtual worlds for education? How valuable are such immersive experiences for learning? Which educational groups have been most effective at deploying virtual worlds?

Maryanne:

Of the reading I've done, the most interesting work has been in the field of medicine, not only with technical training but through experiments with virtual patients. Studies indicate that pre-service health care professionals respond to virtual patients as they would to actual ones--they have physical responses of anxiety and empathy when interacting with virtual patients.

With regard to virtual worlds, I think we will learn important lessons from Second Life. Before the recession there were 50+ virtual worlds emerging. I'm hopeful that we'll see lots of innovation in the development of immersive environments. What I envision happening is that schools and perhaps individual teachers will have access to virtual environments that they will be able to customize for their own uses. In the meantime, teachers should investigate virtual environments of all kinds, but especially immersive ones in order to experience how their literacy practices change when one dons an avatar. In Second Life, a teacher could join the very large and active education group and participate in virtual conferences and programs, in order to familiarize themselves with the possibilities. Teachers can visit http://simteach.com to get started.

Maryanne Berry enjoys a high school teaching career that has spanned a

quarter of a century. The longer she teaches, the more fascinated she

becomes with the ways young people learn. She is currently a doctoral

candidate in the Graduate School of Education at U.C. Berkeley

Phil Halpern is the lead teacher of Communication Arts and Sciences, a

small school within Berkeley High School, where he teaches a variety of

English and communications classes. He traces his interest in media

education to the weekly television news program he helped produce while in

high school back in the earliest days of videotape.

Erin B. Reilly is the research director for Project New Media Literacies

first at MIT and now at USC. She is a recognized expert in the design and

development of thought-provoking and engaging educational content powered

by virtual learning and new media applications, known best for her work

with women and girls in Zoey's Room.

Jessica K. Parker is currently an assistant professor at Sonoma State

University, and she studies how secondary schools integrate multimedia

literacy into academic literacy learning. She has taught middle school,

high school, and college students for over a decade and has also created

and taught professional development courses for teachers.

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When Fans Become Advertisers: Smallville Becomes Legendary

When we hear that fans are rallying support behind a favorite television series, we might imagine the letter writing campaign in the late 1960s which kept Star Trek on the air; we might imagine fans of Jericho sending crates of peanuts to network executives; we might even picture fans of Chuck organizing a large scale "buycot," getting people to purchase foot long sandwiches at Subways to show their enthusiasm for the series. What we probably do not picture is fans raising the money to support and air their own commercial paying tribute to the star of their favorite series. So, I was impressed when I received this press release the other week:

Smallville fans have funded a professionally-filmed tribute commercial for the CW leading lady Allison Mack and her tv character, Chloe Sullivan, to air this Spring in Los Angeles before this season concludes. Starring on Smallville since 2001, Ms. Mack has gained a large and devoted fan base as one of the CW's most beloved stars. For the completion of her 9th year on the series, Smallville fans decided to celebrate Allison Mack and her tv character, Chloe Sullivan, with a commercial project entitled Legendary. Scripted and funded entirely by fans, this first of its kind tribute ad was filmed in Los Angeles in late February. In the capable hands of the director, Jon Michael Kondrath, cast and crew created a tribute ad focusing on who Chloe Sullivan is and what she means to Smallville fans. The ad highlights milestones in Chloe Sullivan's journey from her introduction as a high school student in Smallville to being hired at the Daily Planet as well as becoming Clark Kent's confidante

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I wanted to know more of the story behind this project and reached out to Maggie Bridger, who is one of the organizers, to learn more about how fans have been able to mount such an ambitious undertaking and to explore with her what it's implications might be for future forms of fan activism.

Your project represents a unique example of fan-supported and generated advertising in support of a commercial television program. What are you trying to accomplish here?

We are hoping to celebrate our adoration for a character whom we feel serves as a positive representation of a heroine in popular culture and in fandom. Part of it is about gratitude for DC Comics, Warner Brothers, the CW, Smallville Productions and Allison Mack for bringing us Chloe. The other part of it is about showing that we love Chloe and want to see her as the series goes forward.

Why Chloe Sullivan? What does this character mean to you?

Chloe Sullivan represents the meeting of two worlds---the fantastic and the ordinary. We watch her and see the journey of a driven career woman who, from her first days at her high school paper through her career at The Daily Planet and beyond, has served as a role model for many of us. A lot in our group started watching the show and Chloe Sullivan when we were still in high school and college. We have doctors and lawyers and grad students among us. Chloe didn't make us into those, of course, but she was a girl out there in the media who was going through our same journey. She gave us hope and confidence. If she could accomplish her goals, then we could. That common drive was how Legendary was conceived in the first place.

When we watch Chloe Sullivan, we also see a woman who has been asked to play above her head. She's smart; she's capable. However, she's still a normal human who is dealing with a world of superheroes and aliens. She stands shoulder to shoulder with the future Superman and with the Green Arrow and the rest of the Justice League and she does it with her wits and will. It's inspiring.

Can you describe the process you've gone through to produce the advertisement?

Sleeplessness?

In all seriousness, it's been a long process. We started with planning back in January. The executive producer, Liz De Razzo, called me about this idea she had. We all clearly love Chloe and had felt some disappointment over her reduced screen time this season. This commercial came to Liz as a way to draw some attention onto fans' love for Chloe Sullivan and the actress who plays her, Allison Mack.

We worked in a whirlwind---getting funds raised, auditioning actresses, recruiting the crew, and getting details assembled. We got legal finalized about 24 hours before shooting time.

It was a marathon!

Then we went into post-production. We did extra fund raising to obstain money for sound mixing. Again, it's been a two pronged process. I've been working a lot with the fandom as a whole while Liz, our contact in Los Angeles, has done the amazing on-the-ground work. She's been the one leading this through editing by the very talented Avi Quijada.

Where are you at in terms of meeting your goal for this project?

Currently, we are finishing our sound mixing and score for the completed edit. We will be sending it off via our air agency to KTLA this coming week. We had a lot of goals going through this process. One was to get the commercial shot and finished and we're almost there with post-production. The next was to get funds and purchase air time on KTLA, the Los Angeles CW affiliate. Again, we're finalizing a deal with them.

However, while these initial goals are finishing up, we have a bigger goal---taking the Legendary commercial to other markets. We're eying WPIX, the New York affiliate, and would love to air there as well. It all depends on funds!

How many people have contributed - time, ideas, money -- to make this all work?

I have honestly lost count.

It's not just the online Chloe fans who have contributed. It's also the production company, Rekon, and the crew. There's the director Jon Michael Kondrath and the actresses. Then there's been other producers added to the project and all those involved in post production and securing air time. It's really grown into an amalgamation of fans and professionals in Los Angeles dedicated to make Legendary come to life. Without Liz, we never would have been able to do all this. She blended her fandom love and her real life connections in the industry and made this happen.

What has been the biggest challenge in terms of pulling this together?

Murphy's law. I have to be honest and admit that something unexpected always comes up. If you budget out X amount for a project like this, I think it'll probably double or triple by the end. I know it has for us. The other huge problem is distance. That's a unique aspect of online fandom. While many Chloe fans are from the United States, we also have a large international community. Our script writer lives outside of Tokyo; one of the copy editors for our press releases and our website is in Australia; I live in the Deep South on central time and Liz, of course, is in Los Angeles. It's been hard coordinating virtual teaming meetings for a time we could all make it. Basically, it took me and Megan Butler, our script writer, being insomniacs to pull it off.

