Doing Drag in Wal-Mart and Other Stories of Rural Queer Youth: An Interview with Mary L. Gray (Part One)

Mary L. Gray's Out in The Country: Youth, Media, and Queer Visibility in Rural America is an extraordinary book -- accessible, engaging and engaged, combining vivid storytelling and sophisticated theory-building. Gray captures the powerful stories of young people of varied sexuality as they construct and defend their identities in parts of the country which have been overlooked by most previous scholars focusing on queer culture and politics. They took Gray into their lives and she in turn shares with us what their world looks and feels like in ways which will challenge many of our preconceptions about what it means to be gay-les-bi-trans in America. You will learn here about the fragile publics that get constructed by these youth when they gather in Christian bookstores, church basements, even the aisles of Wal-Mart and seek to find common cause with each other. As she does so, she avoids the temptation which ensnares so many academics to score cheap yucks at the expense of the Red States and "flyover country." Instead, Gray tries to help us to understand what is happening in rural America, why this region has become culturally enbattled as it becomes economically and demographically at risk, and why some of these queer youth will continue to live there even given the contradictions shaping their own experiences. This is what good cultural analysis should look like. This book should be read by anyone who is shaping the lives of American young people because it tells the stories we don't hear about the people we often don't see or think about. Gray makes the case that many of our current theories about sexual politics have a deep urban bias, which in turn impacts the policies and tactics we use to address these concerns. What does it mean to push for visibility in a world where, as one young man explains, everyone in his community already knew he was gay well before he had a language to describe what that meant to him?

Gray has much to say in the book about media -- about the ways these young people form their sense of what it means to be queer through media constructions, about how they struggle to find narratives which they can use to reconcile their loyalties to and their differences from their local communities. She pushes us beyond the cliche of rural queer youth seeking escape or refuge on line to examine what they are doing with digital media that allows them to survive where they are.

What follows is a three part interview with Gray which will challenge many of your preconceptions. As they say in The Matrix, what happens next is up to you.

Your opening chapter can be seen as a critique of what you call "metronormativity" within queer studies discourse. Why do you think queer scholars and activists have been so preoccupied with the urban experience? What do you help to learn by digging deeper into the experience of queers living in small towns and rural areas?

I would argue that queer scholars' and activists' preoccupation with urban scenes is two parts serendipity and one part willful ignorance.

First the serendipity: Around the late 1980s, queer scholarship gained traction and visibility in universities through its historical and literary studies of urban-based gay and lesbian networks. This scholarship, inspired by feminist scholars seeking a similar recognition for the depth and richness of women's lives, highlighted the lives of queerly-identifying people in cities. In part the focus on urban lives was because the scholars doing this work were queer-identifying people living in cities! Describing the historical urban migrations of gay and lesbian-identifying people post World War II or discovering/recovering the queer subtext that shaped the Harlem Renaissance put queer studies on the map as a viable body of knowledge contributing to broader disciplinary conversations worth attention. No one really noticed that history, literary studies, and other humanities-based scholarship seemed fixated on urban subjects. Queer scholars probably didn't notice that they were following suit.

At the same time, disciplines like Anthropology and Sociology, and particularly Psychology, played key roles in recognizing and validating the social justice and civil rights efforts of gays and lesbians fighting for the decriminalization of homosexuality and, later, protections for gay and lesbian-identifying people. When the American Psychiatric Association removed homosexuality from the 1973 Diagnostic and Statistical Manual of Mental Disorders (DSM) list of mental disorders, it literally redefined homosexuality. Emboldened by politically progressive civil rights movements of that era and the previous decade, psychology and psychiatry no longer sought cures for homosexuality. Instead, those disciplines looked for fundamental differences that could explain the origins of homosexuality. That led to a spate (what social psychologist Ritch Savin-Williams has called a "cottage industry") of stage theories to map the coming out process.

Here's where the willful ignorance comes in. Most of the studies we have of queer life reinforce the belief that individuals start out different and find others who share their sense of difference and move on to create a queer life together out of the "family we choose." To be sure, pioneering scholarship in queer studies had good reason to examine urban centers, particularly as gay and lesbian liberation movements gathered momentum and political clout as early as the mid 60s to form vibrant communities and chosen families to replace the biological families they left behind to come out as queer.

These movements gained steam by drawing on the resources and alliances available to them in cities. For example, Harvey Milk, a San Francisco City Supervisor and one of the first widely known, gay-identifying men to enter politics, relied on his connections to local unions, businesses, and other burgeoning civil rights campaigns, to win his seat on the Board of Supervisors and take a leading role in coordinating a countermovement to the now infamous Proposition 6 (or Briggs Initiative), a measure that proposed banning gay and lesbian people and their advocates from working in California's public schools. Local and statewide legislative action on behalf of gay and lesbian-identifying people has, historically, come out of the confluence of the material, political, and physical presence of gay and lesbian people that can only amass in a city.

What queer scholars and activists did not do and are only now beginning to do is reexamined what life might have been like or could be like for someone who doesn't live in a place that fosters or values standing out as queerly different. We have never considered how our origin stories about queer life implicitly privilege the visibility of cities and the visibility of queer individuals in those landscapes. Until now. I think the main reason we now ask the question "What is life like for those living beyond the city limits?" is because it is now imaginable that someone can (and many do) live a queer life in non-metro areas.

By digging more substantively into the lives of queers living in small towns and rural areas, I hope to accomplish two things: 1) I hope that my work allows us to examine how lives without the material and cultural benefits that many city dwellers and upwardly mobile folks take for granted can still be rewarding, beautiful, and models of a "good queer life" and 2) I hope that my work helps queer activists in particular see the limits of assuming we need (only) the specific resources of cities to expand queer rights. Until we understand why our political strategies work well in NYC but not in rural Maine, for example, we will be unable to advance the causes or needs of anyone living outside a metropole.

What do you think are some of the biggest misconceptions we have about the experience of growing up queer in Rural America?

Our biggest misconception is that growing up queer in Rural America is, by definition, awful. Our second biggest misconception is that it must be uniformly better for queer youth living in cities. And the third misconception: that the Internet must make it better for all these kids.

I would argue that growing up queer anywhere in the United States presents challenges. Nothing is more punishing and potentially soul crushing to queer youth than the experience of navigating the institutionalized heteronormativity that defines the primary and secondary education experience. Simply put, our nation's schools are in the business of producing young men and young women. We are still (and likely will be for some time) brought up to believe that what defines men and women are 1) the differences that distinguish them and 2) the sexual attractions that bring them magnetically together. Any young person that troubles the clarity of these core beliefs--suggests that masculinity and femininity aren't so easily or naturally separated or that sexual attractions might not be so clear cut--threatens an entire social system built around these 2 suppositions.

Now, the assumption is that Rural America is more invested in these gender and sexual norms than its city cousins and that is what makes them more hostile to queer difference. While I think there are different investments in these norms in rural communities, I wouldn't argue that their investments in norms are more heartfelt. The issue for rural areas and small towns is that they have been ravished over the past century as sources of raw materials and expendable extraction. They rely on each other and their deep familiarity with locals to keep their communities alive and afloat.

When rural young people identify themselves as queer, they not only mark themselves as different, they link themselves with identities that are unequivocally associated with city life. They also upend and potentially undo the most important identity they have in their communities: a familiar son or daughter, a local from that town. When Rural America seems to reject queer folks, whether with its voting record or in sound bites from its townspeople, we are witnessing a much deeper tussle over who rural community members feel they can trust and who they feel they can turn to in times of trouble (which, in this economic crisis, they feel everyday).

And this is why the Internet, and emerging media more broadly, can make a difference to rural queer young folks but it cannot change their overall experience of oppression. For the youth I worked with, the Internet did 3 things: 1) it helped rural queer young people tell their own stories so that there was something other than bleakness to be said about rural queer life; 2) it allowed young people to feel connected to broader communities of LGBT-identifying people that could not physically, demographically be present in these young people's daily lives; and 3) it allowed young people to plant a queer flag locally that said "I'm here" and strengthen existing networks of queer-identifying youth in the region. What the Internet could not do is address the underlying poverty that made even Internet access hard to come by and it could not make advocacy around difference more palatable to communities defined by and organized around (and deeply invested in) sameness and familiarity.

Mary L. Gray is an Associate Professor in the Department of Communication and Culture at Indiana University, Bloomington. Her research looks at how everyday uses of media shape people's understandings and expressions of their social identities. She is the author of In Your Face: Stories from the Lives of Queer Youth (1999). Her most recent book, Out in the Country: Youth, Media, and Queer Visibility in Rural America (NYU Press) examines how young people in rural parts of the United States fashion queer senses of gender and sexual identity and the role that media--particularly the internet--play in their lives and political work.

The Reconfigurable Culture of Contemporary Music: An Interview with Aram Sinnreich (Part Two)

Throughout, you suggest that the DJ is a particularly contested figure in contemporary music culture. Why? How does the DJ's performance straddle some of the categories by which we've historically organized discussions of music-making?

I chose to interview DJs for this book because they were among the first people to cope with the destabilizing influence of configurability on our understanding of culture and society. They can't help but break the rules, and they do it with such style!

Our understanding of music within the modern framework is characterized by stark black-and-white dichotomies, none of which existed recognizeably before a few centuries ago. Artist and audience are treated as separate classes of individual, architecturally divided by stage, pit, proscenium, and so forth. Performance and composition are understood to be entirely different roles in music production, with the intellectual, "white collar" labor of composition preceding and trumping the more physical, "blue collar" labor of performance. The difference between original and copy is key to our judgment of artistic merit, market viability and property rights. From a formalistic standpoint, figure and ground are fundamental to both musical meaning and copyright enforcement--the melody is generally far more highly prized than the mere "arrangement" that supports it. And the distinction between materials and tools is fundamental to our understanding of music as a commercial, industrial process--like any other product, music is understood to be mined, refined, packaged and sold.

Clearly, DJ music--in its many forms--challenges each of these dichotomies. The DJ is located firmly in the grey area between artist and audience. The acts of sampling, cutting, scratching and remixing can't be easily categorized as performance or composition, at least not by the old definitions. While technically every sample is a copy of the work it was taken from, the resulting work couldn't exist without original creative input from the DJ. The foreground of a sampled song may become the background of the remix, and vice-versa. And if we inspect a DJ's laptop, it's very difficult, if not impossible, to say on the face of it which sound files and applications are materials, which are tools, and which are finished products.

The interesting thing is that, unlike the rest of configurable culture, DJs have already dealt with most of these inconsistencies, and developed ethical and aesthetic systems that take them into account. They haven't thrown out the modern framework entirely, but neither have they given up on doing stuff that violates its basic principles. Their solutions to these problems, which range from elegant to kludgey to paradoxical, give us an interesting glimpse into how our society at large might solve the larger metaphorical and definitional problems it faces from configurability.

The DJ is also an interesting figure because it's used, both linguistically and taxonomically, as kind of a negative category. Over and over, my interviewees would tell me: "oh, that's not composition, it's just DJing," "that isn't performance, it's DJing," "he's more than a fan, he's a DJ," and "he's not a musician, he's a DJ." And yet these same interviewees would often self-apply the term, using a nom-du-laptop like DJ Drama, DJ Food, DJ Axel, and so forth. In other words, they were self-identifying as "other than."

Similarly, my interviewees often used a strawman they referred to as "some kid in his bedroom" (or a variation on that theme) to discuss a hypothetical music maker that didn't rise to a requisite level of musicianship, artistry, or any given stratum of legitimacy. This was especially true of the music industry execs I spoke to, but also quite common among DJs themselves. It's almost as though they needed the strawman to acknowledge that their methodologies are inherently suspect, thereby validating themselves in contrast to the proverbial "kid." And yet, these same interviewees would often extol the virtues of "bedroom producing." I challenge you to find a published interview with Danger Mouse (of Grey Album and Gnarls Barkley fame) in which he doesn't use the word "bedroom" at least once.

To me, this strange admixture of pride and deprecation, otherness and selfness, is astoundingly reminiscent of the "double-consciousness" that W.E.B. DuBois described as the cornerstone of the African American experience--and, in fact, I've borrowed and mashed the term up in my book. To me, configurable culture is marked by "DJ consciousness," a state in which we are all now required to see (and hear) ourselves simultaneously from within and without, as both subject and object. This has its benefits and drawbacks; gone is the privilege of pure subjectivity that once characterized the American (white) middle class experience. But what we are gaining in exchange is a broader set of communicative tools, a more modular creative economy, and, ultimately, a way out of the confining, atomistic vision of the individual that characterized modernity.

You note that the remix practices associated with music and technology are heavily coded as male. What would we learn if we examined them alongside characteristically female forms of remix, such as fanvids?

That's a very interesting question. In our society, both musical production and computer hacking are traditionally coded as male, so configurable music comes to the table with a double-helping of sexist privilege. And, though I tried to develop a balanced methodology, nearly all of the DJs I was able to interview were men (although Mysterious D, one of the two women I spoke to, pulled far more than her weight in terms of pithy insight!).

In my book, I take this enduring disjunction as a sign that, although configurable culture may be changing our social expectations and parameters, it doesn't wipe the slate clean. We will lurch into our collective future with many of our old biases and stereotypes intact, and maybe even pick up some others along the way (for instance, we have an ugly new stereotype in the form of the "booth bitch," the woman who tags along and interferes with her DJ boyfriend at the club).

Yet, as you point out, many newer forms of digital fan culture and participatory culture are either coded female (e.g. slash, fanfic, fanvids) or are more balanced (e.g. AMVs, fansubbing, wikis). So there's nothing inherently male-coded or sexist about configurability. If anything, I think that the challenges configurable culture poses to our traditional understanding of what's known as the "modern individual" will undermine the male/female gender identity dichotomy much as it has opened grey areas between artist and audience, production and consumption, and so forth. If the mechanism by which we construct and perform our identity is becoming more multifaceted, plastic and permutable than it was in the past, it seems likely that our identities themselves will soon follow suit.

As Mysterious D told me, this blending of identity is, for her, one of the most important facets of mash-up culture. She sees her global mash-up dance club, Bootie, as one of the few places where people "that would never hang out together" can "have something in common." And this covers the entire spectrum of party people: "gay, straight, alternative, mainstream, you know, the whole everything."

I'm currently fielding a follow-up to the 2006 survey on configurable culture that provided some of the data in my book. When the results are in, my coauthors and I will definitely publish some findings surrounding gender, identity and emerging technologies. Among other things, we'll test Mysterious D's "whole everything" proposition against actual data trends. In the meantime, researchers like Mimi Ito, Nancy Baym, Eszter Hargittai and Steven Shafer have done some of the best existing work in this area, and I encourage any interested readers to seek them out.

Aram Sinnreich is a writer, speaker and analyst covering the media and entertainment industries, with a special focus on music. He is currently an Assistant Professor at Rutger's School of Communications and Information. Named an "Innovator and Influencer" by InformationWeek, Sinnreich as written about music and the media industry for publications including The New York Times, Billboard, and Wired News, as well as academic journal American Quarterly. Sinnreich is the co-founder, with Marissa Gluck, of Radar Research LLC, a Los Angeles-based consultancy firm aimed at the nexus of media, technology and culture. As a Senior Analyst at Jupiter Research in New York for over five years (1997-2002), he produced research reports covering the online music and media industries and provided hands-on strategic consulting to companies ranging from Time Warner to Microsoft to Heineken. Sinnreich also writes and performs music, as bassist for groups including seminal ska-punk band Agent 99 (Shanachie Records) and dancehall reggae queen Ari Up (former lead singer of The Slits), and as a co-founder of NYC soul group Brave New Girl, jazz band MK4, and LA dub-and-bass band Dubistry. Sinnreich earned his B.A. in English at Wesleyan University, an M.S. in Journalism at Columbia University, and an M.A.and Ph.D in Communication from the Annenberg School for Communication in Los Angeles.

The Reconfigurable Culture of Contemporary Music: An Interview with Aram Sinnreich (Part One)

This week marks the release of a new book, Aram Sinnreich's Mashed Up: Music, Technology, and the Rise of Configurable Culture, which should be of interest to many of my regular blog readers. Mashed Up is the result of many extensive interviews with high profile DJs, attorneys, and music industry executives about the issues surrounding sampling, file sharing, and the emergence of new forms of musical production. The book deftly deals with the contradictory ways we think about the legal and aesthetic status of music which builds on borrowed materials, the ways that musicians are making sense of their indeptedness to earlier works, and the ways that audiences are making sense of the emerging practices of music production and distribution in a digital era.

The book's core insights will not only be interested in those who study popular music but also those interested more generally with contemporary forms of cultural production. I learned a lot here, for example, which may be of use in making sense of fan cultural production practices, especially those around Vidding, and my final question here is intended to open up a space of dialogue between fan studies and the kinds of work which Sinnreich does in this book.

Let's start with the book's title. What do you mean by "Configurable Culture"? How does this concept link your discussion of music and technology to larger considerations of cultural change?

Like many cultural scholars, I believe that our societies are constituted largely through the act of collective imagination - and therefore, that the metaphors we employ to understand our relationship to one another have an influence on the kinds of societies we build. These metaphors, in turn, are shaped by the limits and the capacities of the communication technologies at our disposal. In other words, what we make of our culture is largely influenced by how we make our culture.

This has been true for a long time. In oral cultures, for example, the universe was often believed to be created by the voice of God. This is central to Judaic, Egyptian and Hindu origin stories. Literacy brought the metaphor of God-as-author, and with it the codification of laws by state rulers, beginning with Hammurabi. The mechanical age was characterized by the metaphor of universe-as-machine, and by complex, class-based societies, in which each member was assigned a specialized role. These are sweeping generalizations, of course, but even a more nuanced review would demonstrate that each epoch in communication technology corresponds to a complementary set of foundational principles, social metaphors and institutional structures.

Today, our dominant metaphors are all based on industrialized modes of production and mass media, much as they have been for roughly two centuries. In the book, I discuss the many ways in which this "modern framework" both reinforces and is reinforced by our reigning social institutions, from our economic system to our legal system to our educational system. This interdependency between the way we think and the way we organize makes it very difficult for change to happen on a macro-structural level. Yet every once in a while such a change does happen, often in the wake of a seismic shift in the technological or political landscape that renders the old metaphors untenable.

The premise of "configurable culture" is that we are currently in the midst of just such a seismic shift. The collection of new technologies that we generally refer to as "digital" or "new media" have given us an unprecedented power to capture, archive, share, and above all, edit and re-edit many of the elements of human expression. Just as material science was reborn once we could create molecules from their constituent atoms, and much as genetic science is now allowing us to sequence and construct genomes from scratch, cultural expression has flowered in a million unforeseeable ways in the short time since these tools became broadly available.