I definitely received my share of 1 A.M. phone calls from L.A.!

Do you think this is a model other fan groups can or should follow -- not only in terms of paying tribute to characters but also as a way of increasing the visibility of favorite programs?

Well, I'm not sure yet. As far as increasing visibility for favorite characters and for favorite programs, I hope this is an exciting new direction. I know we've all seen fans send in favorite items like peanuts for Jericho or the Tabasco bottles for Roswell as well as putting out Variety ads. I think fan ads, even if it's specific like for an actor/actress or a character, can change how marketing is done. It can help form a partnership in a new way between shows and their fanbases.

But I do have to preface that with "not sure yet." We've had some luck so far with Legendary. In a month, the vimeo preview vid has had over 3,000 hits. We've had supportive blog coverage and twitter notice. I'm not sure what the larger print or television media will think of it when it hits airwaves. I hope they love it as we do. Similarly, I don't know what the network's reaction will be yet. Again, I hope it's all positive. This project is our baby and we are extremely proud of it. I guess, then, that you'd have to ask me again in about six months, if I think this is a model that should be emulated.

I do have to say one thing. I don't think this will catch on completely as a "save our show" type of campaign. I know that Jericho, Farscape, and I believe Star Trek: Voyager fandoms have done fan sponsored commercials for their favorite shows. I'd say it's an iffy proposition, not just because it might fall flat but because it takes a long time. The fundraising, the coordination of efforts, getting a crew and such...it all takes more time than I think the average canceled/on-the-bubble show has before its final death throes.

However, if you're asking me if I'd love to see commercials for Dr. Temperance Brennan or for Cara from Legend of the Seeker, then why not? Bring on the love for favorite characters. Bring on another Jericho-style commercial. It might not make complete waves in the industry but it shows fan love and devotion matters and that's extraordinary to me.

Maggie Bridger is an aspiring graduate student in developmental psychology at a university in the Deep South of the United States. Always interested in fandom studies, she's been published in Slayage, the online journal of Buffy studies. She is currently working toward her masters doing research hippotherapy and autism. One day, she hopes to also be able to write a scholarly piece on fandom campaigns, citing Legendary as a prime example.

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Ludic Narrans:Drew Davidson Talks Cross-Media Communication (Part One)

One of my first classes at USC was in transmedia entertainment and storytelling and I plan to be teaching a large lecture hall class on transmedia in the Cinema School starting in the 2011-2012 academic year. My growing interest in transmedia is one of many reasons I have ended up here. I want to be closer to the entertainment industry to be able to watch some of the changes that are unfolding as this emerging conception of popular entertainment really takes root and I want to be in a position to influence the entertainment workers in training. Think about how the generation of "movie brats," such as Spielberg and Lucas, influenced the American media. For generations, directors emerged from one or another of the guilds, bringing with them specialized skill sets. Robert Wise was an editor; William Cameron Menzies was an art director; most of them knew how to work with actors, but few of them had an integrated perspective on all of the technical skills required to produce a movie. With the rise of film schools, we got directors who knew the full vocabulary of their medium, who knew how to speak to workers with more specialized skills (who often trained alongside them and spoke a shared language) and who knew the history and genres that constituted their tradition. As Hollywood begins to embrace transmedia, a common concern is that there are few people who fully understand how to tell stories or create entertainment experiences in more than one medium: comic book people don't know how to think about games, say, or television people have limited grasp of the web. My own hope is that the Film Schools will once again be the space where future media makers get exposed to a broader range of different kinds of media and also develop the social relations and vocabulary to meaningfully collaborate with others who have specialized in different modes of expression.

For this to happen, transmedia entertainment needs to emerge as a subject not simply at USC but at film schools all over the country. And, indeed, I am hearing more and more from other faculty who are starting to teach such classes at their own institutions. That's why it is such good news that Drew Davidson, Director of the Entertainment Technology Center Pittsburgh at Carnegie Mellon University, has produced a new textbook designed to introduce undergraduate critical studies and production students alike to the world of what he calls "crossmedia entertainment." (Full disclosure: the book includes a short piece by me which offers my definition of transmedia.) I have long admired Drew Davidson's contributions to the space of games studies, especially through the Well Played books, which offer smart, engaging criticisms of specific games by some of the top games scholars in the world, and his earlier book, Stories in Between is a hidden gem which already poses important questions about new and emerging forms of storytelling.

This new book, Cross-Media Communications: an Introduction to the Art of Creating Integrated Media Experiences will play a central role in shaping how concepts of "cross-media" or "transmedia" expression get taught, encouraging educators around the world to explore some of these intriguing concepts in their classrooms. Over the next two installments, I will be sharing this interview with Davidson about the book and about his thoughts on all things crossmedia.

What are your goals for this book? Are we far enough along in identifying and explaining these new techniques that there is a space for an undergraduate textbook on crossmedia? Is the book focused on developing critical understanding, practical skills or both?

My primary goal was to try and create an introductory textbook to this topic, so I was aiming for a freshman-level book. An inspiration was the various textbooks currently out that focus on mass communications. I thought it would be interesting to do something similar, but with a specific focus on how media communications are tending more than ever to be threaded together.

Thinking about where we are in our understanding of cross-media techniques and how media experiences can be threaded together, we could go back to Plato's concept of ekphrasis (roughly, using one medium to relate another). So it's been around for some time, particularly if you think of advertising campaigns since the advent of mass media. There are some sophisticated ad campaigns that link together various media (e.g. print, radio, tv and collectibles) in ways that are primarily meant to get us to consume. And

more recently, there is the increasing ability for us to also join in the creation of these experiences. Plus, as you've pointed out so well, the current generation of students are accustomed and acclimated to being this (inter)active with their media experiences. So, I think it's a good time to try and engage this topic in a textbook.

That said, I worked to create a textbook that is more broad than deep. It is meant to provide a good overview of the critical concepts involved as well as some practical application experience in a design and development context. It's a starting point and foundation for more in-depth study and practice of cross-media communications. The exercises, illustrations and information graphics in the book and DVD-ROM are meant to introduce students to the design process, and the professional perspectives throughout the book help give students a sense of the range of ideas involved. From here, students could work on their design skills specifically while also digging more deeply into concepts covered by people like yourself, Christy Dena, Kurt Kurt Lancaster, Monique de Hass, Jonathan Gray/a>, Max Giovagnoli, and Geoffrey Long (just to name a few). This textbook can be a way to show the various opportunities for them to consider.

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What do you see as the role of academic programs in preparing the next generation of crossmedia designers and/or in educating an audience to become better consumers of existing transmedia properties?

To borrow a term from alternate reality games, I think academic programs can serve as a rabbit hole for both the preparation of crossmedia designers and the education of audience members. By helping introduce both groups to crossmedia, academic programs can then guide them deeper into what it has to offer.

For designers, courses of study could be developed to help teach students both the practical skills as well as the conceptual rigor they would need to create crossmedia experiences that took full advantage of the interplay of all the media involved together.

From a perspective of audience members, a crossmedia 101 course could introduce students to exemplars of crossmedia experiences and illustrate their fundamental characteristics. Subsequent courses could help students develop a deeper critical literacy that would help enable in-depth analysis of crossmedia.

In both cases, academic programs can help shape the understanding and direction of the field as it continues to develop. Going down the rabbit hole would just be the start of the adventure.

There has been a jumble of terminology around this topic. I prefer to use "transmedia." Frank Rose talks about "deep media." and you went with "cross-media." Do you see "transmedia" and "crossmedia" as two words to describe the same thing or as capturing different aspects of this new aesthetic?

To be honest, I think they're all fairly synonymous, and I think they could be interchanged for the most part. That said, here's how i see some of the distinctions and specific emphases between the three terms.

I like how you use transmedia to describe narrative universes that we can experience through multiple entry points which are accessed through various media. For me, this terms serves as a foundation for the other two.

Deep media is similarly about exploring experiences that take place across media. But it seems to have more of a focus on how the internet is performing as the glue that helps hold the narrative together and enables a deeper experience of the story.

And crossmedia focuses more specifically on how the audience needs to become interactively engaged in order to experience narratives that occur across, between and through various media. So the focus is more on how interactive you get.

But even just trying to point out these distinctions shows that they are quite subtle. Personally, I feel comfortable with all three terms and how they define this aesthetic.

Your discussion of "crossmedia" places a particular emphasis on interactivity. So, can you share with us what you mean by interactivity? Does this imply that other kinds of narratives are consumed passively? In a networked culture, are there any kinds of narrative which do not spark some form of participation and interactivity?

I think all communication is inherently interactive in nature, narratives included of course. But different media can enable different levels and types of interactivity. I like Espen Aarseth's distinction on how digital media can enable us to interact more directly within an narrative experience and help shape it through our interactions; whereas with other media (like books and film) we also interact, but with less agency within the

experience.

Building on this, I've noodled around with the notion of ludic narrans, or playful stories. Looking at Johan Huizinga's idea of homo ludens, and how humans begin life in a playful pre-linguistic consciousness as babies where we're solely homo ludens as we literally learn everything through play as we interact with the world. And then we learn language, and a new phase of consciousness begins, one that dominates, shapes, and constrains our worldview for the rest of our lives. We are now homo narrans, as we

discursively talk about what we play, what we learn, what we feel, believe, think, etc. But I don't think being homo narrans erases our foundational homo ludens nature; we are always already homo ludens, it¹s just now we talk about it.

Looking at how interactivity can be found in crossmedia, I believe Aarseth's notion of interactivity evokes a type of narrative experience that has definite para-linguistic activities involved; meaning is conveyed across media through gesture, space, color, sound, activity and agency. I think one of the reasons these experiences are so compelling is that they enable us to tap more directly into our pre-linguistic homo ludens consciousness as we can playfully engage with them. Of course, we then step back and talk about it, which engages our discursive homo narrans consciousness. So we have

ludic narrans, playful stories.

Drew Davidson is a professor, producer and player of interactive media. His background spans academic, industry and professional worlds and he is interested in stories across texts, comics, games and other media. He is the Director of the Entertainment Technology Center Pittsburgh at Carnegie Mellon University and the Editor of ETC Press. He completed his Ph.D. in Communication Studies at the University of Texas at Austin. Prior to that, he received a B.A. and M.A. in Communications Studies at the University of North Carolina at Chapel Hill. He chaired Game Art & Design and Interactive Media Design at the Art Institute of Pittsburgh and the Art Institute Online and has taught and researched at several universities. He consults for a variety of companies, institutions and organizations and was a Senior Project Manager in the New Media Division of Holt, Rinehart and Winston. He was also a Project Manager in Learning Services at Sapient, and before that he produced interactive media at HumanCode. He helped create the Sandbox Symposium, an ACM SIGGRAPH conference on video games and served on the IGDA Education SIG. He works with SIGGRAPH on games and interactive media and serves on the ACTlab Steering Committee, and many review boards and jury panels. He founded the Applied Media & Simulation Games Center at Indiana University of Pennsylvania. He is the lead on several MacArthur Digital Media and Learning Initiative grants and has written and edited books, journals, articles and essays on narratives across media, serious games, analyzing gameplay, and cross-media communication.

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"A Kind of Vast Game": An Interview with Ethan Gilsdorf (Fantasy Freaks and Gaming Geeks) (Part Two)


Throughout the book, you hint at a mainstreaming of geek culture, which is also evoked in the quotation above. How close are we to seeing this happen? What is gained or lost for the communities you studied if geek goes mainstream?

I think the mainstreaming has happened already. Once you see the term "geek" being co-opted and used by other subcultures --- wine geek, film geek, fixed gear bicycle geek --- you know the word, at least in its pejorative sense, has passed. And films like Lord of the Rings, Star Wars, Harry Potter, Twilight, Spider-Man and Batman have made the previously cloistered worlds of comic books, superheroes, horror, fantasy, science fiction and fandom a palatable experience, at least in a superficial way. There's an entire generation of kids --- millions --- who have now grown up either reading Harry Potter or having it read to them. Jocks and dweebs equally play Xbox and Playstation games. That guarantees (I think) that these kids aren't going to be ostracized for having geekly hobbies.

To be "cool" is to like things because everyone else does. To be a "geek" is the opposite: to have a passion, to care about the details of a thing, to care about getting it right, to go deep into a subject matter --- and not care what people think. Geeks are the keepers of that secret flame for something long before it's cool, or long after the fad has passed, whether or not the thing they loved was ever in fashion or not. The downside of the mainstreaming of geek culture is that a lot of geeks have forged their identities as being counter to the mainstream --- i.e. we are weird and therefore special, and you all are boring and mainstream. Now that traditional geek areas have gone mainstream, I suspect that those who want to remain "geeks" will need to find new areas to colonize. The fringe will have to move further to the edge.

In many ways, your book can be seen as an argument for the value -- no, values -- of escapism. How would you define escapism and to what degree is it a positive force in the lives of the people you interviewed?

I struggled with using the terms "escapism" and "escapist" because of the negative associations with them (both mine and the culture's) and also because I wanted to discover how fantasy and gaming had real meaning, not just as mindless distraction. But aside from the "healthy" aspects of gaming and fantasy that I mention above (that these activities provide community, rites of passage, ethics and values, personality development through role-playing, etc), I do think that "escapism" --- defined as a release, as mental downtime --- is essential. In that regard, it doesn't really matter what you escape into, as long as it isn't taken to the extreme. America's obsession with watching TV is a perfect, and totally acceptable way to escape. No one really thinks it's weird to watch 4 hours of TV reality programming or basketball playoffs each day. But if you play 4 hours of WoW, then many think you're anti-social.

Of course, anything can be taken too far. Sex, drugs, gambling, pornography, eating, shopping, the Internet --- all of these activities, when taken to the extreme, can be dangerous. They can be used to blot out the self. No one, in their right mind, should use any one experience, like a movie or game or book, to find meaning and attribute so much meaning to it that it looms large to the exclusion of other influences, or is a substitute for intimate human relationships. We all need balanced lives.

What bothers me with the "escapist" label for fantasy in particular is that many who don't get it accuse Tolkien, for example, of being frivolous. But Lord of the Rings is full of fully-realized characters who grapple with tough moral choices, endure great hardship, and make mistakes. Gollum is a great example of this: psychologically complex, twisted, haunted, damaged. Nothing "escapist" about that!

You end with this call: "so, my fellow freaks and geeks, if we must escape, let us escape for a reason." What kinds of reasons did you discover amongst the people you spoke with?