Because the distinguishing feature of this new communications landscape is our ability to combine and sequence these atoms of expression at our will, I call this "configurability" or "configurable culture." The central question of the book is: Can the old set of metaphors and institutions survive this shift in cultural production, or will we require a new set of operating assumptions? And if the latter is the case, what might these new social structures look like?

(I will address music's role in the next question.)

You start the book by quoting Plato as saying that "The musical modes are never changed without change in the most important of the city's laws." And you end with a concession that Andrew Keen (The Cult of the Amateur) is at least partially right to be worried that "democratizing" cultural production may "undermine cultural institutions." What does your book have to tell us about the disruptive nature of cultural change and its relationship to changes in the legal, economic and political structure?

As a musician, Plato's claim in The Republic about the power of music to change the shape of society (which I first encountered as a teen via a Fugs song) has always struck me as both tantalizing and frustrating. Tantalizing, because music's power over my own mind and body was so consuming, and the promise of channeling that power into social change had such allure. Frustrating, because it always seemed to me that music's power was simultaneously monopolized and denigrated by big business, squandered in the interest of making a quick buck.

While I was writing the book, I was interested in seeing how seriously governments and other social institutions had taken Plato's threat over the years, what role their regulations and prohibitions have had in shaping musical culture, and whether the resistance to these regulations has played a role as well. I was also interested in finding out whether there's any substance to Plato's claims--anything actually worth fighting over--and, if so, what mechanism would allow a few mathematically related vibrations in air to ripple throughout the material and institutional structures that bind society together.

I discovered that music has essentially been treated as a controlled substance in a broad variety of societies throughout history, from pre-Hellenic Egypt to dynastic China to America's antebellum south. Although political states, churches, industries and other social institutions have consistently regulated musical aesthetics, practices and technologies, there has always been resistance from the citizens, worshippers and consumers being regulated. Sometimes this simply takes the form of flouting the rules; at other times, the music is cleverly morphed or assimilated so as to evade the eyes and ears of the regulators. Ironically, this cat-and-mouse process has been responsible for a great deal of musical innovation over the years.

As to the veracity of Plato's claims, there is a growing body of research demonstrating the unique role that music plays in a broad range of cognitive, psychological and social processes, from memory to identity to collective self-organization. Historically, philosophers of art have puzzled over the fact that, unlike most other creative media, music lacks a representative function: you can paint, sculpt or write about a tree, but you can't play one on a saxophone. I argue that music is, in fact, representative. But its subject isn't the external world; rather, it serves as a sonic map of our minds and perceptual apparatuses themselves. To put it another way, music is like a schematic or operating system for consciousness--we perceive the tree differently depending on who is playing the saxophone, and on which scales, rhythms and timbres they happen to use.

If we think of society as a network of nervous systems, themselves networks of cognitive and psychological subsystems with different evolutionary origins and functions, we can understand music as a patterned set of instructions that organizes thought, emotion and action at any scale, from the subconscious to the macro-social. This helps to explain why social institutions so often attempt to control the shape and flow of musical expression: it is simply a case of one regulatory mechanism absorbing and exploiting another.

Given this perspective, and my earlier comments about the role of technology and metaphor in bounding cultural and social processes, the fears of Andrew Keen and his ilk have a certain degree of legitimacy. There is little question in my mind that configurable culture, especially new musical aesthetics and practices, betoken a new consciousness and a new set of social operating instructions. Our reigning institutions are built on the once-firm ground of an atomistic, hierarchical society that seemed natural and inevitable to many or most of its members. But, based on my extensive interviews with DJs and surveys of Americans at large, it seems as though a more modular and collective ethic inheres to the new communications framework, and that the metaphorical ground beneath our government, economy, and schools has eroded considerably in just a few short years.

Where Keen errs is in believing that this process is, in his words, "undermining truth" and "souring civic discourse." What's actually being undermined is a system that reserves the power to determine what is true and false for a privileged few. And it is difficult for me to believe that the discourse we witness on Fox News or CNN could be made any more sour or less civic by the inclusion of a few million new voices to the conversation.

You come to this project with a background as both a musician and an industry consultant. How did those experiences impact the stance you've taken in this book?

I'm not sure why, but from earliest childhood, I've always been simultaneously enthralled by music itself, and utterly awed by its power over me. I'm one of those people who has trouble screening music out of my field of attention, and I have the annoying habit of commenting on and analyzing whatever tune is ostensibly playing in background of the elevator, restaurant, or public space where I happen to be. I know I'm not alone, because I married someone exactly like me in this respect. In fact, you could say that this tendency or obsession has shaped nearly all of my major life decisions, from marriage to career choices to the use of my discretionary time and income to naming and raising my children.

As a result of these decisions, I've had the opportunity to experience, produce, discuss and research music in a broad variety of contexts. I can geek out on modal variations with the jazz-heads, swap industry data and gossip with record execs, compare the finer points of MP3 vs. OGG with digital music aficionados, and argue about the merits of Lady Gaga's postmodern self-critique with my fellow academics.

I think this intimacy with music has given me a little bit of critical distance. I've gotten past the giddy romance of it, and am able to listen to it without rose-colored earphones. And understanding how it can mean so many different things to different people in different contexts has given me respect for its beguiling complexity. Music is, and is not, a commercial product, a religious ritual, a language, a psychobiological phenomenon, a performative act, a communications medium, a piece of property. The fact that it can serve each of these functions and more testifies not only to its infinite plasticity but also to its central role in the human experience.

One of my goals in this book was to attempt to reconcile the many faces of music, and to tell a story about it that would ring equally true for each of these musical communities in which I claim membership. Equally important was the desire to dispel some of the enduring myths about music that I believe keep it behind bars and undermine its emancipatory, transcendent, revolutionary potential. If we persist in saying that music is A and not B, then it's neither. How can we possibly understand peer-to-peer file sharing if we only focus on its purported economic costs to record sellers? How can we understand the implications of hip-hop and mashups--and the essential differences between these forms--if we only focus on the question of whether sampling is "theft" or not? What are the social implications of music market dominance by the likes of Apple, Clear Channel, Sony and Viacom, beyond questions of industrial concentration and economic monopolization? I can hardly claim to have laid these questions to rest, but hopefully my book will add some entertaining and illuminating new elements to the conversation.

Aram Sinnreich is a writer, speaker and analyst covering the media and entertainment industries, with a special focus on music. He is currently an Assistant Professor at Rutger's School of Communications and Information. Named an "Innovator and Influencer" by InformationWeek, Sinnreich as written about music and the media industry for publications including The New York Times, Billboard, and Wired News, as well as academic journal American Quarterly. Sinnreich is the co-founder, with Marissa Gluck, of Radar Research LLC, a Los Angeles-based consultancy firm aimed at the nexus of media, technology and culture. As a Senior Analyst at Jupiter Research in New York for over five years (1997-2002), he produced research reports covering the online music and media industries and provided hands-on strategic consulting to companies ranging from Time Warner to Microsoft to Heineken. Sinnreich also writes and performs music, as bassist for groups including seminal ska-punk band Agent 99 (Shanachie Records) and dancehall reggae queen Ari Up (former lead singer of The Slits), and as a co-founder of NYC soul group Brave New Girl, jazz band MK4, and LA dub-and-bass band Dubistry. Sinnreich earned his B.A. in English at Wesleyan University, an M.S. in Journalism at Columbia University, and an M.A.and Ph.D in Communication from the Annenberg School for Communication in Los Angeles.

Games, New Media and Learning in Argentina: An Interview with Ines Dussel (Part Three)

You've drawn heavily on the work of the MacArthur Digital Media and Learning initiatve. What do you see as the most significant continuities and differences between their approach and what you are finding in Argentina?

I've been reading all the work done by the initiative, and for me it stands out as the most encompassing and organized effort to understand what is going on. I think I provided some of our keys for reading this work already, but let me try and summarize them.

One is the idea of a public culture. That there is something such as a common public sphere that has to be reconceptualized beyond Habermas' notion of the argumentative skills and rhetorical plays but that still includes some notion that there is something to be done together and for everybody, is an uncommon approach in most studies of new technologies. I think we share an engagement with an idea of public culture that remains open and subject to debate, and does not get captured by the state, the market, or the isolated individual.

The second has to do with the kind of learning that young people are doing with and in new media, trying to approach in an honest, more open way these new practices. We liked very much the notion of "genres of participation," as they help organize what we are seeing in our research. And what I liked particularly is that schools are not left out of the map, but are considered as part of this media ecology. I support the idea that schools can be helpful in organizing interesting and relevant experiences for young children which are not immediately accesible to everyone, and which bear other issues in mind than merely the audiences' tastes. Of course, this means changing the ways in which schools are working with new media, which, as said before, have been focused around issues of safety and potentials threats to children's integrity, when they have not been totally derogatory on the value, ethics, or productivity of young people's activities in and with new media.

We also agree with the general search for a balance between the celebration of new, creative, and democratic forces that are mobilizing the digital culture, and the skepticism about some trends that we do not see as democratic and that tend to extend and reshape current social divisions and inequalities. [When I use "democratic," I am pointing to some discussions in contemporary political philosophy that show how evanescent this term might be, but that still hold to an impulse towards more justice and equality (for me, Jacques Rancière or Bill Connolly are good referents of this kind of view).]

Finally, it is difficult for me to point to a difference, but I would say that we bring to our study different concerns that have to do with different "localities" and cultures, as I was saying in the last question. Lately, with the team at Flacso we've been reading more about changes in authorship, in the balance between the emotional and the rational in terms of learning, in our notions of a common culture, archive or memory (and memory is a cherished thing in Argentina, where it immediately refers to the last dictatorship and to a quest for human rights and justice), and also the need to maintain the differences between simulation and "real life" (I've been reading with great pleasure Sherry Turkle's discussions on this). I would say they are more politically- and ethically-oriented issues. These topics are not directly addressed by the MacArthur papers, but there are none the less many links to their approaches.

As you do so, you seem to be very aware of the existing visual culture of schools. For example, you told me about research which suggests students are sometimes overwhelmed by films they see in the classroom and do not always remember what they were supposed to teach. How can designers of educational games sidestep those problems?

In the research we are doing on the visual culture of schools, many students referred to their memories of remarkable activities organized by teachers using fiction films or documentaries, or asking them to bring pictures about social issues. Students liked them a lot, and valued them as great learning experiences. But when we asked about what they thought they had learned with those activities, they could not refer to any specific content. For example, a student said that her Biology teacher showed the class an image of the cell and that it caught her attention, and that she learned like in a fingers' snap, but she could not name any concept nor "title" for that image. The same happened in social studies or history lessons: students had vague memories about the activities, but all remembered the intensity of the feelings provoked by the viewing.

This is something that interests me a lot, and that I put along a series of readings I've been doing on visual studies, attention and learning. Historically, pedagogy has thought that there is an equivalence, a direct relationship, between seeing and knowing, but psychology and our own historical experience shows that that is not the case. We need to "know" something to be able to "see" it (I am aware that these are complex terms and there are deep philosophical debates around each one but let's keep it simple for the sake of the argument). What are children learning when they "see" something in the classroom? Are they learning what we want them to learn, or something completely different?

The examples mentioned above relate, for me, to something that you've referred to in previous works: the "wow" effect, the emotional impact of media on people. When using images in classrooms, we might get that "wow" feeling, as when the first student says, "wow, the teacher caught my attention," but from that we cannot deduce that she learnt the structure of the cell or anything in that neighborhood.

How to sidestep this problem is a difficult question. The first thing I would say is not to take learning for granted. We have to be aware that the intensity of stimuli and the excitement of the game might provoke them to learn something altogether different from what we wanted them to learn with these activities.

And the second thing I would say is that this doesn't imply that we have to become more explicit of our message or the "content" we want to convey. On the contrary, my reading of these examples is that form and content are divorced in some pedagogical activities, and that "forms" are compelling and complex while "content" is straightforward and unidimensional, and so young people's attention is caught by the more complex and interesting stimuli and do not attend to the content. So, I would say we should struggle to produce better materials that are more consistent in their forms and contents.

You also told me about research you have been doing about the image banks which teachers draw upon in thinking about the world and how these may differ from those which their students bring into their classes. Can you share some of this research with my readers?

Yes, of course. I wrote an essay on teachers' visual culture, based on the findings of an activity I've done in online courses with teachers. I ask them to post a powerful image of our culture. The idea of "powerful image" draws on visual studies and refers to images that impact us for any reason, that have a lasting effect not only personally but also socially.

In this activity, it struck me that most of the teachers chose shocking images that come from photojournalism: the Biafra child, Kevin Carter's Pullitzer picture of a little girl in a Sudanese village, anonymous pictures of children in famine, in war refuges, or hurt or killed by political violence. They endorse a "hyperrealism" that, while it aligns itself with a progressive rhetoric, might have troubling effects as a visual discourse on the social. Most pictures were of children, and children were almost always depicted among ruins. No "happy," meaning no optimistic, narrative was to be found in most pictures (and when it appeared, it was in the line of the Benetton-multiculturalism: black child with white child taking hands and smiling to each other). Also, it was surprising that the Argentinean teachers spoke a "Global visual Esperanto," as Nick Mirzoeff calls it: the images were from Albania, Africa, Palestina, New York, Central America, Brazil, and not many depicted Argentina's landscapes or events. The pictures are all serious, and engage in the performance of denunciation. There is almost no ironic image, nor images that refer to advertising or cultural industries. My guess is that, if the same question was posed to young people, the number of advertising images, and of images of their own production, would be much more significant than in the teachers' selections.

My interest in this essay is with global visual imaginaries, and the visual culture of teachers. There is much more I could say on this, but let's refer the reader to the essay that has been published in a book edited by the National Society for the Study of Education, whose title is Globalization and the Study of Education, and edited by Fazal Rizvi and Tom Popkewitz.

You have been involved in a number of games and learning initiatives. Can you describe some of the work you are doing and explain what kinds of pedagogical and design principles are informing this work?

With my research team at Flacso, we started doing educational documentaries in 2002. We produced eight 30-minutes videos that developed a program to address issues of discrimination and inclusiveness in middle and secondary schools. We tried to build complex and subtle plots, to present the stories always in a dignified way, and never construct people as passive victims. We were always thinking of how and when the teacher would be using these materials, so time constraints and also pedagogical problems of what to show and how to show it were present from the beginning (and we made pilot tests with teachers to make room for that).

But seen from today, I think that at the beginning we were more aware of the conceptual and political dimensions of our work than about the aesthetic aspects of it. And it was a great experience, because we learned a lot about the tensions between content and form. As soon as we started to work with teachers and students, we realized that there were many unexpected things in their reactions to our videos, and that they had to do with the context in which they were seen, with their prior experiences with these type of videos, and with our own pedagogy. And most of all we had to learn to work through and with the emotions elicited by the documentaries.

This drove us to media studies and also to visual studies, and this intersection is still very interesting to me. The question of which type of knowledge is produced by an image, as posed by the French historian Georges Didi-Huberman, remains a potent, even a burning issue, as he says. Sometimes images touch us at a sensitive level, without being able to put it into words, and yet they do produce important effects on us. Could these effects be called a learning or be considered as knowledge?

I am not interested in measuring it, but on understanding what is it that they do to us. Will it last? Will it be attached in our memory to some meanings? Will we, as the students I found in our recent research, just remember the intense emotion we felt without being able to conceptualize or rationalize anything about it? Maybe this is not a bad thing, but we should be aware of which kind of learning or effects some images produce on us.

We then moved to do an animation piece on global warming which was also very exciting, and since 2007 I've been engaged in a team run by Analía Segal, a colleague and friend of mine, that produces videogames. Analía had extensive experience on simulations and games in social studies, and some years ago she decided to experiment with new media, and I joined her. We wanted to explore the potentialities of videogames for learning: they can offer complex narratives, they use a visual language that is closer to young people's visual culture than the schools', they promote learning through immersion in a given situation and mobilize intuitive, bodily language that is scarcely mobilized by traditional schooling, among many other possibilities. The team includes people from different disciplines in the social sciences and young game designers who are key to the project. We know that educational materials are not magical solutions to anything, but believe that they can contribute to make classroom more interesting and more challenging. This might be a poor goal for an educational reformer but it is good enough for us as development team.

One of our principles was to produce materials that were not offered by the cultural industries, neither by their topics nor by their aesthetics. We did research on alternative groups that are working on serious games, and decided to focus on sustainable development and produced three or four games on this subject. The first one is called "Urgent, Message" and is about a messenger in the near future who has to deliver different things to different places, always considering time, cost, and environmental impact.

The second one is called "Villa Girondo" and is a multi-player game. We wanted to explore a different game structure. This one deals with the relocation of a village due to the planned construction of a water dam. Players are asked to assume different roles in the community and decide whether the village will be relocated or not. The tension between progress and sustainability is explored, as well as the centrality and complexity of citizens' involvement in environmental issues.

In the development of the videogames, we included a working group with teachers with whom we discuss and test the games at different stages. And we are doing research on the first developed prototypes to understand how they interact with the real dynamic of classrooms. The questions that interest us are both related to the design of the game and to the pedagogical skills needed to use it in classrooms. Which kind of interactions are promoted by the rules of the game? How important and effective are teachers' interventions? What kind of strategies do young people use when playing the game? Are there constraints by playing the game at school? Which reflections are opened up by the game? Which ones are picked up by the teachers and which ones are left aside, and why? These are some of the questions we are investigating in schools these days.

I was impressed by the distinctive look and feel of the games you shared with me. To what degree is the goal to create games which reflect the national culture of Argentina as opposed to following the "neutral" or "odorless" design practices that shape many commercial video games? Why might it be important for students in your country to see games which look and feel like the culture around them?

Well, I like your comment and take it as a compliment. As I said before there is a relation between form and content. We believe that it is important to provide students with different aesthetics, less standardized and more related to their daily life. But it doesn't mean that one has to close down aesthetic diversity. So while we don't want to follow mainstream games in their options, we do not support any kind of localism that tends to isolate cultural productions. On the other hand, this would be impossible as we are all visual subjects in a global culture.

We hope our games can be played by any child or young person who is interested in these topics. For example, the relocation of villages has been a common problem in Latin America. We include some excerpts from documentaries that give more information and context about real life situations. We believe it is important that schools pick up these debates and provide interesting and challenging opportunities to unfold the complexities involved. In that respect, videogames can be really helpful.

Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching.

Games, New Media and Learning in Argentina: An Interview with Ines Dussel (Part Two)

Can you tell us something about the context of this debate in your country? For example, how much access to students have to new media technology outside of school? How much exposure do teachers as a class have to new media in the course of their everyday life?

I would say that most students have access to technology, although the frequency and intensity is heavily dependent on socio-economic backgrounds. The main divide is between urban and rural/semi-rural populations, because even in low-income groups in big cities there is a push towards having multi-functional cell phones that allow most of the operations one can do on the internet. Of course, the problem is the soaring costs of the broadband or the phone service, which are still terribly high in the region. In Portugal, and in some Brazilian cities, there are state policies being effected that subsidize broadband connections to low-income populations (5 euros per month or less). This might be a really democratic move in the near future in most of Latin American countries, but we are not there yet. Anyway, I was surprised to read some recent educational research that shows that almost 50% of the children from low-income families report to have Internet connections at home. This means it is spreading quickly.

But the divide, as many people are arguing, is moving from access to use. In a research we are currently doing at FLACSO on schools and visual culture, we find a clear distinction between the type of uses young people from middle and upper classes are doing, and the ones done by young people who come from low-income families, and especially those in semi-rural areas. The first ones are making sophisticated videos, have large collections of images and music, and produce multimedia reports for schools, while the latter make basic powerpoints and have smaller collections of pictures and music, generally with less reflection on what it is, and what for, they are collecting. As always, there are exceptions, but this seems to be the trend. That is why I believe schools could be very important in providing a wide range of experiences that enrich young people's engagement with the media.

Teachers, on the other hand, do not have a special relationship to new media as a class, that is, because they are teachers. Quite the contrary: pre-service training has started to include it as a curricular content only in the last two years, and it is still a marginal trend, though increasingly important in some groups (who can be considered as "early adaptors," as in the work you are doing in the New Media Literacy project). But most of the times, one can see young teachers in low-income schools who do not have an email account or don't even know about the possibilities that new media offer. I ask myself how it is that nobody in their training, which did not happen in the 1980s but only three or five years ago, told them that having an email account and navigating the internet is important not only for them as professionals who are concerned with knowledge or as citizens of this world, but also for them as teachers in their relationship and their cultural offer to their students.

I think that this has to do with some prejudice on the part of the teacher training institutions that assume that new media is kind of a "sumptuous consumption" for low-income populations who are not getting the basics (decent employment, food, electricity or water) and so that it should not be included as a basic content. What they are overlooking is that today access and use of new media is part of the "basics," of being a member of the local or global community, of getting to be informed and participate in a public culture, even of getting a job.

And children and young people know this better than the training institutions, which are falling behind. In our research, we found multiple examples of young people from low-income families whose relatively-poor use of IT is still pivotal for themselves and their parents in doing budgets for contract works, making a website for home repairs or other informal jobs, or connecting to family in other provinces or neighbouring countries. These uses might not be as sophisticated as others, but are none the less very effective and important in helping them get better material and emotional conditions.

Most teachers do not use new media in these ways, nor do they recognize that their students are doing these kind of things with the computers. The kind of activity they privilege in classrooms, when they do anything, is that of seeking information (all they see in the internet is a gigantic library), and sometimes asking their students to write a report, preferably text-only, or produce a powerpoint with some images, but generally without further reflection on the combination of text, sound, special effects or rhythm that is implied in multimodal texts, as Gunther Kress and many others have emphasized.

So, as research notes in other countries, in Argentina the uses promoted by schools are poor when compared to the actual things young people are doing at homes or with their friends in cybercafés. It is slightly different in middle- and upper-classes, but overall I would say there is still a small proportion of schools that are promoting richer, innovative uses of new media.

How has new media been perceived by the Argentinian public? Is it still read mostly as a threat or is there an awareness of the opportunities it represents?

Well, part of the answer refers to what I said before. For some people, those in the middle classes, new media are a luxury that comes after some basic issues have been guaranteed for the society as a whole. And while this argument is sensible (you cannot think about the internet if you're not eating or have no electricity), it is not true that one thing can be solved without the other. As the examples mentioned above show, low income families use the internet to improve their work opportunities and to enrich their support networks in multiple respects. It is part of having a wider horizon and range of possibilities.

On the other hand, the public debate is still organized around moral terms which are dichotomic, and I would say that they tend to go for the pessimistic side of the dichotomy. Talks of threat, safety, danger, not only for the children but also for the Spanish language (fear of Anglo-influence) or for "the world as we know it," are visible in most of the media coverage on new media. Teachers tend to endorse this view, and complain about the supposed empoverishment of writing and oral skills that new media are causing in young people (with the support of traditional agencies like the National Academy of Letters, who has produced a report on this, with doubtful empirical evidence but with lots of media coverage).

But there are some perspectives that are trying to build a more balanced approach, which value the opportunities while they point to the challenges the new media are posing to us. My own concern has been to produce something in that line. I believe that a deeper discussion is needed that addresses the profound changes brought about by new media, part of which I signaled when talking about the 1-to-1 strategy. I particularly like Bernard Stiegler's discussion in The YouTube Reader on the breakdown of the synchronized access to a flux of programmed texts such as the ones provided by broadcast TV, and the emergence of a cardinal access that can be produced and controlled by the user. I think that there are many issues to be debated around the possibility of a common, public culture that goes beyond what each ones of us chooses to look at, consume, produce in our individual screens and in our own time or pace; and that is why I also do not want to give up on the presence of a common screen in the classroom, be it the blackboard, the smart board, or any other common point of attention. In that respect, I also align myself with the comments done by you, Mimi Ito, and many others, on the reports done through the MacArthur Foundation initiative, that posit the discussion of new media in the light of the production of a public culture.

I got a sense from some of the questions I was asked that new media is understood through some of the same paradigms that were applied to broadcast media -- concerns that it exposes Latin Americans to cultural imperialism from Hollywood and elsewhere. How big a concern do you think this is for parents and educators?

I believe that anti-Americanism is more prevalent among progressive intellectuals (including educators) than among the general public, but I do not know of any serious study on this so I will speculate in the next paragraphs. There might be a reemergence of a certain nationalism or LatinAmericanism in the last decade, after the 2001 crisis which put the region in the verge of a collapse, and also backed by the center-left governments in the region that have stressed a rhetoric of autonomy and self-determination for Latin Americans. And of course Bush's government has done lots to increase the anti-imperialist rhetoric. I know that the rates of disapproval of Bush in Argentina were among the highest in Latin America, and that people welcomed Obama's election as a hope of a new external policy in the US.

But these are the only data I recall to make a statement about the public's relation to the US, and I don't think this translates into a relationship to broadcast media or anti-Hollywood: blockbusters are the same ones than in the US, with the exception of some Argentinean films. But even speaking of "Argentinean films" is ambivalent: the best Argentinean filmmaker today is Juan José Campanella, whose movie El secreto de sus ojos(The Secret in Their Eyes) won the Oscar for foreign films in 2010. Campanella works in LA and has directed some episodes of House, M.D. and other major TV series in the US. So whether his narrative style and aesthetics is anti-Hollywood remains quite debatable... I don't think he even considers that a problem or a question that deserves attention.

Anyway, in some respects, your perception is right in terms that anti-imperialism is a significant force in terms of how educators react to new media (I'm less sure about parents). Many teachers feel that they have to defend the nation and the Spanish language against any kind of imperialism, and that they have to do it in the schools, through their teaching. I would say that, as a general rule, teachers in Latin America are more politicized than in the US, and think of themselves as constructors of the nation, as producers of a new type of citizen.

I did my Ph.D. in the US, at UW-Madison, and I was surprised when teachers said that their primary task was to develop the full potential of the individual child and spoke almost exclusively in psychological terms. You don't see that kind of talk in Argentina or in most Latin American countries. Even the less politicized teachers make reference to the nation, to the society, to social functions and ideals. They might do it in a conservative way, but they still feel part of a social mission, of a political project.

But the question you raised takes me in another direction, that is how the global and the local are negotiating in and through new media. Being an otaku in New York or in a small village of Salta, Argentina, is similar and different, in ways that we need to analyze much more carefully than simply celebrating cosmopolitanism and global culture, or rejecting it by refuging ourselves in an anti-Hollywood or anti-US culture position. Watching a TV series like 24 in the US might reaffirm a certain power narrative about geopolitics and the imperial domination, but when seen in Latin America it might say quite the opposite.

I like very much the work done by Carlos Monsiváis, a wonderful Mexican cultural critic who just passed away, on the dispositions and sensitivities of the audience in our region -which is extremely diverse, of course. He said that, contrary to Hollywood's happy ending movies where the cowboy saves the girl, it is very likely that in Latin American melodramas the girl dies right before her hero comes to her rescue. For him, melodrama was a "structure of understanding," a "unifying device for experience" that was built into politics, religion, and social bonds. This structure (which he thought of as something loose, not rigid) comes from the verbal blocks of 19th century novels, the filmic melodrama, or TV's telenovelas.

So, following his lead, I would say that for most Latin American viewers there is not an epic of triumph when seeing these TV series, but we put them along or inside a narrative that is sadder, more nostalgic, definitely not victorious (may be it derives in identifications with the bad guys, which is extremely dangerous). Images and audiovisual texts might be the same, but the locality of the viewing makes a great difference in understanding the narratives in which they are inscribed, and the meaning which we produce. So yes, going back to your question, I would say that locality plays a role in new media, and the structures of understanding still seem more local than global.

Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching.

Games, New Media and Learning in Argentina: An Interview with Inés Dussel

Earlier this summer, I shared with you some of my experiences in Buenos Aires where I was a speaker at the VI For Latinoamericano de Educacion, hosted by the Fundacion Santilla, an event attended by education ministers and educational researchers/policy makers from many of the Latin American countries. My host for the event was educator and public intellectual Inés Dussel who is one of the co-authors with Luis Alberto Quevedo of a new white paper exploring the impact of new media on education in Latin America, Educacion y nuevas technologias: los desafios pedagogicos ante el mundo digital. I was deeply impressed by Dussel and her colleagues: she is highly engaged with the work we've been doing through the MacArthur Digital Media and Learning initiative, as well as the debates taking place in South America around these same topics. I wanted to be able to share more of her perspectives with English-language researchers and educators in hopes of brokering more conversations between educators in the North and the South who are confronting the ways that rapid media change is reshaping the lives and interests of their students.

While I was in Argentina, you released a significant report which sought to explore the impact of new media on educational practices in Latin America. What were your major goals for this project?

The report was commissioned by the Organization of IberoAmerican States (OEI) and the Foundation Santillana, which is affiliated to a major publishing house in the Spanish-speaking world. They organize annual conferences that bring together Ministers of Education from throughout the Southern Cone, educators, and media people. It is an important venue for public policy and debate in education.

The 2010 Forum, on which you were the guest speaker, was devoted to the pedagogical challenges of IT technologies in the region. Luis Alberto Quevedo and myself were asked to write the discussion paper, which actually turned into a 60+-pages report. Both Luis Alberto and myself have been working on these issues for a number of years, and run together an online course on education, visual culture and media designed primarily for educators. Above all, we share an active engagement with public debate in and around media, both in public and commercial media, although Luis Alberto has a more sociological take on this and I bring a pedagogical concern with what people learn from their experiences with the media.

Our goal with the report was to provide a broad frame that helps organize a discussion around the different alternatives that are being explored either by public policies or by the schools themselves in the introduction of IT. We talk about four major strategies: a) organizing computer labs in schools, b) getting one laptop to every child (1-to-1) either by joining the OLPC initiative or through major commercial firms, c) having portable carriages with laptops for planned, alternate usage in classrooms, and d) introducing electronic boards in each classroom. Each strategy has different assumptions about the extent to which IT should permeate the daily life of schools and of course imply different costs and mobilization of resources.

In the report, we were also interested in taking a look at the production of content, especially the work done by teachers with the use of blogs or video production for educational purposes, and by the Argentinean Ministry of Education, which has done an interesting TV series for rural schools called Horizontes (Horizons) whose impact on school practices we want to investigate. These schools usually have only one teacher with multi-grade classrooms, so IT technologies can be a great help in supporting teachers who usually exhaust themselves in their daily work.

We could only get a glimpse at content issues and DIY media production in the report but it seems promising, and we are currently doing research to get a better understanding of what is going on. And finally, we made a review on the changes on teacher training, looking in particular at changes in curricular contents, and discussing whether there are new teaching figures appearing in the landscape of schools (IT specialists or audiovidual assistants, among others). So, as you can see, the scope was broad and it calls for more research and more writing, which is the step in which we are currently engaged.

Which models have gotten the greatest traction in Latin America and why?

So far, the most extended strategy in the region is to equip computer labs, but research shows that, while it was helpful in the 1990s to get at least some teachers interested in IT, today it tends to confine the novelty to a marginal place in the curriculum and does not contribute to a deeper discussion on the big changes brought about by digital culture in the production and circulation of knowledge in our societies. Also, it has been noted that computer labs usually get trapped in the micro-politics of schools, with power games around who's got the key or privileged access to the lab (the same can be said about any innovation in schools, of course, but the concentration of computers in one space contributes to a more centralized struggle around access and control).

There is also a particular Argentinean context that has to do with the scarcity of resources: the first reaction of school principals and teachers when they get computers or even books is to lock them off so that they are not lost or ruined by usage. This sounds absurd, but it has to do with an entrenched learning that in schools you don't get good things too many often, so you better preserve them, even though this might mean not using them at all...

So, as we all know but tend to forget, innovations and new technologies in schools have to negotiate with multiple levels of adaptation and with different school dynamics that produce unexpected effects. Sometimes they are able to mobilize creative, wonderful energies and forces in the schools, and sometimes these effects are undesirable. When involved in the innovations, we tend to forget about the latter.

The second alternative, which is actually becoming the most common nowadays, is the 1-to-1 strategy of equipping every child with a netbook. In Uruguay the Plan Ceibal, effective since 2007 and based on OLPC, has been very successful in doing that with all elementary school children in public schools (around 320,000 students, ages 6 to 11). Uruguay is a relatively small country, with a flat land, and is one of the most socially egalitarian in the region, so in many respects it has not gone through the challenges of connectivity that other countries are undergoing right now, especially when there are high mountains with blind spots for telecommunication, lots of isolated villages, or heavily marginalized groups with a predictable feeling of resentment towards State policies (which might derive in high levels of theft or destruction of equipment), challenges that countries such as Argentina, Chile, or Perú are facing. Argentina's government has recently started a program called ConectarIgualdad (ConnectEquality) that will provide 3,000,000 secondary school students in public schools with netbooks, manufactured by commercial firms. It is probably the largest single investment in the region, and we are all eager to see how it will work.

The third and fourth alternatives (portable carriages with laptops and smart boards) are being implemented in small scale, and more research is needed to understand their effects. Both seem interesting ways of making a smoother transition into the digital culture than the 1-to-1 strategy, because they are closer to the way in which classrooms are organized today. But apparently the 1-to-1 option is the route that the educational systems are taking in our region. It might be interesting, though, to keep these other possibilities in mind, as we don't know yet how effectively the 1-to-1 strategy is going to work, and also because we don't think this should be an "either/or" option: school systems are large conglommerates of people and institutions and they should be able to incorporate new media through many different strategies that might be useful for different purposes.

What are the goals of Latin American governments in seeking to expand access to new media?

Our reading of initiatives like the 1-to-1 option is that they are great strategies for digital inclusion, and the main effects are not only to be seen on children's lives but on their families'. In Uruguay and Argentina, the fact that the netbooks are going to public school children means that they are helping to bridge the digital gap in terms of access (middle and upper classes have fled to private schools some decades ago).

There's an ad from the Plan Ceibal in Uruguay that is rich in images about the social progress that rural children will make with their laptops. The song is performed by Jorge Drexler (Oscar winner with the film The Motorcycle Diaries, about Che Guevara's youthful journey across South America) and says something like this: "I want to be a sailor/ on the Austral sky/ without getting away from my haven/ under the shadow of my ceibal" (which is a common tree in the pampas). The symbolic aspect of having an opportunity for growth and development without being forced to migrate to a big city or to a foreign country is something that is really strong in the Latin American context, and points to a transformation in the economy and the politics of our societies. I want to stress the complexity of the symbolism that is being mobilized: it is conceived as part of the rights of every citizen; it also has overtones of deep quests for social justice in Latin America and it implies an affirmation of local development not in a nostalgic mood but with hope for the future. This is a major change, and, from my point of view, quite an interesting and promising one.

Surrounding these initiatives there is, however, a significant lack of discussion about what it will mean for schools and classrooms to have children connected to individual screens, presumably moving at their own pace in a rich environment with multiple alternatives and pathways to be followed. This sounds fantastic on one level, but it is also terrifying for most teachers who have no clue about how to handle these new situations.

A person who is doing research in Uruguay told me some days ago (two or more years after they started) about the kind of problems teachers get when some students are not able to connect, which sometimes can happen to almost 50% of the class. The netbooks might have software or hardware problems, and at any rate teachers are not prepared to deal with them and do not have a technical aid at hand. Thus, the classroom sequence they prepared most likely starts to sink. When you encounter this kind of problems, you cannot simply tell the students with failing equipment to shut up and let other children work (in fact you can, but this won't make things any better!). There are things to be done in these situations, but what I mean is that teachers should have a repertoire of alternatives that they don't have yet.

The training they are receiving is on software and, as far as I know, there is no organized training or discussion about the pedagogical situations they are facing. This is something that could be dealt with if there were more concerns about pedagogical issues and about the skills and practices that are needed to implement these changes.

There is also not much reflection on the demand for new content and sequences for teaching that this change will place on teachers and school administrators, and unfortunately there has been no significant investment so far to put up to this challenge. In educational journals and in mainstream media there are lots of apologetic talks on the "School 2.0," most of the times in de-politicized terms, that propose an ideal of a direct (un-mediated) access to information and knowledge and that assume the model of the business websites for participation. In this view, with the Internet 2.0 children will (finally!) be free from the domination of the teacher and the institution of schooling, and the rhetoric promises that, instead of having ill-trained teachers, young people will be able to access any site and get all the expert advice that they want from top scientists and thinkers.

The mainstream rhetoric is no different, at least from what I've read, from what you hear in the U.S. or in Europe. I have many problems with these arguments, among them, the derogatory view they have of actual schools and teachers and the uncritical privileging of expert knowledge, but probably the largest difference lies in the assumption that there is an access to knowledge that is un-mediated by existing social knowledge or institutions.

Let me give just one example of this difference, referred to the type of production children and young people do with digital media. As Sonia Livingstone, Mimi Ito and Julian Sefton-Green have shown in their work, tyoung people's uses of digital technologies are not necessarily creative, but tend to be shaped by their own culturally-mediated practices with existing media. For instance, some years ago the Ministry of Education developed an interesting program on short-film making with digital media (camcorders, simple editing programs, a notebook) in low-income schools in the northern provinces of Argentina -the ones with the highest levels of exclusion and poverty, and lower performance rates in schools. The program was led by a great team that included popular educators and young filmmakers (interestingly, Argentinean film industry is booming and the film schools are producing many graduates who have trouble finding a job, so teaching is actually an option for many of them, and while this is bad for the young graduates, this is a great opportunity for schools to involve people from the creative industries).

During its first year, the program was very open about the kind of topics and styles that students could use, and the short films that young people produced were all in the line of TV reality shows, with topics such as drug addiction, juvenile crime, teenage pregnancy, etc. The aesthetics was mimicking that of the TV shows such as Cops or alike. Most of these young people lived in small villages with different problems than the ones narrated by these sensationalist shows, but the students, when left on their own, had a hard time imagining other narratives or alternative aesthetics than the ones they learned from the TV shows (Julian Sefton-Green and David Buckingham's work in the UK show the same thing). So, after discussing this development, the second year of the program the organizers decided to ask the students to produce short films based on their dreams and with a surrealistic approach. The range of genres and of topics was much more interesting this second time, when actually the framing was more clearly defined in a top-down manner.

For me, this example speaks about the inescapable connections between the kind of productions and uses that young people do with new media and the cultural industries. When I say this, I do not intend to demonize cultural industries; but being naïve about the kind of constraints that are at play is no good either. I like very much Mimi Ito's Engineering Play, because it shows all the nuances of media production in the case of videogames, the different genres, but also all the range of practices in media use or consumption by young people. What I want to stress is that the most likely outcome of this "non-mediated" (which in fact means non-mediated by schools or teachers) access will be in fact mediated by young people's experience with the media outside schools, which is far from being pure or uncontaminated by social class, cultural habitus, etc..

Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching.

How New Media is Transforming Storytelling: A New Video Series

Kurt Reinhard from the Institut für Theorie, Zurich University of Applied Sciences and Arts, recently posted on Vimeo a fascinating series of short videos on the future of storytelling. The videos juxtapose the perspectives of some key thinkers in this space, including Clay Shirkey (NYU), Joshua Green (UCSB), Ian Condry and Nick Montfort (MIT), Dean Jansen from the Participatory Culture Foundation, Joe Lambert from the Center for Digital Storytelling, and, hmm, Henry Jenkins (USC), among others. Each video is between five and ten minutes long and tackles some of the ways that shifts in the media environment are changing the nature of stories and storytelling. This opening installment sets the stage with a broad overview of the nature of media change.

Storytelling Part 1: Change of Storytelling from ith storytelling on Vimeo.

Here's a segment that deals specifically with the issues around transmedia storytelling and entertainment.

Storytelling Part 3: Transmedia from ith storytelling on Vimeo.

This one deals with storytelling in relation to social networks.

Storytelling Part 4: Potential of Social Media from ith storytelling on Vimeo.

Another explores collaborative production of stories through processes like crowdsourcing.

Storytelling Part 5: Collective Storytelling from ith storytelling on Vimeo.

And this one explores issues of motivation within participatory culture.

Storytelling Part 8: Motivation to Participate from ith storytelling on Vimeo.

I certainly intend to use these videos in my own teaching. Indeed, I am using segment one to launch my Medium Specificity course later today. There's a real power in hearing the voices of people who are so passionate and thoughtful about the nature of media change and its impact on the kinds of experiences we are able to share with each other.

The video series is intended to call attention to the launch of a new collaboration between European institutions to explore the processes, practices, and literacies surrounding stories and storytelling. Beyond Reinhard's own people at Zurich, he says that the following other researchers are going to be contributing to this project:

* Goethe-University Frankfurt am Main, Verena Kuni

* European Institute for Participatory Media Berlin, Jasminko Novak

* Lucerne University of Applied Sciences and Arts, Axel Vogelsang

* University of Zurich, Chair of Marketing and Market Research, Wolfgang Kotowski

* Zurich University of Applied Sciences and Arts, Jörg Huber

* coUNDco Online Marketing Agency Zurich, Florian Wieser

Comics and the City: An Interview with Jorn Ahrens

In 2007, I attended a really exciting conference in Berlin which brought together comics scholars from the United States and Europe to talk about the intersections between comics and the city. Here's a blog post that I wrote about the conference at the time. More recently, the conference organizers Jorn Ahrens and Arno Meteling have published a book, Comics and the City: Urban Space in Print, Picture and Sequence which builds upon the conference, including many of the key papers presented as well as some edited for the collection. My own work on Retrofuturism in the comics of Dean Motter was included in the book in a slightly different form that the version I shared with readers of this blog. The book is organized around five key themes: History, comics and the city; Retrofuturistic and nostalgic cities; Superhero cities; Locations of crime; and the City-Comic as a Mode of reflection. I have really been enjoying reading some of the other contributions to the book. Among the comics and artists represented in the collection are The Yellow Kid, Jason Lute's Berlin, the works of Eurocomics masters such as Francois Schuiten and Jacques Tardi, Batman's Gotham City, Ex Machina, Promethea, Spider-man's New York, Will Eisner, From Hell, 100 Bullets, Carl Barks, and Enki Bilal.

Hoping to call attention to this collection, I reached out to Jorn Ahrens, who teaches Cultural Sociology at the University of Giessen, to share some of his own thinking about the intersection of comics and urban studies. Here's what he had to share.

A central premise of the book is that comics have played a key role in producing and reproducing images of the city. Why is there such a close connection between this medium and the urban imagination?

Joern: The medium itself stems from the emergence of urban culture, especially from a mass media that can not be imagined without the urban environments of modernity. That way, from the beginning, comics can be seen as a medium in and by which a modern urban culture reflects itself by establishing certain narratives and images that help to clarify the self-understanding concerning in which "reality" people might be living apart from their nearest life-world. Comics can do that so profoundly, because they are the first medium that successfully combines the elements of word and image which means that they create a double representation of the world. Word and image both reflect on the social world they are produced in and they may also comment each other. With regard to those very new and unconvenient urban environments they massively participate in the construction of specific imagologies of the contemporary, which is: images of the cultural reality that, although they remain being images, help create access to reality and its perception.

Are there specific ideas about the city which originate with comics or do you see comics as primarily replicating ideas which are in broader circulation?

Joern: I see primarily the coincidence of the historical emergance of an environment of mass society, most clearly accentuated in modern urbanity with its implementation of the modern self, speed, a stone-born-nature, etc. and new types of mass media of which the comic is one. This coincidence, in my view, feeds a very particular and reflexive relation between the comic and the city. The film, too, is involved in this development. However, I see the comic being special here when its frozen sequentiality also corresponds with the frozen architecture of the sublime that the modern city contunally tries to realize.

What have comics added to our understanding of what it means to live in the city?

Joern: Especially they added a kind of commonly shared iconography of the city. Comics made the city readable. The city as social realm strongly refers to communication via images. Comics help turning these images into cultural narratives and aesthetics and to create outstanding icons of modern identity, landmarks of our self-understanding that are, by definition, not bound to specific cities or nations.

Your book cuts across some key divides which shape how comics get discussed, discussing commercial and art comics, American and European comics, historical and contemporary comics side by side. What do you see as the advantages and disadvantages of adopting such an inclusive approach?

Joern: The greatest disadvantage is, of course, that the field is too broad--you will always miss something. The nice advantage of the approach is that we are able to offer a sort of panorama that covers all these aspects that you are mentioning and in which combination only you might get that kind of overview we had in mind.

Yet, you also made a decision not to include Japanese comics in your mix. Why? What might such comics have told us about the nature of the urban imagination in comics?

Joern: Well, that's kind of an odd story that tells you more about the adventures of editing a book than of conceptualizing it. The answer to this question is far off from intellectuality. As you know, the idea to realize the book based on a conference we held in Berlin in 2007--and that involved a manga section for we, of course, believe manga to be one of the aesthetic and narrative core genres to presently approach urbanity in comics. Unfortunately, we have been victims of some evil curse that, one by one, took away from us any manga author after we grasped him or her. One disagreed with the book's concept, one was depressive, one was moving house, two just vanished and never answered e-mails again. It's a pity. If ever one or two manga scholars would show up who don't vanish again after two seconds, I'd plea for a special supplemental printing.

Some of the comics you discuss deal with specific real world cities while other cities are the projection of the author's imagination. How do these different strategies allow reflection on the urban experience?

Joern: The urban experience is a genuinely imaginative one. It comes up as a dreamworld or as "cities of the fantastic" to put it with the comics by Schuiten and Peeters. Take Berlin, City of Stones, for example--there you can find out that the dealings with the real, historically accurately depicted city are always involved into discourses of imagination about the city and its reality. On the other hand, truly imaginated cities, used as parables or simply as topographies unlimited to the author's imagination, like in the works of Marc-Antoine Mathieu, might give room to communicate deep insight about the nature and concept of the modern city in general. Of course, the modern city is a diverse thing, nevertheless there seem to be some core principles that can be elegantly stated by the means of "graphic literature".

Are different genres of comics apt to lend themselves to utopian or dystopian conceptions of the city?

Joern: I wouldn't put it that way. In my view it is rather the city that creates a utopian or dystopian notion to the use of genre. The use and representation of the city itself, may it be in graphics or plot, determines what the genre communicates its readers.

Joern, you focused your essay on 100 Bullets. Can you explain to readers who may not be familiar with this independent title why you think it is especially significant in understanding the themes of the book?

Joern: What fascinates me in 100 Bullets is that this series creates a kind of double imagination of contemporary urban society and culture. So, firstly, we have quite a decent documentary-like approach that presents highly realistic depictions of the urban life from the far upper class down to homeless people. But at the same time this comic is fully aware of its artificiality (as any media product is one) which it shows by its emphasization of aesthetic stylization and narrative cliché. That way 100 Bullets aptly crosses out the distinction of seemingly reality and creates a double representation of the cultural and social environment it is set in that covers both documentation and deconstructing reflection. Hence, in my view 100 Bullets comes up as one of the most fascinating examples for the immanent capacity of popular culture to unfold complex meditations on the medium and society while it still provides a greatly entertaining narrative and exciting artwork. So, with which subject can that be done better than by covering the presently floating images of the modern city and its characters?

The book brings together comics scholars from Europe and North America. What did you see as the differences in the status and approach of comics research in these two contexts? Where do you see common ground between the researchers?

Joern: I think, the main difference still is the divide in the formal canon. European and North American scholars still often refer to quite a different collection of works stemming from the two quite different traditions in comic culture (and Europe, of course, is far from being a homogeneous comic topography itself). This is not banal or only a problem of data overview. Hence, the different approaches in style, format, and narration also produce a different understanding of the medium and its intellectual reflection. Comics here and there are absolutely not the same and yet--they are. Common ground, then, can definitely be seen in the goodbye to the concept of high culture as much as to the struggle between high and low in general. Research in comics stems from a wide understanding of culture that does not doubt the legitimacy and productivity of mass culture. This is the comic studies' advantage in comparison to film studies. Comics never really had their cinephilia that desparately made them try to be acknowledged as art, too, as we still have to face it in film studies. So, I'd say that comic studies are lustily participating in entering a new self-understanding of modern culture.

Jorn Ahrens is Stand-In Professor in Cultural Sociology at the University of Giessen. His research focuses on cultural theory, popular media, questions of the self, violence and myth. His publications include "How to Save the Unsaved World?: Visiting the Self in 12 Monkeys, Terminator 2, and The Matrix," in A. Holba and K. Hart (eds.) Media and the Appocalypse (2009) and "Der Mensch als Beute. Narrationen anthropologischer Angst im Science Fiction-Film" in Zeitschrift fur Kulture-und Medienforschung (2009). Ahrens was a visting scholar with the Comparative Media Studies Program at MIT.

ARGS, Fandom, and the Digi-Gratis Economy: Interview with Paul Booth (Part Three)

As I read your discussion of "database" narratives, I was reminded of Otaku: Database Animals which was recently translated into English from the original Japanese and has a number of key arguments to make about the way the model of the database is impacting fan creative expression. Do you know this work? If so, how would you position your arguments in relation to its core claims about the encyclopedic nature of Otaku culture?

I hadn't heard of Otaku: Database Animals until I saw your question, but after reading it, I can definitely see the connection between Hiroki Azuma's work with database cultures and my own work with database narratives. I think there are some truly interesting parallels as well as some differences between my thinking and Azuma's which elucidate some of the more conceptual ideas in both. For Azuma, Otaku culture seems to reside in a similar place in society as does fan culture: "those who indulge in forms of subculture strongly linked to anime, video games, computers, science fiction, special-effects films, anime figurines, and so on" (p. 3). But I think what intrigues me most about his analysis of Otaku is the way it plays so heavily into cultural theory.

Namely, the shift from modernist culture to postmodernist culture in Japan can be chartered, according to Azuma, through the relationship Otaku have to the media texts they enjoy. This philosophical sea change represents a shift from a mode of fan action based on narrative to a mode of fan action based on the database. I hate to simplify the complex philosophical argumentation and the wealth of examples Azuma brings to the table; but in brief, modernist media texts maintain a "grand narrative" behind the tale - that is, we watch to try and figure out the "deep inner layer" of the story. Each individual mode of narrative - television show, action figure, video game, etc. - represents a minute glimpse into this grand narrative, and by piecing them together, we can find the "truth" behind the complex narrative. In contrast, the postmodernist media text has no "grand narrative," and instead each individual media text exists solely in relation to other media texts, forming a database of information. From this database, Otaku can construct any number of individual narratives. Thus, for Azuma, even derivative works (what I would call fan-created texts) have equal value in this model, for these derivative works contribute equally to this database.

I agree that fan-created texts can, indeed, have equal value for fans as do extant texts. However, while Azuma focuses his work on the move from narrative culture to database culture, I tend to look more at the relationship between the database and the narrative in fans' digital texts. Indeed, I look at how fans represent the linear causality of narrative within the inherently non-linear structure of the database. For example, Azuma describes the encyclopediazation of characters from Otaku culture into massive online databases that allow Otaku to create their own characters from common attributes (TINAMI searches). He writes that this database culture is opposed to narrative, even describing it as "non-narrative." In contrast, I describe the way wikis promote modes of fan expression that use and play with narrative form, like narrative re-purposing and textual spoiling.

For example, I examine Lostpedia as a fan-created wiki that reconceptualizes narrative from a linear model to a hypertextual model. Delving into narrative theory, I argue that fans read the discourse of Lost, re-write the story, and then re-present that story in a new context on the wiki, thus transferring the temporality of Lost into a spatial reconstruction of the narrative events. Ultimately, like in Otaku: Database Animals, this argument presents a postmodern view of media texts as divorced from definitive authorship, but one that emphasizes the connection between narrative and database.

You talk in the book about "ludicity." Can you explain what you mean by this word and what it might suggest about the relationship between fan expression and play?

Ludicity is related to one key concept that I return to again and again throughout the book: a particular "philosophy of playfulness" that seems to inhabit contemporary media use. By using the word "ludic," I don't necessarily mean that all media are games, or even game-like, but rather that the manner in which contemporary audiences use media is playful, fun and exuberant. We don't watch YouTube, for example - we interact with it, play with it, and search for clips that match the mood we may be in. Today's media are certainly interactive, but the manner of that interaction simulates more closely the way one might play with a game rather than the way one might watch a film.

This playfulness is one reason I believe the Alternate Reality Game features heavily as a metaphor for contemporary media. To "play" an ARG is a vastly different experience from "playing" a board or video game. For one, playing an ARG relies on not knowing whether you are playing or not - the "magic circle" defined by Johan Huizinga envelopes all media. To play an ARG hinges on making all media interactions playful, for a player may never know if an interaction is part of the game or merely real. In contrast to traditional games, therefore, ARGs are boundless.

For fans, this philosophy of playfulness emerges in their interactions with the extant media text. One can often read a sly "wink wink/nudge nudge" feeling from fan-created texts, one that playfully remarks upon the intertextual relationship between fan worlds. I call this feeling "ludicity" in the book, poaching the term from Tom Brown's "The DVD of Attractions'?: The Lion King and the Digital Theme Park." I use the term "ludicity" to refer to the playfulness - silliness, even - with which contemporary media audiences can engage with media texts. For fans, the playfulness of the fan content indicates a close, lively relationship with the text. For example, fans seem to assert this ludicity in the way they articulate the illegality of their fan fiction in their disclaimers. One fan text remarked, "Yes, I blatantly stole ideas from both Battlestar Galactica and Return of the Jedi ... please don't sue me for doing it. This is for amusement and nothing more." The author here understands copyright ("I blatantly stole ideas") and the necessity for acknowledgment ("This is for amusement and nothing more"), but playfully skirts the issue of legality/illegality ("please don't sue me") with a humorous comment.

Ludicity as a concept of (and in) media studies helps to acknowledge that, despite the seriousness with which we examine fans and other media audiences, it is often matched with a converse silliness - which simply makes studying fans much more interesting.

Some critics might argue that your book is drawn towards the fan boy cannon, focusing on such works as Heroes, Lost, Doctor Who, and Battlestar Galactica. Is there something specifically masculine about the forms of fan productivity you are discussing? What would your argument look like if you applied it to shows, such as Supernatural, White Collar, or True Blood, which have a stronger female fan following?

I think it's important to note, though, that just because a show may be weighted masculine, that doesn't mean the fan culture that surrounds it is. While there may be a more masculine bent towards the fan objects I examine, I'm not entirely convinced that a show necessarily geared "feminine" or "masculine" plays out that way in fan discussion. Especially in the cases of Doctor Who and Heroes, I see many female fans participating in online discussions and fandom (and of course both BSG and Lost have many female fans).

But your larger question is quite intriguing - is there something specifically masculine about the fan creativity I discuss in the book? To be honest, I don't think there is. One of the conceptual guides I use to describe fan content creation throughout the book is the "Web Commons," or a conception of the web as a source for community and communal action. To conceptualize the web as a commons (and I am far from the first to do so: Lawrence Lessig's Creative Commons is instructive here, as is Yochai Benkler's in-depth The Wealth of Networks) is to see its primary function as facilitating communities. My research on fans looks at fans from this angle - not as primarily producers but as members of a community. If anything, I would gender this emphasis on community as a more feminine-style discourse; but I'm cautious to do so because I don't think fans in the Web Commons can be so essentialized. Ultimately, I think that fans do what we all do - join communities, discuss their passions, and find commonalities with others which they can share.