Fantasy escapism can be a way to retreat from the world --- not to avoid the world, but to take pause, and recharge our psychic batteries. In my book I went to New Zealand to play out my own obsessive Lord of the Rings movie location quest. When I was in Wellington, I interviewed Erica Challis, a blogger for the Tolkien movie fan site TheOneRing.net , which she co-founded as a way to report on news about the Rings movies shoot. She told me something about fantasy and escapism I had never considered: for people in oppressive societies who read Tolkien, the books gave them hope in hopeless times. "Fantasy is a genre people can read and retreat [to] and gather strength to face the real world," she said. Likewise, I think we need downtime to escape, but also to work out problems and issues and roles. Imaginary worlds offer solutions to problems --- they're a testing ground for ideas, a place to imagine other possibilities, other futures, other ways to live, to govern, to be. Then, with our D&D manuals put away and our Xbox consoles turned off, we can return to real life, rejuvenated to kick ass.

As you note, the stereotype of fantasy fans and gamers is that they are socially isolated. How central are the social dimensions of the play experiences you describe? How strong were the communities and relationships you observed in your travels?

The social aspects of gaming can't be underestimated. For many, like me, who never found their community in high school or college, gaming is huge. Same for the disabled, who can find a world of liberation in gaming that's free from judgment. Specifically with online games, where one's identity is masked, no one knows if you're in a wheelchair; you're judged based on how you play the game, not what you look like. Similarly, the social dynamics of gaming guilds can reinforce values; guilds are often founded on ethical codes and ideals the players share (even religious values - there are Christian groups who go on raids together in WoW!). Many gaming and live-action role-playing groups like the Society for Creative Anachronism are involved in public service and charity work. Conventions like DragonCon and Gen Con organize blood drives and donate to food banks. In a fantasy setting, the games end up creating shared values, which is something we all crave, and a re-entry point to connect with the real world.

The need to hang out and do things together, to participate in shared interests, I think is hardwired into our DNA. But we can't all be on the football team. For me, a misfit boy, I needed things to do with my peers. I craved the camaraderie and fellowship that team sports denied me, minus the perils of a testosterone-charged locker room. Dungeons & Dragons was that collaborative refuge, outlet, and playing field. This desire is the same for many others. And I think the various geek communities we encounter in Fantasy Freaks and Gaming Geeks are among the most welcoming of all subcultures. They are accepting, kind, generous, because they know what it's like to sit alone at the cafeteria table, to not have friends. And I think we geeks carry that memory of loneliness through our lives, and reach out to those who need a safe haven of their own.

There's a wonderful organization called The Game Loft in Belfast, Maine that I found out about (alas!) after I wrote my book. The Game Loft is run similar to a traditional youth development-oriented organization like the Boy or Girl Scouts, except that it uses role-playing and table-top strategy games to teach kids (in a sort of underground, indirect way) how to be social, make friendships, take risks, form bonds with mentors, become assertive, become leaders and become involved in their communities. They have a safe and supervised space for kids to interact and test out these "roles" so they can be functioning adults in society. It's a wonderful example of turning the "gaming is anti-social" stereotype on its head.

One of the closing images of the book is of you burying your Lord of the Ring collectibles in the soil of New Zealand and walking away. Are you really ready to walk away from the fantasy and play you describe in the book? What aspects of this culture will you carry with you?

Spoiler alert! Just kidding. I think that moment in the book was impulsive, but also a kind of rite of passage for me. But rather than see that as leaving those plastic figurines behind, and fantasy behind, I see that moment as leaving a part of ME behind in New Zealand. I wanted to be part of that movie experience, but couldn't. Leaving part of me there was the next best thing. It was my homage to my fandom. I still have all my old D&D gear, and I still have other trophies from my quest. I'm not willing to walk away. My quest put me in touch with so many people who felt no shame about their geekly passions. They embraced their inner geek. And they gave me courage to "out" myself as a geek. I'm back.

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"A Kind of Vast Game": An Interview with Ethan Gilsdorf (Fantasy Freaks and Gaming Geeks)

My book, Textual Poachers: Television Fans and Participatory Culture begins with a critique of the stereotypical construction of the fan as someone who suffers from arrested development, has limited social life, is driven by consumption, and is incapable of separating fantasy from reality. This stereotype has had an unbearably long shelf life. It would have been recognizable to Cervantes when he wrote about Don Q., the man who confuses windmills for giants, and it still persists to the present day, despite two plus decades of fan studies research, significant shifts in the social visibility and economic centrality of fans, and of course, the emergence of what some have called "geek chic." So, what are we going to do about these stereotypes? The question comes to mind as I sit down this week with Ethan Gilsdorf, the author of a fascinating book, Fantasy Freaks and Gaming Geeks, which tackles some of popular assumptions about fans and gamers head on. Some have been troubled with the ways that the book reproduces common stereotypes and anxieties about those of us who engage with the materials of popular fantasy even as it also seeks to challenge them. The author is the first to note that he went into this project with a fair amount of emotional baggage and he tries to describe the process of working through those squicks through the book. The book itself does depict fans and gamers in a sympathetic light, exploring the complex cultural practices they have developed, explaining the ways that their fantasy lives become interconnected with their social lives and personal identity, and ultimately constructing a positive account of the value of "escapism" and popular entertainment. Glisdorf is an engaging and thoughtful writer.

That said, there were passages in the book which made me wince. So, I decided in this interview to confront him about some of those passages and draw him out further about what he now believes about the communities he studied. He responded with frankness and generosity. I am sharing this interview with an understanding that there are going to be differences of opinion among aca-fen about whether or not he dealt appropriately with these issues in the book and am hoping that this interview can start rather than close a dialogue around these issues of popular representations of fans and gamers.

It's safe to say that you had a conflicted relationship with your subject matter. While you draw on your own youthful experiences with D&D and your ongoing interest in Tolkien, you also seemed to carry with you many preconceptions and stereotypes about what adult "fantasy" and gamer fans would be like. How did these stereotypes color what you experienced while researching the book?

Conflicted indeed! Twenty-five years had passed since I last read Tolkien and played Dungeons & Dragons (D&D) in high school, since I had been conversant in all things geek. As I discuss in my book, I was that shy, introverted, social awkward, bookish kid --- and an obsessed D&Der clinging to an "alternative" identity and fantasy life. D&D also coincided with a tough personal time for me as a teenager: my mother had become severely disabled when I was 12, and gaming helped me escape and not "deal" with the real world. Instead, I focused on adventures and quests in imaginary worlds where I had some control and mastery. Because of my adolescence, fantasy had negative connotations for me. When I reached adulthood, I tried to leave that version of myself behind. I wanted to remake myself as cool and popular, not geeky and invisible.

Yet I also knew, even before embarking on my quest in Fantasy Freaks and Gaming Geeks, that fantasy fandom and gaming had changed. It had become mainstream and largely more acceptable: Harry Potter, console gaming, World of Warcraft and other MMOs, Lord of the Rings, etc. I figured that old image of the horned-rimmed glasses and slide-rule in the breast pocket nerd was no longer relevant. At the same time, I knew the crude stereotypes that we all think about when we imagine a typical "gamer," "computer science nerd," or "science fiction reader" probably still existed in some primordially form, and had not entirely disappeared.

I also suspected that geeks themselves had become more savvy, more self-aware, more able to poke fun at themselves. I had picked up on this from messages that filtered down from pop culture: Think the Comic Book Guy in The Simpsons or the Steve Carrell character in The 40 Year Old Virgin. The geek community has largely embraced these negative stereotypes --- the image of guys who are introverted and without girlfriends, obese, snooty, fast-talking, unaware of social cues, super-smart but a bit "off," wear Tshirts with slogans, work in dead end jobs, and not particularly concerned with their physical appearance, etc. --- as a way to reclaim the terms of their own persecution, just like other marginalized subcultures and groups have done.