An interesting concern here is the attempt to link work on the narrative complexity of contemporary television (such as the work of Jason Mittell) on the complex practices which fans deploy in processing those narratives. Do the new complex narratives depend on the kinds of participatory infrastructure fandom expands? If so, do they rise and fall with their fan bases?

I'm really interested in complex narratives and how they function within our culture of decaying attention spans. We are often warned that we live in a multi-tasking society, where students spend more time on Facebook than they do writing papers, that we are faced with so many screens we can't focus, and that our attention span is atrophying. But the success of shows like Lost, Heroes, The Sopranos, and other long-form complex narratives seems to indicate that at least some portion of the population embraces complexity. Even contemporary cinema provides a glimpse into this tension: Christopher Nolen's Inception is one of the most complex narratives from Hollywood in a long time, and it's also been incredibly popular this summer, raking in nearly 150 million dollars in its first two weeks. It has also led to hundreds, if not thousands, of online discussions.

I think that there is a link between the complexity of a narrative and the fan practices that accompany it. If there wasn't an audience for complexity, these types of narratives wouldn't get made. But success is not always guaranteed. The case of FlashForward is a good example, as on the surface it would seem to be a textbook case of narrative complexity: a serial narrative, an expansive cast of character, multiple (global) locations, deep mysteries and mythic undertones. Yet, the show never truly caught on, and lost viewers nearly every week. Perhaps with some more time, the show would have succeeded - a second season may have saved FlashForward. But the networks seem to want television that hits that perfect storm of complexity and clarity - a tall order given that many complex narratives deliberately take time to understand. For every Lost there are loads of Happy Towns.

Of course there are a multitude of factors that play into whether or not a show succeeds, not least of which is the quality of the writing (a fault that is difficult to forgive in today's market). But fan participation does, I think, have a major factor on shows that air. The work of fans to keep Star Trek alive and thriving is well documented, and other shows have had similar help: Roswell, Jericho, Firefly, Family Guy, and Futurama, just to name a few. But I think, just as Sharon Ross does in Beyond the Box and Jonathan Gray does in Show Sold Separately, that it's also the indirect work that has a great effect on whether shows survive or not. What I mean is that fans can actively petition a network to keep a show on the air, and/or they can participate online to keep communication about the show alive. By keeping a show in the popular discourse, by creating spreadable media that can be shared among fans and non-fans alike, fans can have a grassroots effect on media, and I think this is where the Internet and digital texts have the greatest power.

Along these same lines, fans also demonstrate that our society's attention span isn't necessarily atrophying - it's simply moving onto different texts than what we've concentrated on before. We are intrigued by complexity, narratives, and games - playful texts that challenge as well as entertain. By using the lessons learned from studying complex (fictional) narratives, we can experiment with new ways to harness this attention. Games such as World without Oil or Ghosts of a Chance tell stories in ways that connect with the types of complexity that we do concentrate on, but also harness that storytelling for social good and educational purposes.

You offer a fascinating rethinking of the gift economy in relation to digital media: "The new gift, the digital gift, is a gift without an obligation to reciprocate. Instead of reciprocity, what the gift in the digital age requires for 'membership' into the fan community, is merely an obligation to reply." Can you explain the distinction you are making here between reciprocation and response? Does the obligation to reply create as strong a set of social ties as the obligation to reciprocate?

This is one of the key assertions of the book: that the gift economy itself functions differently in a digital space than it does in traditional spaces. The reason for this difference is, I think, due to the fact that it has to be situated complementary to the commodity economy. The mashup of the two, the "Digi-Gratis" economy, isn't just about the interaction between the gift and the commodity, but is also about the way each changes the other through that interaction. In traditional gift economies, of the type originally described by Marcel Mauss, there is a three-part structure that governs gift exchange: the giving of the gift, the receiving of the gift, and the reciprocation of the gift. Mauss is quite direct about this third obligation: "The obligation to reciprocate worthily is imperative. One does lose face for ever if one does not reciprocate, or if one does not carry out destruction of equal value. The punishment for failure to reciprocate is slavery for debt" (p. 54).

To envision the digital economy as a type of gift economy, as Rheingold's The Virtual Community does, means a change in the type of interaction presented both by the communities and by the technologies involved. Instead of reciprocation, which implies equality in interchange, I argue that digital environments instead embrace the reply. That is, instead of giving back equally, as would participants in a traditional gift economies, fans in the Digi-Gratis economy need merely respond to the "gifts" they've been given. For example, posting a video on YouTube may garner a few video responses, but to participate in the community formed from this content-creation, one need only respond with a comment. To "give" a blog fan fiction post to a community does not mean that the author wants the community members to each write their own story, but rather to comment on the original post. To create a MySpace profile of a character from Gilmore Girls or Doctor Who doesn't mean that everyone must create a profile, but that fans should reply through accepting a friend request.

In traditional gift economies, the power of the gift resided in its tangibility and transferability. That is, it was valuable because once it was given, the owner no longer possessed it. In the digital, unlike in a traditional gift economy, the gift does not disappear after the giving. When one "gives" a blog fan fiction entry, it is public and universal, and one does not lose it. To reciprocate is therefore unnecessary - one acknowledges the presence of the blog gift (usually with positive reinforcement or constructive criticism) through a response, but does not have to fill the void the gift left.

While I think the social ties created by replying instead of reciprocating are different, I don't think they're any less valued in the fan community. The community lies at the heart of the fan practices I observed for the book, and both the gift and the reply function to cohere that community. It's not that members of the community necessarily fit into prescribed roles. Many repliers also write their own fan-texts and similarly await their requisite replies. But at least in the fan communities I observed, the heart of the interaction remained the strength of the community that was formed by the social ties. In that respect, at least, the gift and the reply seemed to form a more consubstantial relationship with each other - that is, they go hand-in-hand in constructing a digital community.

Paul Booth, Assistant Professor of new media and technology at DePaul University, is a passionate follower of new technological trends, memes, the viral nature of communication on the web, and popular culture (especially film, television and new media). He studies the interaction between traditional media and new media and the participation of fans with media texts. He received his Ph.D. in Communication and Rhetoric from Rensselaer Polytechnic Institute.

Paul teaches classes in communication and technology, popular culture, science fiction, fandom, new media, and the history of technology. His book Digital Fandom: New Media Studies investigates how fans are using "web 2.0" participation technology to create new texts online, and how their works fits into our contemporary media culture. He has also published articles in Critical Studies in Media Communication, New Media and Culture, Narrative Inquiry, The Journal of Narrative Theory, American Communication Journal, and in the book Battlestar Galactica and Philosophy. He explores topics in video games, science fiction, social media, politics, philosophy and narrative theory. He is currently enjoying a cup of coffee.

ARGS, Fandom, and the Digi-Gratis Economy: An Interview with Paul Booth (Part Two)

You describe the role which British fans have played in helping to reconstruct and restore missing episodes of Doctor Who. Can you describe the situation for us and tell us what it suggests about possible collaborations between media companies and their consumers?

The case of the missing Doctor Who episode is, I think, one of the clearest cases of the "Digi-Gratis" economy, and particularly instructive in the way media companies and media audiences can reciprocally empower one another. During the early years of Doctor Who, the BBC erased many of the recordings of the show in order to save tape (this was a common practice at the time and not considered unusual at all). Richard Molesworth has written an extensive history of the production of Doctor Who that describes the multitude of reasons why this erasure occurred. One of the most pivotal early serials, "The Invasion" (1968), came from the sixth season of Doctor Who - and the BBC did, in fact, erase episode one and portions of episode four. They simply did not exist.

Or so the BBC thought. It turns out that many fans of Doctor Who, especially in the early years of the show before the invention of the VCR, collected bootlegged audio recordings of the episodes. These fans would hold microphones connected to cassette recorders up to the television speakers and audio record entire episodes as they were broadcast. Some kept these recordings for years, tucked away in shoe boxes under beds or carted from one home to the next.

When the BBC started to release DVD collections of Doctor Who serials, the erasure of the tapes became an issue: how to release an "authorized" collection if huge portions were missing? The short answer is that some of these audio recording fans of Doctor Who collaborated with the BBC and an animation studio called Cosgrove Hall to present an authorized animation of the missing episode that included a remastered original audio track culled from the scores of illegally bootlegged recordings from forty years previous. By combining the audio tracks from these recordings, the BBC created a master-track that was then animated by Cosgrove Hall to re-present the missing footage.

To me, it is a perfect representation of how the "Digi-Gratis" economy functions. For the commodity economy, the BBC was able to sell its DVD and finance the restoration. For the gift economy, the fans were able to respond to the positive emotion they had gotten from Doctor Who by giving back to the show. To look at this interaction as only one or the other is to limit that interaction: it is more meaningful to the fans that they participated and more meaningful to the BBC that they were able to create a product to sell. Both groups benefited; neither one at the others' particular detriment. I think it's particularly instructive for both media companies and audiences to see this interaction as a lesson. Doctor Who has a strong emotional resonance with fans, much stronger than many shows on the air. It would have been just as easy - and probably cheaper - for the BBC to link the episodes with voice-over, or had actors re-create the script. But by respecting the work and energy of fans, the BBC ultimately created a more robust product that acknowledged those fans' illegal practices.

(The story of Cosgrove Hall and the re-making of the serial can be found in the documentary Love Off-Air, produced by James Goss and Rob Francis, for the DVD of Doctor Who: The Invasion.)

Throughout the book, you draw heavily on a novel called Club Dumas. What new insights does this book offer for those of us working in fan studies?

Arturo Pérez-Reverte's The Club Dumas tells the story of Lucas Corso, an expert antique book collector, who uncovers a literary conspiracy among the world's elite book collectors. What fascinates me about this book is the way it specifically details two different popular conceptions of fans. On the one hand, Corso is an active reader of classic literature, who is able to piece together clues that have been inserted into various books throughout the ages to assemble a vast meta-narrative of literature. On the other hand, the evil literati in the book represent the opposite conception: the popular image of fans as fanatical, anti-social, and limited in human encounters.

While an interesting yarn in its own right, Pérez-Reverte's novel also demonstrates something that Roberta Pearson pointed out in her chapter of Fandom: namely, while we associate fan studies most strongly with genre fiction (mainly sci-fi, horror, romance, mystery, etc.), one can truly be a fan of anything - including, in the case of the characters in The Club Dumas, even ancient occult manuscripts. By opening up fandom to outlet, we universalize fandom. Fan scholars can apply the tenets of fan studies in a variety of cultural arenas, to explore new dimensions in cultural studies.

Indeed, good fiction can often spark relevant cultural studies arguments in new and exciting ways. For example, the Footage in William Gibson's Pattern Recognition is a direct and prescient representation of both spreadable media and what I call database narratives. In the novel, Cayce and other Footage followers have to reconstruct a meta-narrative from individual units of the film presented to them as narrative information. Published in 2003, though, Pattern Recognition helps us in 2010 recognize different ways media is spread - this fiction has become useful for analyzing contemporary cultural endeavors.

You examine Star Wars Uncut as offering an alternative model of fan authorship. Explain. How does it resemble or differ from the forms of fan fiction which other accounts have explored?

It seems that empirical data about fans can really only come from one of two sources. We can either ethnographically study fan communities, by joining fan groups, participating in fan discussions, or otherwise involving ourselves with fans; or, we can analyze fan-created texts that populate fan culture. In the ethnographic study, we can easily look at groups of fans - at fandoms - and see how the interaction between fans helps to stimulate interest in the objects of study. In the textual analysis, we can easily look at the creations of individual fans to form inductive conclusions about fandom. It is relatively easy to study either communities or texts, but it is relatively difficult to do both at once.

Star Wars Uncut is, in my opinion, a way of tying the two objectives together: at once, it is a textual analysis of a fan community and a study of a fandom-created text. According to its website, the creator of Star Wars Uncut, Casey Pugh "became interested in using the internet as a tool for crowdsourcing user content. Star Wars was a natural choice to explore the dynamics of community creation on the web - the response from fans has been overwhelming worldwide and the resulting movie is incredibly fun to watch." In practicality, individuals choose a 15-second clip from the original Star Wars (Episode IV, thank you very much) and remake it however they want as long as they follow the timing of the original precisely. Fans have submitted animated scenes, scenes filmed in restaurants or garages, and even one "acted" by the fans' dogs. The 15-second clip is then uploaded to the Star Wars Uncut server where the original music and dialogue from the film are inserted. All the clips are reassembled in the "Star Wars" order. The finished movie is thus the collaboration of literally hundreds of fans, each creating one moment out hundreds for the finished product.

To see Star Wars Uncut as a fan-authored text is slightly erroneous - not only is it the product of a collective, but it's also so completely adherent to the original Star Wars (the timing has to be perfect) -- it can hardly be called fan fiction. Instead, I like to think of this as a form of "Digi-Gratis Fandom." It's not fan fiction because it's the work of a collective (a fandom), and it's representative of this mashup between the commodity economy (Star Wars) and the gift economy (individual submission to Star Wars Uncut).

I think it's also telling that other groups have started to emulate the Star Wars Uncut model. For example, David Seger is crowdsourcing Footloose as Our Footloose Remake, and noted filmmakers Ridley Scott and Kevin Macdonald are making "Life in a Day" by compiling hundreds of YouTube videos. More ecologically-minded participants may also be interested in projects like "One Day One Earth," which similarly documents one day in the world's history via YouTube. To study fandom presents a useful way of examining these new crowdsourcing initiatives.

Throughout the book, you are exploring new forms of fan productivity and creativity which have emerged in response to the emerging affordances of the wiki, the blog, and other web 2.0 platforms. What do you see as some of the most promising experiments in fan expression? Why have fans been such early adapters and innovators of new media platforms?

In my opinion, one of the delights of studying fans and fan-created texts lies in observing how fan expression can be applied in areas outside fandom. As new technologies have emerged in our digital culture, we tend to examine them using traditional media descriptions; so, for example, when we talk about blogs we're mainly talking about blog entries and we tend to slight the important contribution of the blog comments (the important work of Roger Ebert in this discussion is a valuable exception). In my analysis of Battlestar Galactica fan blogs, for instance, I observed that the fiction itself functioned differently from what we might expect: that is, the blog entry (which was the main fiction story) served as a starting-off point for many complicated and intricate discussions about the meaning of that entry in the comment section of the blog. The community of fans, actualized through the comments, seems to be the focus of the blog in its entirety. The entry presupposes the comments, in a Derridean reversal of sorts.

Ultimately, the way fans interact with new technologies presents new forms of expression online. Another example I look at in the book is the wiki. Fans who contribute to Lostpedia, for instance, rework the confusingly multi-linear narrative of Lost into an inherently linear story on the wiki. But the way fans do this is through intense interaction and group collaboration. Like with Star Wars Uncut, the crowdsourcing inherent in Lostpedia indicates a shift in the manner of textual creation by fans.

One danger that I faced while writing this book was in mythologizing fans. Fandom, it must be noted, is not a panacea that cures all that ails media. At the risk of waxing lyrical about fandom, though, fans do seem to populate the extremes of media use, and many early adaptors of technology do seem to be fans of one sort or another. One thing that I've noticed about fans is that there seems to be a desire to delve incredibly deeply into whatever text they're examining: it's not enough to understand the plot as we see it, but we have to understand character motivations, subconscious desires, etc. Perhaps this intense commitment to the text extends to technology as well: the desire to learn everything about a technology may lead fans to greater and more rapid adoption of new technology?

You write of two competing pulls on all forms of fan writing - "one connecting it to a larger corpus of work and the other building a more cohesive document." What are some of the strategies fans deploy to try to resolve these competing tensions?

At its most basic, fan writing lies at the intersection of a palpable tension. On the one hand, fan writers must somehow link their writing to the extant text. Whether it's a relatively weak connection (setting the action in the same universe), or a strong connection (filling in the gaps between moments on screen, perhaps), the effect is the same: there must be some sort of intertextual link between the fan writing and the main text. On the other hand, though, fan writers must also create a work that stands on its own, that becomes its own text. To be too subservient to the extant text is to rely too heavily on unoriginal material. Fans must put their own spin on the larger corpus, but must also create a document unique unto itself. In order to do this, fans have to reference internally unique moments in the fan text - an "intra-textual" reference. Even an inherently derivative work - Star Wars Uncut - has to make itself somewhat unique to stand out and be noticed (hence the self-conscious nature of many of the clips).

These competing pulls, it should be noted, are not entirely unique to fandom. Mikhail M. Bakhtin described a similar type of tension inherent in language in his "Discourse in the Novel." For Bakhtin, language has two distinct pulls. One, the centripetal, pulls all language to a single, unified language, a correct way of speaking. The other, the centrifugal, pulls language away from a central discourse, towards a constructed view where language mutates and adapts to changes in culture. For Bakhtin, every utterance exists between these two pulls: one, trying to tie the utterance to a larger, unified discourse and the other trying to find alternate meanings and themes within the utterance.

To resolve these tensions, speakers of a language must make sense of a slew of material, much of it intuitively. Through context, genre, and other methods of cultural organization, the "proper" form of language becomes apparent. For example, we train children in school to write in the "correct" way, which is often vastly different (and may not be applicable in) their "real world" lives. To teach grammar and "proper" English is to take a decidedly monolithic look at language - yet the language students use on Facebook or in text messaging is decidedly different. SMS shorthand, Leetspeak, or Netlingo are not incorrect, given their situational context.

One of the interesting things that I found in my exploration of fan fiction on blogs is that the resolution of this intertextual/intra-textual tension resides in the dual nature of the blog form. Since fan blogs are made up of both fiction entry and non-fiction comments, the blog form as a technology helps to solidify this tension - one half of the blog document can refer back to the extant text (intertextually) while the other half can refer to the blog itself (intra-textually). The technology complements the writing. Taken as a whole, then, fan writing online uses technology in a new way to resolve old tensions.

Paul Booth, Assistant Professor of new media and technology at DePaul University, is a passionate follower of new technological trends, memes, the viral nature of communication on the web, and popular culture (especially film, television and new media). He studies the interaction between traditional media and new media and the participation of fans with media texts. He received his Ph.D. in Communication and Rhetoric from Rensselaer Polytechnic Institute.

Paul teaches classes in communication and technology, popular culture, science fiction, fandom, new media, and the history of technology. His book Digital Fandom: New Media Studies investigates how fans are using "web 2.0" participation technology to create new texts online, and how their works fits into our contemporary media culture. He has also published articles in Critical Studies in Media Communication, New Media and Culture, Narrative Inquiry, The Journal of Narrative Theory, American Communication Journal, and in the book Battlestar Galactica and Philosophy. He explores topics in video games, science fiction, social media, politics, philosophy and narrative theory. He is currently enjoying a cup of coffee.

ARGS, Fandom, and the Digi-Gratis Economy: An Interview with Paul Booth (Part One)

This week marks the official release date for a new book, Digital Fandom: New Media Studies, which makes a substantial contribution to our understanding of a range of topics which run through this blog. It's author, Paul Booth, has consented to give me an interview where we talk together about the ways that he thinks Alternate Reality Games can shed light on the practices of online fandom, about how we might push beyond the opposition between producer and consumer, about how we might better understand the interplay of the commercial and gift economy as it effects fandom, and about new forms of expression which have emerged as fans work together through social networking sites.

His responses here only sample the richness of this particular book, which draws heavily on digital and literary theory, to encourage us to rethink some of the classic paradigms in fan studies. The work is cutting edge both conceptually and in terms of its range of examples (which include various forms of crowd-sourced and wiki-based forms of fan collaboration that have received limited attention elsewhere.)

The central metaphor for understanding digital fan culture comes from the world of Alternate Reality Games. What can ARGs teach us about new media platforms and processes? What do you see as the similarities and differences between fans and gamers?

To me, Alternate Reality Games are an incredible synthesis of media texts, platforms and outlets. Constructed through a variety of technologies, ARGs are paradoxical: they seem to be ubiquitous and yet they are also fleeting and ethereal. As such, it's very difficult to point to a particular space and say "this is an ARG." They seem to exist in a sort of "space between" media; that is, they are only visible through the contrast with what they are not. They seem to thrive through media camouflage. I'm reminded of the David Fincher film The Game (1997), where Nicholas Van Orton (Michael Douglas) is caught up in a game that he can't tell from reality. Events that occur in the narrative may or may not be authentic interactions, and he is never sure whether he's playing a game or actually caught up in a series of dangerous adventures.

By viewing the ARG in this liminal state, we can begin to see connections to the way new media platforms and processes function in a converged media environment. That is, ARGs, like new media texts, function precisely because they exist as transmedia entities. Similarly, we're beginning to see media texts that transmediate: shows like Lost and Heroes, which tell much of their stories outside of the television; Webkinz, which takes real-world plush toys and lets children play with them in a web environment; or YA book series like The 39 Clues, which ask participants to read the book and investigate clues online.

These examples, of course, bring up another similarity between ARGs and contemporary media: the economics of them. Many ARGs exist to promote or advertise a product, as "ilovebees" promoted Halo and "The Beast" promoted the film A.I. As we embark upon a more mediatized culture, so too do we find ourselves immersed in a more commercialized culture as well.

It is this connection to contemporary digital media that provides a link between ARGs and fan culture as well. I don't mean to suggest that only fans play ARGs, or that only ARGs cater to a fan base; rather, the connection is more symbolic. Fans of contemporary media and players of ARGs both interact with their requisite text in similar fashions. Fans make explicit the implicit active reading we all do when we pick up a book, watch a television show, or experience some form of media. Similarly, ARG players have to actively participate in the construction of the game itself, often uncovering hidden facets of the game, or participating in the development of narrative elements. Both for fans and for players of ARGs, the contemporary transmedia environment facilitates and encourages playfulness and engagement with many different media.

You are trying to push back on metaphors based on "market or commodity economics." What do you see as the key limits of such metaphors and how does your focus on ARGs seek to transform them?

So much of our discussion about media is based on these metaphors that we often forget that they are, indeed metaphors at all. For example, when we talk about "consumers" and "producers" of media, we're engaging in a discourse that uses gastronomic language to describe commodity economics. In other words, we talk about media in the same way that we talk about food. And the natural end result of this metaphor certainly portrays fans (and other active audiences) in a rather negative light: if media companies "produce" and audiences "consume," then what fans create through rewriting or remixing is "garbage" (or worse: a very nasty metaphor indeed). I think this metaphor ultimately limits the conversation, so even if one talks about "productive consumption," one still remains mired in this commodity mindset.

I think that while there is value in seeing media companies as "producers" and audiences as "consumers," a great deal of excellent work has also recently problematized this conception. I'm thinking of your work in Convergence Culture, Axel Bruns' research in Blogs, Wikipedia, Second life, and Beyond, and Lawrence Lessig's excellent Remix. What these books have done, and what I've tried to do in my book, is to look at the metaphors we use to describe media creation and media reception in different ways.

One of the main paths I follow in the book to re-look at these metaphors is to see how a different economic model - the gift economy - could work to establish a new way of describing fandom in the digital age. Both Lewis Hyde's The Gift and your blog post about the gift economy were quite influential to my thinking in this respect. In contrast to a traditional commodity economy, a gift economy values the social relationships the exchange of gifts brings. I think that if we re-examine the media creation process from a gift economy point of view, what we find is that the categories of "producer" and "consumer" simply don't function in the same way anymore. Instead of media "products" being made for "consumers," content "gifts" are exchanged between both creators and receivers. The media text is a gift, which the receiver can reciprocate through attention, feedback, fandom, or even purchasing advertised products. A gift economy metaphor implies a stronger relationship between content creators and content receivers, with more potent feedback implied between the groups. There is also a greater collaborative potential between audiences and creators, and a more fluid dynamic between the two. I certainly don't deny the economic imperative behind media consumption in general, but I think that in concert with a commodity economy metaphor, the gift economy helps create a more complete picture.

To me, ARGs represent an amalgam of the gift and the commodity economies. I've already mentioned that ARGs are often marketing campaigns, which is a strongly commoditized cultural activity. But I think it's crucial to mention that participants in ARGs can devote hours and hours of time and energy to completing the ARG without ever once purchasing the product or watching the media text the ARG advertises. When I mention I study ARGs, the most common question I receive is, "why would someone invest so much time, for free, on a game"? And I think that's a commodity way of looking at ARGs. Instead, if we look at them as gifts, we can argue that players and participants are using their time and energy to respond to the pleasures they experience in the game. The gift and the commodity economies are not enemies; but rather mutually react with each other. This union of the gift and the commodity is what I call the Digi-Gratis economy.

You discuss the emergence of a "Digi-gratis" culture which operates as a "mashup" between market and gift economies. Explain. How is this different from the hybrid economy Lawrence Lessig has discussed in some of his work?

The "Digi-Gratis" economy is a term that I use to describe the mutually beneficial relationship between the gift and the market economies within contemporary media and culture. As I was saying above, it is difficult to see either the commodity metaphor or the gift metaphor as the ultimate metaphor for understanding the relationship between media audiences and media creators. But through a lens which ties both metaphors together, we can more fully appreciate the extent of contemporary content creation.

The term "mashup" is particularly instructive here, because it implies that neither metaphor dominates the relationship. We typically think of a mashup as a sample from one text remixed with a sample from another text to form a third text. Importantly, a mashup relies on the knowledge of both requisite texts that the audience brings with it: for example, in Mark Vidler's "Carpenter's Wonderwall," the music of The Carpenters is remixed with the music of Oasis to form a unique entity, the power of which comes from that particular interaction. We have to know The Carpenters' and Oasis' original songs in order to fully appreciate Vidler's masterful mashup.

I believe that the concept of the mashup can be instructive for understanding more than media issues, and in fact can describe cultural concerns as well. The "Digi-Gratis" economy is one such mashup. As the name implies, it becomes most relevant in observing the way audiences and creators interact in digital environments. The "Digi-Gratis" economy thrives because neither the gift nor the commodity economy outweighs the other. Instead, through mutual reciprocity, their mashup forms a third type of encounter - the "Digi-Gratis." In many ways, it is similar to Lessig's conception of the hybrid economy, insofar as it does describe an interaction between two different economic styles, and that this interaction blossoms through digital technology.

But one crucial difference between the hybrid and the "Digi-Gratis" economies is that issue of the mashup metaphor. For Lessig, the hybrid emerges in spaces where one economy must dominate over the other. In turn, this dominance implies a focus on one end of the production/consumption dynamic. As Lessig says in Remix, the hybrid economy "is either a commercial entity that aims to leverage value from a sharing economy, or it is a sharing economy that builds a commercial entity to better support its sharing aims" (177). One always dominates.

Alternately, the "Digi-Gratis" implies a mutual relationship between the two economies, and places no emphasis between production and consumption: both are weighted equally. To give a recent example, Old Spice's use of viewer questions and the Old Spice man's (Isaiah Mustafa) answers has been a web hit on YouTube, Reddit, Twitter and other social media. To look at the interaction solely through a commodity metaphor limits the range of complex meanings available to the audience/viewers/responders. Audiences have had a powerful role to play not just in the creation of content, but in the focus of their attention as well. The "Digi-Gratis" metaphor offers a chance to view these interactions as meaningful in and of themselves, while not ignoring the complex interactions between commodities and gifts.

Biography

Paul Booth, Assistant Professor of new media and technology at DePaul University, is a passionate follower of new technological trends, memes, the viral nature of communication on the web, and popular culture (especially film, television and new media). He studies the interaction between traditional media and new media and the participation of fans with media texts. He received his Ph.D. in Communication and Rhetoric from Rensselaer Polytechnic Institute.

Paul teaches classes in communication and technology, popular culture, science fiction, fandom, new media, and the history of technology. His book Digital Fandom: New Media Studies investigates how fans are using "web 2.0" participation technology to create new texts online, and how their works fits into our contemporary media culture. He has also published articles in Critical Studies in Media Communication, New Media and Culture, Narrative Inquiry, The Journal of Narrative Theory, American Communication Journal, and in the book Battlestar Galactica and Philosophy. He explores topics in video games, science fiction, social media, politics, philosophy and narrative theory. He is currently enjoying a cup of coffee.

Ethics and Game Design: A Conversation (Part Two)

One goal of the book is to help identify design principles that encourage game designers and players to reflect more deeply on their ethical choices. What would a designer learn from studying the contents of this book?

COLLEEN: You ask the question I'm super invested in and excited about! On one hand, I think we have to be careful about what we mean by ethical choices in the context of designing and playing. Both design and play are inherently transgressive (if they are any good). They push against the boundaries of rules and norms to create new experiences. At least, this is what many of us (designers and players) aspire to. I think what's really exciting about the collection of essays in the book is how each author defines ethics on their own terms, but also in complementary ways. I think the book gives designers the freedom to consider ethics not just as a property of games (to shoot or not to shoot?), but as an active engagement with players, context, and culture. Considering ethical choices as a way of thinking about game design and where and how games take form expands the boundaries of what we think about when we consider a game. The playing field extends beyond the game itself to the social context and the rhetorical perspectives (intentional or otherwise) of its creators (to borrow from Ian Bogost's model of persuasive games).

Do ethical concerns emerge differently in single-player and multi-player games? If so, how are the social dimensions of games being harnessed to encourage greater ethical reflection?

MIGUEL: Even though much of my work is focused on single-player games (as I understand them being the singularity that allows us a deeper understanding of games as ethical systems), I think the right answer to this questions is to say that we, scholars and sometimes developers, don't often think about ethics and multiplayer, and how to harness the social for creating this kind of meaningful play. I mean, the social is always moral (and political), so I guess we are taking it for granted, and focusing much more on this solitary experience (clearly influenced by other media that some could understand operate this way, even though careful reading of say Brecht shows that even epic theatre understood the audience as a social body, even though the experience of the play was individual - but I digress). In other words: we tend to forget multiplayer, and social dynamics, when thinking about the design of ethical gameplay, and we focus too much on either single player, or how the rules/mechanics of a system will affect a single player, even in a multiplayer game.

I think there is much work to be done regarding multiplayer ethical gameplay design. I feel that games like Diplomacy, or Defcon, or even RPGs (specially the swedish school of "jeepen games") have understood how to design particular multiplayer mechanics that generate ethical gameplay. Of course, backstabbing is one: but how does it work? Does it always generate ethical gameplay? How about harnessing empathy, solidarity, other values that are at play in multiplayer contexts? This question you're asking points us, I think, in the right direction: how to include the social, that which cannot be proceduralized, into the design of ethical gameplay?

My answer? By understanding how does a game system operate when creating ethical experiences (high abstract order), and then trying to think about mechanics that translate that into player-to-player behavior. I think the "Fragile Alliance" multiplayer mode in Kane and Lynch does this very well, for example: being a traitor is fun, but it's also a moral decision, one that is recognized so by both the game system and the game players, both reacting to a particular ethical choice.

COLLEEN: Adding another real person into the equation certainly changes the game. Interacting with unpredictable real people demands dynamic ethical choice-making from the start. You can't really grief an NPC! I think, however, it's more difficult to for designers to harness ethical choice-making in these social situations. In MMORPGs to grief or not to grief is really a player choice - like bluffing in human-human poker - these are not "designed" ethical choice moments. They are emergent aspects of play which designers don't always anticipate. This unpredictability is the magic of games and I think it's also where ethical play is more complicated and interesting. The complexity of emergent play - particularly in social play - can't always be harnessed, but it can be sought after. I think the flip-side to this fairly optimistic view of social and ethical dimensions is where we see social games designed around behaviorist concepts to

generate responses like addictive play, social coercion, and perhaps the worst evil of all, spam. I think there are definitely some ethics to consider here. Do we need a game design code of ethics?

Several of the writers note that all games are in some sense "ethical systems." Yet, certain games recur across many of the essays, suggesting that there may already be a canon of "ethical" games within this new field. What are these games doing which makes them such rich examples for research?

MIGUEL: Well, what the games I tend to analyze do right is to think about ethical gameplay beyond the basic consequentialist dilemma posing in a black-and-white moral universe. When we think about ethical gameplay, we immediately fall prey of the binary dilemmas, of the clashes between right or wrong, or between greater and lesser evils. Which I think it's often both too ethically coarse and a waste of time. Games can contribute to fostering our moral values, but they can only do so inasmuch as they first address us, players, as moral beings, then challenging our values and forcing us to reflect about our very notion of morality.

Binary dilemmas just help us corroborate our values - we don't need to challenge them, we act by them. The canon of "good" ethical games presents us with challenges beyond choices, a way in which we can use play to learn, develop and evaluate our own morality, both as players and as citizens. The games I find the most interesting are those in

which either there are no choices (Shadow of the Colossus) or the choices have effects I cannot easily predict by trying to understand the algorithms behind the game, therefore effectively making me develop ethical, and not instrumental strategies (Fallout 3).

KAREN: There are quite a few games that were mentioned regularly throughout the book collection and across multiple authors--games that could be considered part of a growing canon. These were typically games that attempted to include some type of ethical components or questions, or game play that ascribed some type of morality points to how you behave in the game. Some of these games, such as Mass Effect, Red Dead Redemption, and Fallout 3, incorporated a system (which varied from being transparent to opaque), where depending on your choices (e.g., actions in the game, or your dialogue selections), your avatar would be placed on a scale that was related to his or her ever-changing honor, ethics or morality. As a result, different options or interactions would open up due to your avatar's status on this scale. Other games did not use an ethical lever as part of describing your avatar, but offered an ethical choice that had certain direct outcomes, such as in Bioshock I/II. There are also some games that bring up specific ethical issues or concerns through their game content, narrative or other mechanics, such as Super Columbine

Massacre RPG or the Grand Theft Auto series. Thus, many of the authors in this collection analyzed the extent to which these games truly support ethical thinking, and provide the ability to experiment with one's own ethics and values, as well as which types of principles might better support this. I am personally interested in the moments in games when players have difficulty deciding what is right or appropriate to do, and how they think through those decisions.

On the other hand, I believe that all games (and any type of artistic expression) to some extent embody and express values--from everything through their modes of production and distribution, their mechanics and rules, to their cultural touch points and the ways subcultures form around them. For example, how a game is staffed or advertised may

have ethical implications, and there are values embedded in the way a particular game's world is designed. Again, while many games mentioned in the books more directly present ethical content and mechanics around ethics, potentially any game could be a site of interest because of the ways they were used, written about, or played with other people. For example, what is the function of using cheat codes in games?; how do players negotiate with each other in a given game, particularly ones that require social interaction?; and what are the rules around play? Any game can be a beneficial site for exploring ethical issues.

Interestingly, I've noticed that in the past few years, many games, particularly RPGs, have had more direct ethical components and have been quite popular. I believe this may be because games enable you to experience a new perspective--a new role--and one's ethical identity is an important part of this perspective. Being able to access diverse

ethical perspectives is perhaps even necessary for fully appreciating humanity. Through play, we are able to access new ways to experience the world, understand humankind, reflect on our identities, our destinies, our pasts and our mysteries. We may never fully answer these questions, but hopefully games can help us approach them.

Other essays describe so-called "serious" or "educational" games which are created specifically to foster ethical reflection. What are these games doing that's different from those already on the market?

COLLEEN: I'm not sure these games are doing anything different on a formal level, but they are certainly coming out of different development contexts from AAA titles, or "mainstream" videogames. Many of the games referenced in the book are the result of a different economic model: research funding and university/not-for-profit labs. In the last 5-10 years some exciting models have taken form in New York (I have heard it referred to as "The New York School") where there's lots of cross-pollination between academia and industry, enabling lots of low-risk experimentation and new funding possibilities/models. Out there in Cali you guys have some very exciting things happening as well, particularly at your institution, Henry! I think in order to build games that take risks with content and gameplay, there needs to be these kinds of alternative spaces and collaborations to experiment and learn.

The market is definitely changing and diversifying as well. Over the last month console sales dropped and mobile game sales skyrocketed. More distribution platforms for all kinds of games will definitely also help "serious" and "educational" games reach wider audiences, and exist across different platforms and in different contexts.

Games encourage what James Paul Gee describes as "projective identification." How is this concept linked to notions of "empathy"? What role does "empathy" play in fostering ethical reflection through play?

MIGUEL: As a Virtue Ethicist, I would argue that empathy is one of the core virtues that needs to be fostered in order to achieve the good life. However, in games, empathy presents itself in a different way. Let me start with a question - what or who do we feel empathy for in games? In the case of multiplayer games, the answer is easy: other players. Therefore, any game that includes some kind of systemic reward for behaviors that are empathetic will foster that value, and hence maybe not provoke ethical reflection, but have an ethical outcome.