All of these stereotypes colored what I experienced while researching the book. They gave me a worst-case scenario as a baseline. When I hit the road for my quest, I hoped that my clunky and psychologically-convenient stereotypes would be smashed to smithereens. At the same time, in the back of my mind, I still worried that modern gamers, geeks or fanboys/girls I'd encounter in my 21st century travels might still adhere to that image of myself in high school.

Ultimately, the stereotypes made me more aware of the tough job I was facing. They kept me on my guard, and helped me question my assumptions, but also I felt compelled to be more sympathetic, more generous. I wanted to be fair, but being a once-and-future geek, I didn't want to make fun of anyone. I wanted to tell positive stories ---not the negative ones about gamers and geeks. Most of the folks I encountered understood their oddballness, and celebrated it. The men and women I interviewed who represented the various subcultures that I explore in Fantasy Freaks and Gaming Geeks didn't apologize or hide their geekly hobbies. That was liberating for me.

I now see, in retrospect, that over those intervening years, that those not terribly positive images of gamers and fantasy fans I carried around in my head were superficial and unfair. These ideas and stereotypes were somewhat extreme, antiquated and largely (and ironically) imaginary. But I think, the negative stereotyping was understandable --- they functioned as a distancing device, as a way to keep me away from what I knew, in my heart, I loved --- fantasy and gaming. My desire to turn away from fantasy and gaming gave birth to those harsher stereotypes in my mind. But it took me 25 years to figure that out, to come back into the fold.

Besides, "revenge of the nerds" type scenarios always play well.

You note that J.R.R. Tolkien, himself, had some conflicted feelings about the place of fantasy in contemporary culture. To what degree did his ambivalence help you to understand the sources of your own misgivings?

I think the ambivalence he expressed about his fantasy novels and the world he created, Middle-earth, helped me enormously. For him to admit that his novels were some "vast game" that in had gotten out of control --- the full quote, which I cite early in the book, is "I am not now at all sure that the tendency to treat the whole thing as a kind of vast game is really good, cert. not for me, who find that kind of thing only too fatally attractive" --- was a relief for me to read. Here was a guy, a well-respected "serious" scholar and philologist and Anglo-Saxon expert ribbed by his colleagues at Oxford; "How is your hobbit?" they'd tease him. Here was a high-brow academic "wasting his time" writing children's literature, fairy stories. Here was a man saw the dangers of falling down the his own self-made rabbit hole. He even had misgivings about the info-craving, geeky fandom he had unwittingly created, what he regrettably once called "my deplorable cultus." To see that a man like Tolkien had endured ridicule and himself questioned that he'd spent most of his life in a fantasy world was invaluable in me understanding and accepting my own misgivings.

I think all this put him on the defense --- and the offense. In a way, his essay "On Fairy-Stories" was his retort, his argument for the need for fantasy and fairy and heroic myth in the modern world. And in a way, Tolkien was the original obsessive fantasy geek, spending decades building his world, inventing languages, drawing maps, devising "rules" for his imaginary realm. And he did it all way, way before any of this was remotely cool. I think once his books really took off in the 1960s, people (and publishing, Hollywood, etc) began to see the genre as a lucrative one with a potential for a huge fan base. Tolkien truly helped legitimize and revitalize entire genre. Of course, Tolkien did not invent fantasy and swords and sorcery. But, in reviving its rules, he tapped into a hidden need in the culture. No one could have predicted how well his heroic, romantic, high fantasy would catch on.

Many of the people who read my blogs are fans and gamers of the kind you discuss throughout the book. What will they learn about themselves and their practices by looking at this world through your eyes?

I hope that they will come to reflect on the reasons that they are drawn to fantasy and games. During my dozens of interviews, I'd ask folks, "So why do you love Harry Potter?" or "Why do you spend so much time playing World of Warcraft?" The immediate answer was often "Because it's fun" or "because I like doing things with my friends." But I would probe deeper. And the answers were surprising: some told me that role-playing games and fantasy let them try out other selves, as a way to explore others suppressed sides of themselves. Others said that gaming let them behave bravely and boldly, and later import that into their real lives. Still others enjoyed play-acting a dastardly and malicious character, but in a safe setting, to work out negative and unresolved feelings. Some craved the combat, the competition and the physicality of it, as if a test, a rite of passage. Others found in gaming a way to defeat crushing isolation, to find fellowship, belonging, and their tribe. For those who role-played or wrote fanfic, they were drawn to fantasy because it gave permission to tell stories, to participate in a world where they are the heroes (rather than passively absorbing a narrative about someone else, as in the experience of reading a book or watching a movie). Moreover, fantasy inspired them. In those worlds, heroes do things we can't do in real life. They fight the good fight, and slay the evil orcs and evil dragons. They remind us again, as the cliché goes, "what is worth fighting for." Perhaps in reading my book, your readers might think, "Hey, that guy is a lot like me." I hope they'll recognize familiar stories and see themselves in my book. Or see new selves.

Your book concludes, "It seems as a culture, we have two options: We can be terrified of fantasy games, books, and movies and continue to marginalize them and their players. Or we can understand them, and see that fantasy in all its stripes has a proper place alongside other amusements." Where does the "terror" come from? What do people find threatening about the kinds of cultural identities and experiences you describe in your book?

I think the terror is this sense that a game world (WoW) or novel (Harry Potter) or movie (Avatar) is going to have a greater cultural influence on us than traditional institutions like parenting, school, religion, government. What if some other force is able to shape public opinion or show the public some potentially radical and mind-altering way of life? That threatens to usurp the power of traditional institutions which have the job of making meaning and creating structure in our society. Not surprisingly, when Avatar became such a big hit, and drew repeat viewers to theaters to its immersive 3D world, media stories popped up about "Avatar addicts" --- the fear being that a single experience like a movie can warp a mind into thinking "real life" is hardly worth our effort.

These fears naturally are coinciding at a time when traditional institutions are failing and losing their cultural relevance. These institutions feel threatened, and rightly so. But haven't we seen this fear expressed every generation? Think of how the establishment thought comic books, rock and roll, rap music, heavy metal music, etc (you name it) were the end of civilization as we know it. Concerns in the 1980s that D&D was going to corrupt the minds of teenagers or turn them into Satan worshippers (remember Jack Chick and Dark Dungeons? ... Mazes and Monsters</em>? --- it all now seem quaint today. But tomorrow, it's going to be the next thing. There's always the demon of the new.

Ethan Gilsdorf is the author of the travel memoir-pop culture investigation Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms.

After playing Dungeons & Dragons religiously in the 1970s and 1980s, Ethan Gilsdorf went on to become a poet, teacher, and journalist. In the U.S. and in Paris, he's worked as a freelance correspondent, guidebook writer, and film, book and restaurant reviewer. Now based in Somerville, Massachusetts, he publishes travel, arts, and pop culture stories regularly in the New York Times, Boston Globe, and Christian Science Monitor, and has been published in other magazines and newspapers including National Geographic Traveler, Psychology Today, and the Washington Post. His blog "Geek Pride" is seen regularly on PsychologyToday.com, and he also blogs for Boston.com's Globetrotting, Tor.com and TheOneRing.net. Gilsdorf has also been a guest as a fantasy and escapism expert on radio programs such as Air America's Inside Story and NPR's "Around And About." Follow Ethan's adventures.

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More Talk of TRONSmedia

A week or so ago, I shared the first installment of a series of videos, produced by Mike Bonifer, based on a conversation which I had with Tron creator Steve Lisberger. I've jokingly compared the exchange to My Dinner with Andre, except we were both so busy geeking out that we forgot to order any food! You never know what people will pick up on once your brain children move out and get their own apartments. Over the weekend, Ain't It Cool News picked up on the series, focusing on a brief exchange early in the conversation where I referenced the Scott Brothers returning to Bladerunner as a parallel to Lisberger's return to Tron. From there, fan speculation has grown that somehow I have inside information about the state of the Bladerunner sequel or that we were both confused and really meant to be refering to the Aliens sequel in production.

I can't speak for what Steve was thinking about or might know, but for my part, I was drawing on a panel we did about Purefold at the Futures of Entertainment conference at MIT last November. Here's the panel in question which went into some detail about their plans for this project. Unfortunately, the project has apparently been dropped, or so I learned by reading some of the fan blogs which were responding to this speculation. In this case, like so many others, fans were much more immersed in what was going on than the academics are and thus were closer to the truth than they realized.

I was bemused by the idea that I somehow had access to the inner workings of Hollywood. This blog is not focused on scoops, folks; my focus is on analysis and insights into long-term developments. I am having more and more conversations with Hollywood types since moving to LA, but they rarely tell me anythng that isn't already public knowledge. Those exchanges look more like this conversation -- the trading of insights about media change and larger entertainment trends rather than the sharing of secrets. I am not the guy to go to if you are looking for spoilers, sorry. In any case, it would have been clear that we were talking about Purefold if people had watched the full conversation, since there was a segment devoted to it later in the series.

We finally start to dig into issues of transmedia in this segment, which uses District 9 and its park benches as a taking off point. In what sense are those benches part of the exposition for the movie and how do they help to shape our experiences before we enter the theater?

Here, we talk more generally about the basic functions which transmedia extension plays, including some consideration of what it might add to Tron and also why Avatar is less successful at deploying transmedia than District 9.

What does it mean to "geek out" on culture? And what do we learn by looking at cultural experimentation as both a fan and an academic?

We talk about what it means to make transmedia as James Cameron and what it means to make transmedia as Lance Weiler, i.e. as the producer of Hollywood blockbusters and as the creator of low budget independent genre films.

This next section deals with what we can learn about world building by looking at Martin Scorsese and the Three Stooges (I kid you not!).

Here, Steve and I talk about what it would mean to establish the basis of a story on the web rather than via a major film release.

Steve worries about the "democratization" of the arts and what it does to the creative process, while I talk about continuity and multiplicity as competing tugs on transmedia properties.

We finally get back to Bladerunner and discuss Purefold as a model for collaboration between fans and professional storytellers.

Steve talks about the way Hollywood calibrates around the Zietgeist and I connect this to the conception of genre.

Here, Steve builds out on the differences between science fiction focused around the alien and outer space and science fiction based within cyberspace.

And this leads us to a larger consideration of the politics of fantasy and fan engagement, using the Harry Potter Alliance as a point of entry.

And finally, we return to Tron with Steve explaining what sets his film apart from other science fiction works in terms of its exploration of inner space and our moral responsibilities as humans over what we create.

All told, this was a fascinating meeting of two minds, both obviously immersed in the worlds being created by science fiction cinema, each excited about expanding the expressive capacities of amateur and professional storytellers. I hope you enjoy watching some of these segments half as much as Steve and I enjoyed talking through these issues.

Thanks once again to Mike Bonifer for all the work he put into bringing this material to the public. This whole exchange was Bonifer's brain child: he wanted to bring the two of us into the room to see what would happen; he made all of the arrangements and did all of the production work. And we all have him to thank for all of the creative labor which made these videos possible.

The author of GameChangers-Improvisation for Business in the Networked World, and the co-founder of GameChangers‚ LLC, Mike Bonifer has consistently been in the forefront of emerging trends in media and communication. Beginning with his role as the publicist for the gamechanging movie, Tron, through his work as a writer, director and creative executive, his work has explored new technologies and business processes, and has always been informed by storytelling. He has studied and performed improvisation at I.O. West Theater in Los Angeles. Mike is a really cool guy who has been very involved in the launch of a Transmedia LA meet up group and has been a big supporter of the work I am doing here at USC.

Is New Media Incompatible with Schooling?: An Interview with Rich Halverson (Part Two)

In this second installment of my interview with Rich Halverson, we explore some of the trends impacting contemporary schooling, including the significance of home schooling, his vision for transforming schools, his research on fantasy baseball leagues as a literacy practice, and his thoughts on how and why schools should foster failure. As always, Halverson remains a provocative and yet substantive thinker about technology and learning.
Your book writes extensively about home schooling as an alternative to the current educational system. What advantages do home schoolers have in dealing with technological change? What are the limits of home schooling?

Home schooling is an interesting phenomena on several levels. First, it represents an effort to sever the traditional ties of institutional schooling and learning, individualizing instruction while keeping many of the curricular goals and sequences in place. Second, it cuts across cultural boundaries - many families on the left home-school for academic reasons, while families on the right home often homeschool for predominately cultural and religious reasons. Finally, the integration of technology with homeschooling may well signal a new path toward individualizing instruction in traditional schools. The predominant instructional model in the K-12 world aims toward moving students toward common learning goals, playing down individual difference in the interests of standardized outcomes. Home schooling has clear limitations - it is clearly too expensive (in terms of time, materials and money) to be conducted at scale, and the virtual curriculum used by many homeschoolers is typically based on very conventional page-turning pedagogies. But homeschool communities use technological resources to provide instructional coherence while maintaining individualized attention in ways that is would be smart for traditional school designers to watch.

You describe in the book some aspects of what an emerging educational system might look like. Can you share some of that vision with my readers?

The current state of education looks like an unlikely federation of uneasy partners - some for profit, others non-profit; some non-denominational, others ideological - who provide services to students without apparent coordination. NCLB legislation alone has sparked a vast expansion of third-party tutoring, assessment and coaching services that threaten schools and can be seen as competitors for future school funding. Digital media production, social networking, mobile computing, gaming and blogging operate entirely outside the control or influence of schooling. This motley collection of education services appears more like a consumer-driven market that could not cohere into a an educational system.

However, there are several key steps that might be taken to link these services together into an emergent system. We'd like to highlight two possible steps: 1) when administrative information technologies come to integrate user-driven networking practices, and 2) when some classroom subject-matter areas move to embrace digital learning tools. Schools are developing sophisticated tools for tracking student learning and teacher quality - but these systems are largely constructed about, but not for or by students and teachers. Social networks would provide a personalized complement to such systems that could link technologies designed to measure learning with tools to facilitate the activities of learners. It is not hard to imagine profile software that students and teachers could use to link educational activities, calendars, support services, interest groups, etc. The emergence of these personalized information tools may help usher in an integration of where schools are to where they might be.

In the classroom, one key indicator may be the degree to which non-tested subjects in schools embrace new approaches. Most K12 systems are experimenting with new kinds of media-based extracurricular activities and clubs. A threshold will be crossed when core instructional efforts in vocational education, arts, physical education and language programs follow the extra-curricular example toward greater integration of learning technologies. These subject areas are currently on the fence between embracing the standards-and-accountability practices of literacy and math or moving in another direction. Significant changes in these vital disciplines could serve as an example for how digital media technologies may transform teaching and learning.