In single player games, though, what is the object of empathy? AI researchers aspire to create empathy for artificial agents, but I am not certain we are there yet. We do feel empathy though for characters and locations, that is, not for the way a particular agent behaves, but for the role a particular agent plays in the game narrative or fiction. So using this instinctive care for the plot (if you wish to call it so - there is no story requirement, and open-world games also foster care for the place), developers can create engaging ethical

experiences based on one of the values that are cardinal to fulfilling the good life. Play, then, becomes valuable.

COLLEEN: I love how you connect empathy to Gee's concept, because in many ways I think Gee has developed a more nuanced - and realistic - model for empathy in games. The role of empathy is key to ethical thinking, since ethical possibilities are always in flux and specific to the situation and people/entities involved. Gee's concept of projective identification goes beyond just trying to understand another person through reflection or thought, it's a verb - learning how to think like someone else by playing them - and by practicing them. That said, I think bridging these experiences between the game and the real world is where the reflection is potentially more potent. The game is a practice space, but it is inherently limited. In many cases, players are not just identifying with the roles they are playing, they are trying to understand what the game - or the game's designers - will reward and they'll play accordingly. In "trw" (the real world) there

are many more possibilities and while stuff learned in the game can be tried out, it will likely produce very different results.

KAREN: This question is of particular interest to me, as I am currently

writing my dissertation on the relationship among play, empathy and ethical thinking! It was also an integral part of the game I co-designed, called Mission U.S.: For Crown or Colony? I outlined the design process for this game in one of the chapters in the book, called, "Using Mission U.S. For Crown or Colony? to Develop Historical Empathy and Nurture Ethical Thinking." Mission U.S. is developed by Channel 13/WNET, Electric Funstuff, historians from CUNY and researchers from EDC. It is an adventure game that teaches historical thinking skills to Middle School students. The game, which centers around the Revolutionary War and Boston Massacre, invites the player to explore 1770 Boston as printer's apprentice, Nat. We argue that through playing the game, the player and avatar form a new avatar-self relationship that embodies both the social conventions of 1770 Boston and the modern-day knowledge of the player. In a sense, we can argue, the player projects his or her identity onto this avatar, thereby

strengthening the ability to see through the eyes of Nat, and empathizing with Nat's 1770 context.

So, although I'm still thinking through this complicated question, my hypothesis (and gut reaction) is that empathy plays a strong role in fostering ethical reflection and reasoning (in games and outside games), because it enables a person to take on a new role, project

one's self into that role, and to perceive the world through those new eyes and from within a new ethical system. Similarly, empathizing with another person in any context allows one to think through their perspective, and start to consider other's points of view, which is

helpful when deciding what is right and wrong in a given situation. In the practice of argumentation, for example, it's one thing to tell your side, but it's a stronger argument if you know what the other side is thinking, and how to incorporate that into your thesis. People are really good at stating their opinion, but not as good as considering other's opinions and building an argument that predicts and addresses contrary opinions. Yet, as citizens in a democracy, it is absolutely necessary to be able to empathize with others so we can judge ethical issues more holistically, argue our opinions more substantially, and decide the best solution to complex issues. From my experience with Mission U.S. and beyond, I think that games have the potential for helping support "projective identification" and empathy,which in turn can help people become better ethical thinkers--and more

engaged citizens.

Karen, the American Revolution was the subject of both your thesis project at MIT and your new initiative, described in the book. What lessons did you learn from your student work that has informed your new project? Why do you think the American Revolution is especially rich as a context for exploring the kinds of historical questioning that have been at the center of these projects?

KAREN:Yes! How lucky was I to work on two interesting history-focused

projects?! Working on my MIT Comparative Media Studies masters thesis project, Reliving the Revolution, was definitely a strong impetus for developing this book collection. It also helped me to shape the game design for Mission U.S, a game that teaches kids historical and ethical thinking skills. Reliving the Revolution is a location-based GPS-enabled game that lets players to step into the shoes of historic figures involved in the Battle of Lexington, and relive the events leading up to and after the battle, so they can figure out together who fired the first shot. To do this, the players explore present-day real-world Lexington, MA, and also interact with virtual historic figures and objects accessed through a mobile device. The purpose of my project was, in part, to help students start to realize that historic moments are interpretable, and that there were many perspectives on what happened during this specific moment. Likewise, I believe all moments--both past, present, and future--are interpretable. I believe that being able to critically analyze these moments, and consider other's perspectives, helps us be better at deciding what is right or wrong in a given context.

History is a great way to practice interpretation, analysis, multiple perspectives and empathy--all important components of understanding complex social and ethical issues. Some may balk, but historical thinking and ethical thinking are, to me, not very different. History just adds another dimension to a moment--time--which affects how you

analyze a particular context. To be a good historian, you need to embody a historical time period, and its unique values, morals and norms. I would argue that historians could (and do) readily apply their skills to current and future moments. When playtesting Reliving the Revolution with Middle School students, I was pleased to see how

naturally the students translated their skills to thinking about current events, and wondering how, for example, the War in Iraq would be written about differently in textbooks there versus here.

Fortunately, I had the opportunity to apply my experience to a new game, Mission U.S.: For Crown or Colony, which was developed as part of a Corporation for Public Broadcasting grant, and as I mentioned earlier, designed by Channel 13/WNET, Electric Funstuff, historians at CUNY, and EDC. The climax of Mission U.S. is the Boston Massacre, which the player, in the role of a printer's apprentice named Nat,

experiences first-hand. Yet instead of showing one version of the event, we built the game so that each student in a class could potentially see totally different versions of what happened. To do this, we created eight different vignettes about the Massacre, some

that displayed the Loyalist/British take on what happened, and some that leaned more to the Patriot perspective. The choice of vignettes that are presented are randomized for each player. After playing the Boston Massacre module of the game, the students then have the opportunity to discuss with their peers why there were multiple interpretations and perspectives on the event. Later, they also have the ability in the game to participate in a deposition where they could tell an officer what they think happened at the event--their testimony even has consequences on their game play. I know it sounds

crazy, but even just the idea that there can be other points of view on the past--and that kids can be active arbiters of historic moments--is an epiphany for many young students. Most students just get fed history facts from a textbook! But being critical thinkers of past

and present moments is necessary for developing engaged citizens in a democracy and a globally interconnected world. No one opinion or interpretation is enough, so we all need to be responsible for considering many points of view and appropriately expressing our own.

I hope this collection will inspire everyone to find ways--perhaps through games and play--to teach these important skills to young people (and adults, too!).

Colleen Macklin is an Associate Professor in the Department of Communication Design and Technology at Parsons The New School for Design in New York City and Director of PETLab (Prototyping Evaluation, Teaching and Learning lab), a lab focused on developing new games, simulations, and play experiences for experimental learning and social issues. Projects range from a curriculum in game design for the Boys and Girls Club, a card game for the Red Cross Climate Centre, and big games such as Re:Activism and the sport Budgetball. In addition to work in social games and interactive media, her research focuses on the social aspects of the design and prototyping process. In this vein, she is working with the Social Science Research Council on a prototyping approach to creating innovative mobile learning spaces with youth, public schools and cultural institutions, with funding through the MacArthur Foundation's Digital Media and Learning Initiative. Member of the game design collectives Local No. 12 (see backchattergame.com) and The Leisure Society. India China Institute Fellow (2006-2007). Interactive work shown at Come Out and Play, SoundLab, The Whitney Museum for American Art and Creative Time. BFA, Media Arts Pratt Institute, graduate studies in Computer Science, CUNY and International Affairs, The New School.

Miguel Sicart is Assistant Professor at the IT University of Copenhagen, where he teaches game design. He received his Ph.D. in game studies 2006; taking a multidisciplinary approach to ethics and computer games, he studied issues of game design, violence and videogames and the role of age-regulation codes. His book, The Ethics of Computer Games, which is based on his doctoral work, was published by MIT Press in the spring of 2009. He is currently working on developing a design framework for implementing ethical gameplay in digital games.

Karen Schrier is a doctoral student at Columbia University, where she is finishing her dissertation on ethics and games. She also currently works full-time as the Director of Interactive Media at ESI Design, an experience design firm in New York City. Her first co-edited book, Ethics and Game Design: Teaching Values through Play, was published last March by IGI Global; the next book in the collection will be published in early 2011. Previously, she worked as a portfolio manager and executive producer at Scholastic, where she spearheaded digital initiatives for the Corporate and International divisions. She has also worked at Nickelodeon, BrainPOP and Barnes & Noble's SparkNotes. Karen was the Games Program co-chair of the ACM SIGGRAPH Conference in 2008 and 2009, currently serves on the advisory boards of the Computer Game Education Review (CGER), and is an adjunct professor at Parsons The New School. Karen has spoken on games and learning at numerous conferences, including GDC, SIGGRAPH, AERA, Games for Change, NECC, and SITE. She also helped develop numerous games and digital properties, such as Mission U.S.: For Crown or Colony?; Scholastic Summer Reading Challenge, and Scholastic.com; and Nickelodeon's ParentsConnect. Her digital and non-digital games have been featured in festivals such as Come Out and Play. Karen holds a master's degree in Comparative Media Studies from MIT and a bachelor's degree from Amherst College.

Ethics and Game Design: A Conversation (Part One)

A year or so ago, Karen Shrier, an alumna from the MIT Comparative Media Studies program, asked me to contribute a forward to a book she was co-editing on Ethics and Games with David Gibson. The opening of the piece I wrote for her book gives some sense of how I personally think about these issues:

What a videogame does at heart is teach you how, in the midst of utter chaos, to know what is important, what is not and act on that" -- Colonel Casey Wardynski

"I'm reviewing the situation. Can a fellow be a villain all his life?" or so asks Fagin, the scheming and ruthless mastermind of an army of thieving young boys, at a key moment in Oliver!, the musical based on Charles Dickens's Oliver Twist. Fagin's "situation" may be an odd place to start in thinking about the potential role of games in providing ethical and moral instruction--after all, Dickens used Fagin to embody the negative influences which besieged young men when society turned their backs on them--but bear with me.

In Oliver!, through the song, "Reviewing the Situation," we have a character digging deep into his own goals, values, and place in the world, and openly proclaiming that his experiences as a "villain" make him ill-suited to most of the trappings of a "normal life." Fagin's self-reflection leads him to construct and test a series of scenarios (marrying, joining respectable society, getting a job, living alone, freeing the young men in his employee, reaching old age), each embodying an alternative version of himself. Fagin plays out their consequences as a series of thought experiments, before pulling back and deciding to "think it out again." In the course of "Reviewing the Situation," Fagin engages in a range of different cognitive processes--projecting alternative versions of himself, and speculating about possible choices and anticipating their consequences--all in a particular kind of mental space that has no immediate consequences for his current social situation, though it has the potential to reshape the way he sees himself and his place in the world. Here, for example, he explores what it would be like to work for a living: "Is it such a humiliation for a robber to perform an honest job? So a job I'm getting, possibly, I wonder who my boss'll be? I wonder if he'll take to me...? What bonuses he'll make to me...? I'll start at eight and finish late, At normal rate, and all..but wait! ...I think I'd better think it out again."

Now consider a typical adolescent, seated in front of her computer screen, beginning to construct a character for a role playing game, and facing the same range of questions about her potential identities and goals. Should she join the dark horde, embrace a life as a villain, commit atrocities on other players, and in the process, begin to experiment with and potentially exorcise the darker side of her own personality? Or, should she become one of the good ones, going out to do heroic deeds, sharing the loot with others in her party, rescuing those in distress and helping newbies learn to play, and developing a sense of responsibility and accountability to others in her guild? Should she design an avatar that reflects the way she sees herself or should she embrace a fantasy radically different from her real world personality or situation and in so doing, see what it might be like to walk in a different set of moccasins?

Like Fagin, she can try on different personas, test different scenarios, and imagine alternative moral codes through which she might navigate the challenges of her day-to-day existence. She has the option of taking risks, dying, rebooting, and exploring another course of action: "I think I'd better think it out again." While young people have often found it difficult to anticipate the future consequences of their current actions, the game offers her a powerful tool through which to accelerate life processes and thus play out in the course of an afternoon several different scenarios and their consequences. And through in-game cameras that allow players to record and replay their actions, she can literally review the situation, going back to key choice points and retrospectively evaluate where she went wrong and how bad decisions led to negative consequences. Seen in this way, the computer game constitutes an incredible resource for self-reflection and personal exploration, one with rich potentials for moral and ethical education. No other current art form allows such an intense focus on choices and their consequences; no other art form allows us this same degree of agency to make our own decisions and then live through their outcomes.

Over time, Karen's project expanded into two edited collections, the first of which is already out in the market, the second of which will appear late this year or in early 2011. If you want to buy the first book, Ethics and Game Design: Teaching Values Through Play, Karen's publisher is generously offering readers a chance to buy a copy at half price if they follow this link. You can see the table of contents for the collection here. The second book will be called Designing Games for Ethics: Models, Techniques, and Frameworks.

Taken together, the two books bring together an impressive array of game designers, theorists, and critics, representing a mix of people working on mainstream commercial and alternative "serious" games production, a global community of people trying to think through the core issues implied by the books' titles. I read the first volume with great interest (and no small amount of pride at seeing my former student at the center of such an effort): the topic is one which deserves more attention than it has and the book offers us some important ways to complicate the typical arguments around games and media effects. These books are important not only to those deeply invested in games but to the growing community of people invested in new media literacies and education, given the centrality of games to the cultural lives of young people and the importance of encouraging self reflection and ethical skills.

In the hopes of calling more attention to this project, I asked Karen if she would do an interview for this blog. The interview has grown into a conversation between Karen and two of her contributors, Miguel Sicart (IT University of Copenhagen) and Colleen Macklin (Parsons The New School), which explores games (in many forms) as ethical systems and as vehicles for shaping the empathy and identification of their players.

As the book's preface suggests, ethics and games is an "emerging field of study." What role do you see this collection playing in generating interest and awareness around this topic?

Karen: A major goal of my co-edited collection, Ethics and Game Design:Teaching Values through Play is to bring together the diverse and growing community of voices and begin to define the field of ethics and games, identify its primary challenges and questions, and establish the current state of the discipline. To start to unpack this, I brought together experts from a variety of perspectives--such as computer science, art history, education, philosophy, law, game design, management, media studies, and psychology. These designers, practitioners, educators and researchers wrote almost 40 chapters on everything from the ethics of Farmville's game mechanics; to a case study on designing Train, a non-digital game about the Holocaust; to the types of ethical play styles of teenagers. Our goal is to encourage game designers to think through and address ethical questions and issues in their designs; to motivate educators to seek new ways to support ethical thinking and reflection through play; and to inspire researchers to develop relevant frameworks and methodologies, design principles and theories for understanding this complex field. Attention to this field is essential for developing citizens who can think deeply about ethics; fully engage with complex issues; reflect on their values; and decide what is right for them, their families, their societies and the world.

My hope is that the collection will provide the foundation to start an engaged, rigorous dialogue around games, play, and ethics. The book collection, however, is just the first step in building a larger community of researchers, policy makers, journalists, educators, game players, and designers who are interested in moving the question beyond whether games are inherently good or bad, to how games and play can support ethics and citizenship skills.

And wow, it was a lot of work putting this collection together, but it was totally worth it.

Games and play are fundamental to all human societies and have historically been used explicitly and implicitly to teach values. What lessons can we learn from thinking about pre-digital games as "ethical systems"?''

MIGUEL: First of all, I am not sure we should make a pre-digital/digital divide without mentioning what makes digital games so unique. It may be possible to argue that in fact, there is nothing unique to digital games, and therefore what we learn from thinking about non-digital games is also valid for digital games.

In the case of ethics and games, I'd argue that there are at least two unique elements in digital games that differentiate it from the past: one, the possibility of single player games, and more importantly, of solitary play. Digital games have afforded single player games that make players engage alone with the game system. Two, the black-box effect (rules are invisible to players and have to deduct them from play - and they are not discussable/easily modifiable) is stronger in games. Of course, there are mod communities and hackers, but still, the access to rules and their configuration is much more complicated than in non-digital games.

In terms of thinking about morality, this implies that there are significant differences with the non-digital world. Essentially, I'd claim that morally interesting non-digital games make it complicated to claim that games can be understood as ethical systems, since the role of the social (which is, in my opinion, always bringing in the political and the moral) is deeply intertwined with the systems design. In other words: how much of the ethical analysis of a non-digital game can argue for the morality embedded in the system, and how much can it refer to the moral social play? With digital games, specially with single-player games, we can have an optimal sample: from the rules, through the player, we can deduct the values, and given the black-boxing of the system, we can claim that those values are inscripted there by designers.

So, after this digression (apologies!), what I want to say is that maybe we can learn from digital games how to look at non-digital games as ethical systems, without the role of the social. And therefore, what we can learn from pre-digital games is that multiplayer is always ethically interesting, and that negotiation of rules, sportsmanship and player-to-player behavior, that is, many of those elements external to a systems-centric understanding of games, are fundamental for the ethics of play. Because what pre-digital games tell us is precisely that: play is moral (regardless of Huizinga's claims), not only because there are many players, but also because the systems are of ethical interest.

I guess I haven't much answered the question as rephrased it and answered what I actually wanted to answer. I'll give a shot at a short answer then: pre-digital games can help us trace the history of play as a moral activity, as one used to teach, educate and promote a number of values in our society by means of systems designed to embody

and foster a number of values.

COLLEEN:I think we can learn a lot. From a cultural perspective, looking at

the historic trajectory of games engaging with social and political issues is pretty exciting. I am thinking here of Situationist Games, The New Games Movement, Buckminster Fuller's World Game and the recent surge of "big games" fostered by festivals like Come Out and Play and (for the first time this year) IndieCade. In fact, many big games bridge pre and post digital games, gaming in and with the real world, which might happen to include and use computers (i.e. mobile devices). These kinds of games take place out in the streets actively blurring the edges of the magic circle and raising all kinds of interesting questions about what happens when public space and game space, game rules and social norms collide. If an ethics is a dynamic negotiation between people and/or entities, I think this kind of negotiation between spaces - inside and outside the game, digital and nondigital - is a productive place to start thinking about "ethical systems."

In the chapter I contributed, I talk about the design of a big game called Re:Activism, which so happens to have "serious" content, but that's not the part that is so interesting to me on an ethical level. What I think is interesting are the complex relationships between the designer, the player and the publics that encountered the game.

Much of the debate about video game violence would assume that games as a rule exert a negative moral and ethical influence on players. How might the essays in this book complicate such an understanding of their impact on players?