In your historical account of the evolution of American education, one key difference between the apprentice and public school systems was how they dealt with the possibilities of failure. You suggest that in the apprentice system, it was taken as given that most students would learn, eventually, what they needed to know, while the public school system starts from the premise that only a small portion of the population can fully master its expectations. Many argue that we learn through failure -- through making mistakes and correcting them -- but that for this to work, we have to lower the costs of failure. How can we do this?

The idea that the apprenticeship model was successful for individual learning is by and large true. Because the master could work closely with the learner in apprenticeship, most learning failures could be mitigated or averted. In contrast, the American public school system provided little guidance for individuals to learn from local learning errors. Public schools were expected to provide opportunities for interested students to learn, and students who took advantage of these opportunities were able to progress. Public schools structures have typically lacked scaffolded support for individual learners to learn from mistakes - particularly across grades and classes. At the system level, comprehensive public high schools, community colleges and undergraduate programs addressed the learning failure issue in part by providing abundant course and program options for learners who failed in their initial efforts. But the long-term individualized attention to learning-from-failure that came with apprenticeship learning was not a part of traditional public schooling.

The issue of learning from failure in public schooling became more complicated by the civil rights movement. In the early years of public schooling, students (and families) bore the responsibility of taking advantage of educational opportunities. However, beginning in the 1950s, public education priorities in the US began to shift. The 1954 Brown decision demonstrated that providing access to educational opportunities was no longer sufficient. The War on Poverty of the 1960s and the IDEA act and reauthorizations of the 1970s-90s shifted the national discourse from the opportunities to the outcomes of learning. It was no longer appropriate for states to provide schools where students could choose to learn (or not); instead states increasingly saw their role as creating schools that guaranteed learning outcomes. The 2001 NCLB Act make these new expectations into law by holding public schools accountable for improving the learning of all students. Thus the premise of the early public school model was turned on its head - instead of a system that created opportunities for all students to succeed now expected schools reach all students successfully. Public schools as institutions were expected to take responsibility for educational outcomes, while at the same time absolving students and families from responsibility for learning.

We can either learn from failure, or try to avoid it. Connecting high stakes consequences to institutional failure has led many public schools to pursue a risk-avoidance approach to instruction. This intolerance for failure at the system level has been translated into a similar intolerance to experiment at the classroom level. Contemporary public school policies insist that all students show learning progress, which has led to dominant models of instruction that emphasize efficiency, smooth learning trajectories and predictable outcomes. Schools are often reluctant to experiment with high-yield, high-risk, instructional practices. Innovation is risky - most innovations fail, and even the ones that succeed are usually fundamentally transformed before achieving wide dissemination. The federal educational research policies that emphasize "what works" seem to take for granted that we already know what we need to know to improve learning for all students, and that what is mainly needed is thorough vetting and rigorous implementation of tried-and-true instructional practices. Still, high school dropout rates have held steady, the achievement gap has not closed significantly, and the love of learning continues to drain out of schools that emphasize "what works" over genuine inquiry. To paraphrase Thomas Jefferson, the tree of learning must be refreshed from time to time by the failures of policy makers, teachers and students. The wild market swings in digital media - in hardware, software and virtual worlds - continue to demonstrate the power of failure to spark new innovation. It seems that schools feel that walling themselves off from the digital media/learning circus will insulate a path toward eventual elimination of learning problems. A more likely scenario is that by cutting off opportunities for interesting failure, schools will continue to apply the same time-tested practices that resulted in contemporary institutional inequalities in the first-place.

Richard, apart from this project, you've been looking at fantasy baseball leagues as a site for learning and participatory culture, seeing them as a fusion of fan and gaming culture. What insights do you think educators can gain by looking at these kinds of alternative knowledge communities?

Participatory cultures, such as fantasy sports, highlight three critically important aspects of learning missing from many school learning activities: motivation, production and legitimate audience. Fantasy sports team owners are motivated to play because they are fans, and this (typically) far-reaching set of beliefs, passions and knowledge spark owner interest in competition. The development and maintenance of a team requires owners to produce a competitive roster and to iteratively adjust their production in terms of competitive feedback within the league. Other team owners present a legitimate audience for game play - owners are praised, ridiculed, emulated or resented based on moves against other players. Because typical fantasy leagues persist for months, owners get reputations for game play within the league. Owners acquire status as players, particularly in anonymous leagues, because of their demonstrated abilities within the game.

Many school settings have features of participatory cultures as well, but the participatory culture of schooling is often unrelated to the topics learned. Students are often motivated (or not) to succeed in academic contexts for non-academic reasons; production is typically valued (if at all) as a means toward other forms of reward (grades, etc.), and academic prowess often fares miserably as a path toward peer culture acceptance. Fantasy sports communities provide existence proofs of how learning activities can intrinsically connect motivation, production and audience in assessment rich contexts. It is not a trivial task to select the kinds of tasks around which school-based fantasy leagues can be organized, although activities such as stock-market games or Model UN can bring some common structures to bear in traditional schools. The question is not really how to make a direct translation of fantasy leagues to school settings, but for this and the next generation of educators to understand how the underlying principles of these kinds of learning environments work, then to think about how to design local environments around similar principles.

Allan Collins is Professor Emeritus of education and social policy at Northwestern University and formerly co-director of the U.S. Department of Education's Center for Technology in Education.

Richard Halverson is an associate professor of educational leadership and policy analysis at the University of Wisconsin-Madison, where he is co-founder of the Games, Learning and Society group.

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Is New Media Incompatable with Schooling?: An Interview with Rich Halverson (Part One)

This week, I want to use my blog to call attention to a provocative recent book, Rethinking Education in the Age of Technology: The Digital Revolution and Schooling in America. The authors of the book are Allen Collins, formerly co-director of the U.S. Department of Education's Center for Technology in Education, and Rich Halverson, an associate professor of educational leadership and policy analysis at the University of Wisconsin-Madison, where he is co-founder of the Games, Learning and Society group. I have gotten to know Halverson through the Games, Learning, and Society conference, where I will be speaking this summer, so I was curious to look at this book when it came out. Given its authors, it's no surprise that the book is well informed about contemporary debates surrounding new media and education, and like the best books that have come out in the past year or so (including those by Sonia Livingstone and S. Craig Watkins, which I have profiled here), it strives to balance between the inflated hopes of early digital advocates and the inflated fears of those who would lock technology out of the classroom.

The authors offer sage new proposals for how we might deal with the apparent tensions and incompatabilities between education as it has been conducted in this country and the new media landscape as it is lived beyond the schoolhouse gates. But the real surprise and strength of the book is the ways they are able to situate the contemporary moment of media transition in relation to the several hundred year history of American education. In doing so, we avoid the breathless sense of the "unprecidented" or "Inevitable" consequences of new media and we also avoid the sense that things have always been this way and are thus not subject to change. They show how American education's processes, policies, and structures shifted over time in response to, for example, the industrial revolution and thus give us a context for imagining the gradual yet decisive transformation of schooling which will grow out of our current moment.

I was lucky enough to get Richard Halverson to agree to an interview about the book, which I will be running over the next two installments. Much of the interview focuses on the historical insights and how they contribute to putting the present into a greater perspective.

My father used to have the expression, "never let schooling get in the way of your education." You make a similar distinction across the book. In what ways is schooling getting in the way of more informal kinds of learning today and why?

Your dad's expression was really the state of the art once upon a time! The rise of institutional schooling in the 20th century- from preK to lifelong learning - can be seen as an effort to permanently weld schooling to learning. Beginning in the early 1900s, schools rooted in formal learning environments expanded to incorporate most areas informal learning as well (consider widely available classes on knitting, oenophilia and game design). On the other side, if you didn't go to a class from a recognized institution, if you didn't have some sort of certificate/credit statement of completing, then by the mid 20th century people came to question the legitimacy of your learning. This double-movement of expansion and legitimation came to define learning in terms of schooling.

The digital media era began to call this definition into question. The inertia of maturing institutions meant that early design decisions got locked in place, and it became more difficult for schools to change core assumptions. Digital media provides a path to personalizing and customizing learning that is often at odds with the batch processing model of, especially, K-12 schooling. This has meant that digitally literate young people have come to understand that there are at least two living channels for learning - 1) an institutional channel, and 2) a peer-driven, interest-driven, and unregulated digital media channel. The bifurcation of learning experiences for young people is bound to call the institutional identification of schooling and learning into question in the coming years. We don't yet know the consequences of how this shift will play out, but unless schools figure out how to adapt to digital media our children may end up hearing their fathers say "remember when we went to school for an education?"

You open the book with the provocative statement, "There are deep incompatibilities between technology and schooling." Explain. Are these incompatibilities insurmountable? If so, what is going to change -- schooling or technology?

Our statement about the incompatibilities of schooling and technology was stated with a historical perspective in mind. There was a time, in the early 20th century, when schools were developed in concert with the most innovative technological advances. Schools grew up around the mass publication and dissemination of texts and the widespread availability of writing tools. More importantly, schools took full advantage of cutting-edge bureaucratic technologies. Although we now look back in horror at the eagerness with which early schools adopted industrial production and efficiency models, these then-innovative ideas provided important organizational techniques for delivering services at the scale required for the successful implementation of public schooling. It is difficult for us to remember just how daunting the task of mass schooling was for early school designers, who grew up with personalized pedagogies, one-room schoolhouses and agricultural-based school calendars. Early public schools took full advantage of cutting-edge technologies to gain quick and sure foothold in the American psyche.

Schools that emerged at the advent of the 21st century were, in a sense, victims of the success of the prior generation's technology, and found it very difficult to adapt to new models of information production and exchange sparked by the Internet. Technological developments later in the century, such as computing and digital media, provided a level of individualization that ran directly counter to the mass-production technologies from earlier in the century. The new information technologies that have been easiest to adapt to prior industrial models, such as standardized testing, have made the most headway into established school practices. The technologies that called on schools to alter the basic classroom relationships between teaching, learning and curriculum have met with the most difficulty. The conclusion we want to draw is that schooling and technology are not necessarily opposed, but instead are necessarily related. When considered over time, we can see the effects of institutional resistance are a consequence of the embrace of prior technologies, rather than a simple opposition of stodgy old schools to hot new technologies.

Our current educational system emerged gradually overtime in response to the pressures of the industrial revolution. What parallels can we draw between the ways the current structure took shape and the prospects of transforming education to reflect the information/knowledge revolution your book describes?

We propose that the "seeds of a new system" are already emerging as pieces of an alternative approach to education. Home schooling, for example, provides a technologically-driven alternative to institutional schooling. Distance education and your idea of participatory cultures organized around a transmedia complex provide powerful alternative visions for education. The main difference between the eras is that the 1800s system seeds such as kindergarten, common schools, textbooks and land-grant universities, converged in an era without a monolithic institution already in place. It is a much different problem to define than to redefine an institution.

We feel that digital media will continue to spark alternative forms of learning environments and to push for change in traditional learning institutions. We must not underestimate the tenacity of our collective belief in the transformative power of education. Without a civil religion, common belief in education is as close as Americans come to a common creed. If we come to feel that digital media need to be a core aspect of the learning experience of our youth, then we will re-make our institutions accordingly. As a culture, though, we seem to carry ambiguous feelings about the value of digital media for learning. For every advocate who extols the potential of media production, programming, game design or social networking, concerned citizens highlight the dangers of porn, digital bullying, appropriate use policies, child predation and, of course, GTA. This split in the perception of the value of digital media and culture may, in the mean time, create a new kind of digital divide along cultural, rather than demographic, lines. Further, locating these alternative, digital-based approaches to learning outside of public education means that families with the interest and wherewithal will access new forms of learning will, and those who won't or can't will not.

Allan Collins is Professor Emeritus of education and social policy at

Northwestern University and formerly co-director of the U.S. Department

of Education's Center for Technology in Education.

Richard Halverson is an associate professor of educational leadership

and policy analysis at the University of Wisconsin-Madison, where he is

co-founder of the Games, Learning and Society group.

Talking TronsMedia with Steven Lisberger

A few weeks ago, I sat down for a conversation with Steven Lisberger, director of the original Tron, to discuss our shared passions for science fiction cinema and transmedia entertainment. Mike Bonifer organized the meeting, filmed the exchange, and edited the footage. He has gradually been rolling it out in short three to four minute chunks via YouTube ever since. I have to say that it was thrilling to me to meet Lisberger -- having long admired how far forward the thinking behind Tron had been about the directions games and digital culture might take. In the first few installments of this conversation, Lisberger shares with me some of his experiences in making Tron and also considers the current project to re-engage with these characters, their world, and their stories for the next generation. In case you've missed the news, a new Tron movie is going to hit the theaters later this year, and we are already seeing a fair amount of buzz build around it.

Tron took advantage of cutting edge digital graphics to imagine forms of computer gaming which were not yet technically possible at the time. Many of us struggled to even understand what was happening in the movie because it was so far out beyond our previous experiences with things digital. In many ways, subsequent generations of game designers and digital effects artists have helped to design and fully realize many aspects of that vision. So it is interesting to imagine what Tron would mean for today's generation.

This second section discusses Tron's light cycles and the challenges of communicating how they worked and what they could do to people who had yet to have an immersive digital experience. Along the way, he gives us a taste of what it was like to work with futurist designer Syd Mead.

In this next installment, he describes his meeting with one of the "old men" on the Disney animation team and what a break Tron felt with what Disney had done before.

And in this installment, he gets into the ways that the new Tron movie engages with the franchise, including the decision to make the new film in 3D.

By the fifth and sixth installments, we begin to broaden the discussion outward from Tron to the larger context of contemporary digital culture. In part five, I hold forth about the concept of participatory culture and how it is changing the way media gets produced and circulated.

And in part six, we discuss Avatar's impact on the culture, including beginning to talk about the coming wave of 3D films emerging from Hollywood in its wake. I should note here that I discuss Alice in Wonderland as a film conceived in 3D but I have since learned it was shot in 2D and thus does not fully exploit the potentials of 3D cinematography.

Part Seven includes some discussion of political activism that has originated around James Cameron's Avatar and the way popular culture can become a catalyst for social change movements and Steve talks about how Cameron brought together radically different aesthetics from previous science fiction and fantasy films.

In the next installment, we get into the construction of the alien in contemporary science fiction and how this may reflect some shifts that are occuring in American society around race and culture.

By Part Nine, we are back onto transmedia, discussing the ways advanced publicity may help frame and shape audience expectations and how different audiences bring different kinds of knowledge with them into the theater when they engage with the new Tron movie.

This is not exactly My Dinner with Andre, but I think you will find it interesting. I will run a second installment when the rest of the material is up, but you can follow them as they are posted, one a day, on Mike Bonifer's Game Changers YouTube Channel.

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