MIGUEL: Even though this is something Karen should answer, since she's the editor, let me chip in: I think this collection helps describing why players are moral beings, arguing strongly against the implicit discourse of the computer game player as a moral zombie that is so ubiquitous in popular press and anti-videogame literature. Players are ethical agents, and they have moral fail-safe systems that help them engage with the ethical complexities of computer game play.

KAREN: Again, the purpose of this book is to move the conversation away from simply demonizing games as violent or inappropriate, to really understanding why games are so controversial, and determining the potential (and limits) of games to help us think about and reflect on ethical issues and complex social dynamics. Building on what [one Ethics and Games collection contributor] Nick Fortugno said at a talk a few years ago, there are books that embody what many would consider negative ethics (e.g., Mein Kampf) and books that embody positive values (e.g., The Bible), but we should not deem books themselves as evil or good as a result. As we have seen throughout history, the introduction of each new medium incites fear that it will negatively affect our youth. This happened even during the movement from orality to the written word, where educators were worried that writing things down, rather than memorizing all texts by rote, would destroy young minds. We need to be open about what games can do, rather than focusing on some specific content in a few particular games. Or, at least let's talk about why certain violent content bugs us, or let's reflect on what types of cultural dynamics are at work when some people strive to ban all games.

Thus, many of the authors in this book start to complicate ethics surrounding games, and investigate the nuances of the player and game relationship. For example, Erin Hoffman takes a philosophical approach to understanding the purpose of death in games, and how violence and death may serve to help us contemplate the human experience. J. Alison Bryant and Jordana Drell take a more educational approach and investigate how families play video games together to see how to better foster dialogue about values through group play. Just like ethics themselves, no one feels these issues are black or white, but something to be discussed and deliberated.

Moreover, I want to make it clear that in editing this collection, or designing games, I personally do not seek to decide for someone else what is right or wrong, morally appropriate, or socially acceptable. Rather, I believe there is a need to equip young citizens with the ability to reflect on their values, consider other perspectives, make

complex arguments, and decide what is right in a given context. After all, values are constantly shifting from offline to online, transnationally, and across peer groups and social contexts. How you act at work is different from how you would act on an online parenting discussion group. What is appropriate in one country may not be relevant in another, and what you on the playground may be interpreted differently than in the boardroom. The way we individually and collectively vote on issues today may be different to how we cast our ballot in twenty years. We need to be our own arbiters of right and wrong during complex moments and shifting contexts.

I do feel that games provide a unique opportunity to practice these types of skills.

Colleen Macklin is an Associate Professor in the Department of Communication Design and Technology at Parsons The New School for Design in New York City and Director of PETLab (Prototyping Evaluation, Teaching and Learning lab), a lab focused on developing new games, simulations, and play experiences for experimental learning and social issues. Projects range from a curriculum in game design for the Boys and Girls Club, a card game for the Red Cross Climate Centre, and big games such as Re:Activism and the sport Budgetball. In addition to work in social games and interactive media, her research focuses on the social aspects of the design and prototyping process. In this vein, she is working with the Social Science Research Council on a prototyping approach to creating innovative mobile learning spaces with youth, public schools and cultural institutions, with funding through the MacArthur Foundation's Digital Media and Learning Initiative. Member of the game design collectives Local No. 12 (see backchattergame.com) and The Leisure Society. India China Institute Fellow (2006-2007). Interactive work shown at Come Out and Play, SoundLab, The Whitney Museum for American Art and Creative Time. BFA, Media Arts Pratt Institute, graduate studies in Computer Science, CUNY and International Affairs, The New School.

Miguel Sicart is Assistant Professor at the IT University of Copenhagen, where he teaches game design. He received his Ph.D. in game studies 2006; taking a multidisciplinary approach to ethics and computer games, he studied issues of game design, violence and videogames and the role of age-regulation codes. His book, The Ethics of Computer Games, which is based on his doctoral work, was published by MIT Press in the spring of 2009. He is currently working on developing a design framework for implementing ethical gameplay in digital games.

Karen Schrier is a doctoral student at Columbia University, where she is finishing her dissertation on ethics and games. She also currently works full-time as the Director of Interactive Media at ESI Design, an experience design firm in New York City. Her first co-edited book, Ethics and Game Design: Teaching Values through Play, was published last March by IGI Global; the next book in the collection will be published in early 2011. Previously, she worked as a portfolio manager and executive producer at Scholastic, where she spearheaded digital initiatives for the Corporate and International divisions. She has also worked at Nickelodeon, BrainPOP and Barnes & Noble's SparkNotes. Karen was the Games Program co-chair of the ACM SIGGRAPH Conference in 2008 and 2009, currently serves on the advisory boards of the Computer Game Education Review (CGER), and is an adjunct professor at Parsons The New School. Karen has spoken on games and learning at numerous conferences, including GDC, SIGGRAPH, AERA, Games for Change, NECC, and SITE. She also helped develop numerous games and digital properties, such as Mission U.S.: For Crown or Colony?; Scholastic Summer Reading Challenge, and Scholastic.com; and Nickelodeon's ParentsConnect. Her digital and non-digital games have been featured in festivals such as Come Out and Play. Karen holds a master's degree in Comparative Media Studies from MIT and a bachelor's degree from Amherst College.

Reinventing Cinema: An Interview with Chuck Tryon (Part Two)

Below is the second installment of my interview with Chuck Tryon, author of em> Reinventing Cinema: Movies in the Age of Media Convergence
Your chapter on digital distribution has much to say about Robert Greenwald and Brave New Films, especially about their model of organizing house parties around viewing of their progressive documentaries. What does digital distribution offer such filmmakers? Greenwald is increasingly moving from the distribution of full length documentaries to the much more rapid dispersal of short videos via YouTube and Facebook. How might this shift reflect changes in the way independent and documentary filmmakers are relating to digital distribution?

Robert Greenwald has been a brilliant innovator when it comes to skillfully using social media for political purposes, and I find his work fascinating because he has typically managed to navigate between detailed, but accessible, policy analyses and using available social media tools, from email lists to blogs and web video, to build an audience for his work (and for Brave New Films in general).

To some extent, I think his initial success grew out of the alienation and anger felt by many on the left at the beginning of the Iraq War and, later, after George W. Bush was reelected in 2004, so he was able to build an impressive infrastructure using the "house party" model, but at some point, I think it became difficult to sustain the sense that these new documentaries were unique events, so I've been impressed with his attempts to craft shorter and more timely responses to ongoing events, such as the war in Afghanistan and more recently, the oil spill in the Gulf. These videos can circulate quickly and can often have a more immediate impact through tools such as Twitter and Facebook, and because new videos are available on a daily basis, it can encourage the people who watch and share his videos to see political participation as an ongoing, daily process, rather than an occasional activity.

Although I think these rapid responses are incredibly powerful, other independent and documentary filmmakers still focus on creating special events, using tools such as OpenIndie and similar tools to invite audiences to request that a film play at a local theater. One of the most successful films to use the OpenIndie model was Franny Armstrong's environmental documentary, The Age of Stupid, which used the service to build demand for simultaneous screenings in over 500 theaters in at least 45 countries. Thus, in addition to building and sustaining an audience online through short videos, many filmmakers are seeking to turn their screenings into unique experiences where audiences will feel more like participants than viewers

.

In the book, you describe a splintering of independent films with South by Southwest becoming the key festival for filmmakers who do not wish or are not able to compete at Sundance. What can you tell us about the current status of these "mumblecore" filmmakers?

The mumblecore label was always somewhat amorphous, but it illustrated the power of collaboration in an era democratized media production. This sense of collaboration, or incestuousness, depending on your perspective, is illustrated in a series of charts designed by mumblecore filmmaker Aaron Hillis, showing the degree to which these filmmakers have cooperated with--and learned from--each other.

Some of my favorite filmmakers from the movement, including Andrew Bujalski, continue to produce engaging work outside of the Hollywood system, while others, such as the Duplass brothers, have had films, including Baghead and Cyrus, distributed by studio specialty divisions such as Picturehouse and Sony Pictures Classics. Arin Crumley, one of the filmmakers behind Four Eyed Monsters, has joined forces with Lance Weiler to participate in the creation of tools that will help independent filmmakers promote and exhibit their films. But one of the more significant compliments to mumblecore's influence came from New York Times film critic, A.O. Scott, who argued that mumblecore actress, Greta Geriwg, might be one of the most significant actresses of this generation in his assessment of her "naturalistic" performance in the Ben Stiller film, Greenberg. So, even though the mumblecore label is less widely used, many of the filmmakers in the movement have been able to develop successful careers either within Hollywood or as independent filmmakers.

Much has been written about the fact that there is no longer a Pauline Kael among film critics. Instead, our most well known critic today is Roger Ebert, who has moved from television to the blogs and Twitter as platforms for sharing his views on film. Behind Ebert, there is an army of film bloggers who are sharing their thoughts about cinema. Is the result a stronger or weaker film culture? What do you see as the strengths and limitations of these two configurations of film criticism?

To some extent, I think it's easy to romanticize the past and the contributions of critics such as Pauline Kael, Andrew Sarris, and Susan Sontag, especially when so many newspapers and magazines are either firing their film critics or relying upon freelance writers for their reviews. But this nostalgia for an earlier form of film criticism obscures some of the ways in which film blogs are helping to reinvent film culture.

Because of my own experiences as a film blogger, I'm probably biased on this point, but I think that film blogs have strengthened film culture immensely, in part because those critics are now held accountable by the bloggers who read and respond to their reviews in highly public ways. But although there may be thousands of dedicated film bloggers, I think the blogosphere is structured in such a way that a small number of critics still wield a huge influence, such as Roger Ebert, A.O. Scott, and Harry Knowles. Similarly, many film bloggers, such as Karina Longworth and Matt Zoller Seitz, are often incorporated into more mainstream venues. At the same time, bloggers such as David Hudson aggregate the most significant film news on the web, directing the attention of readers to the most significant film news of the day, ensuring that most film critics and cinephiles will continue to have access to significant ideas about film as they are unfolding.

Ebert's remarkable transformation through social media is fascinating. Ebert has always been engaged with his audience, though his "Answer Man" column, but blogging and Twitter have deepened that engagement. One recent example of this engagement is Ebert's recent column (http://blogs.suntimes.com/ebert/2010/07/okay_kids_play_on_my_lawn.html) in which he rethought an earlier column where he claimed that video games, by definition, cannot be art. His original column provoked thousands of comments, many of them offering sophisticated arguments about the definition of art or about video game aesthetics, challenging Ebert to at least acknowledge some of the limitations of his original argument

.

As you note, many of those producing short films for YouTube see them as "calling cards," which they hope will open doors for them inside the film industry. Five years into its history, how well has YouTube functioned as a pipeline for promoting and developing new filmmaking talent?

I'm probably not as attentive to these "calling card" stories as I ought to be, but I've been able to trace a small number of filmmakers who have been able to use YouTube as a means of opening doors inside the film industry. One of the more famous examples is a Uruguayan visual effects specialist, Fede Alvarez, who created a short, Panic Attack, that has generated nearly 5 million views and, along with it, an agreement from Mandate Pictures to back a $30 million film.

Other success stories would certainly include Paranormal Activity, where a group of do-it-yourself filmmakers succeeded in developing grassroots enthusiasm for their movie online before seeing the film get picked up by Paramount, initially with the purpose of remaking it, before realizing that the filmmakers had already succeeded in creating enormous demand for their film.

Some of the more successful YouTube "calling cards" rely on humor, including parody of more familiar texts, in order to build an audience familiar with the original. One of the best examples here is High School Sucks The Musical, which was picked up for distribution by Lakeshore Entertainment after the filmmakers were able to generate interest in the film through their YouTube channel.

A number of other filmmakers, many of them living outside the US, have managed to raise some funding for their films online, operating outside of the Hollywood industry with the hope of securing some combination of theatrical, DVD, and television distribution. The Finnish filmmakers behind the satirical Star Wreck web series have used their web popularity to raise funding for their Iron Sky film, while the Madrid-based Riot Cinema Collective is working on The Cosmonaut. Many of these filmmakers invite viewers to support in a film project by buying a CD of songs "inspired by" the film or a t-shirt featuring the film's logo, encouraging those audiences not only to become "invested" in the film's success but also to become participants in a word-of-mouth campaign to get others to watch it.

There are certainly other cases that I'm forgetting, but these are a few that have crossed my radar. These cases seem to show that YouTube (or any other video sharing site) can be used to develop and promote a wide range of new talent.

Cineastes worry about young people who are watching films on their iPod, iPhone, and we presume now, their iPad. To what degree is this a red herring? What do we know about the consumption of films on such mobile devices?

From what I can tell, the alarmism over youthful audiences consuming movies on mobile devices is considerably exaggerated. Certainly people, including many adults, will sometimes watch movies on mobile devices during times of enforced waiting, such as a long plane trip (note the presence of Redbox kiosks in airport terminals), but I'm pretty skeptical of arguments such as those by older critics, who depict today's youth as enthralled by watching movies on their iPods. In fact, according to a recent study by the Kaiser Foundation, TV consumption on an iPod represents only a small slice of overall media consumption. Further, teens and young adults remain avid moviegoers, as a quick visit to a local multiplex will confirm, and there is some evidence, including a recent study by the Nielsen Company, that teen media consumption may be more traditional than we typically assume. Many of these assumptions about teen media practices seem related to a combination of fears about youth and about new technologies.

The Pew Internet and American Life studies also do an excellent job of tracking practices of online video viewing habits, but at this point, the perception that people are dropping cable TV for online video seems overstated, part of what NewTeeVee refers to as the "cord-cutting myth". While this may change thanks to Hulu Plus and other online TV subscription services, it seems clear that people will continue to consume media on multiple platforms.

What new platforms or practices do you see as having the most likelyhood of "reinventing cinema" in the next few years?

I typically shy away from predicting future trends, and in some ways, I think we will continue to see some forms of stability within the film industry: people will still go to blockbuster films at local multiplexes or watch movies on whatever home screens are available. And fans will still blog about and remix those movies in order to participate in a wider cultural conversation. I have been fascinated by the degree to which Redbox initially placed the industry in turmoil through its dollar-per-day rentals, but it appears that the industry response to Redbox is now relatively settled, but I do think that Redbox is symptomatic of a declining emphasis on collecting or owning DVDs, especially among casual movie fans who are seeking a night's entertainment. Redbox also illustrates the fact that residual technologies such as the DVD may have a longer future than we might have initially predicted.

I'm also interested in the streaming video service, Mubi, which initially marketed itself toward a globalized cinephile culture by distributing a number of American indie and international art house movies online in high-quality streaming versions. They have recently contracted with Playstation to stream movies through their PS3 game console and seem to be positioning themselves as a go-to site for socially-networked cinephiles. Both of these phenomena point to the ways in which non-theatrical audiences are consuming movies in new ways. Rather than collecting DVDs that may only be viewed a couple of times, if at all, Redbox and Mubi illustrate an ongoing trend towards temporary access to a movie.

I am optimistic that DIY and independent filmmakers will continue to build a more effective distribution network through the technologies and tools available to them, whether through crowdfunding sites such as Kickstarter or sites such as OpenIndie that allow filmmakers to map the location of their audience in order to schedule theatrical screenings. The best filmmakers will find creative ways to use transmedia storytelling techniques to build an engaged audience. Film bloggers will continue to serve a curatorial function, identifying movies that their readers will find interesting or entertaining. Rather than a single dramatic change, the medium of film will continue to evolve as filmmakers, scholars, critics, and fans continue to engage with social and technological change.

Chuck Tryon is an assistant professor in the Department of English and Foreign Languages at Fayetteville State University, where his teaching and research has focused on various aspects of film, television, and convergent media, including digital cinema, documentary studies, political video, and on using technology in the language arts classroom. He is the author of Reinventing Cinema: Movies in the Age of Media Convergence (Rutgers UP, 2009). He has also written several essays on the role of YouTube in the 2008 election, including "Political Video Mashups as Allegories of Citizen Empowerment (http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2617/2305)" (with Richard L. Edwards) for First Monday, and "Pop Politics: Online Parody Videos, Intertextuality, and Political Participation" for Popular Communication.

He has also written about Twitter for AlterNet and published an early essay on using blogs in the first-year composition classroom for the journal Pedagogy . He frequently writes about film and media at The Chutry Experiment where he has been blogging since 2003.

Reinventing Cinema: An Interview with Chuck Tryon (Part One)

I first discovered the gifted film and digital media scholar, Chuck Tryon, through his blog, The Chutry Experiment. Tyron was an early adapter of blogs as a vehicle for academics to comment on contemporary developments in media and has made the relationship of digital technologies and film production a particular area of emphasis in his work. As I am writing this header, his blog is engaging actively with the debates about the artistic merits of computer games, sparked by the latest set of comments by Roger Ebert, while other recent posts have dealt with transmedia entertainment (in response to Jonathan Gray) and Do It Yourself Filmmaking (in conversation with filmmaker Chris Hansen). His book, Reinventing Cinema: Movies in the Age of Media Convergence, is ground-breaking in its attention to the many different forms of "digital cinema," from the use of digital technologies for production, distribution and exhibition to the ways DVD commentary tracks are reshaping the public's appreciation of cinema and the ways that film-related blogs are reconfiguring the nature of film criticism. He has so much to say there that is of interest to the readers of this blog that it was inevitable that I would do an interview with him for this site. If you are not reading his blog or his book yet, you need to do something about that right away. Throughout the book, you address a range of "crisis scenarios," predictions that in one way or another digital media is going to bring about the "death" of cinema as we know it. Why are such scenarios so persistent? What do they tell us about the ways that the film community is responding to technological change?

I'm fascinated by the crisis narratives about the "death" of cinema, in part because they are so deeply interlinked with debates about the nature of the film industry and about the definition of film as a medium. I think these narratives are so persistent, in part, because these definitional questions are important for both scholars and filmmakers alike. They also speak to debates about the role of technological change in everyday life. These questions have become even more acute with the introduction of digital media. After all, what is film when you no longer use digital technologies to record, produce, and project movies? And what happens when these tools become democratized so that "anyone" has access to tools that allow them to make professional-quality films?

Within the broader film industry, I think the response has been a perpetual cycle of adjustment and innovation. Studios have succeeded by promoting new films in terms of spectacle and visual novelty, as we saw with the success of James Cameron's Avatar and Tim Burton's Alice in Wonderland, while also seeking to exploit all of the new platforms where films can be viewed. These moments of crisis have been treated in a variety of ways and have been the subject of intense debate within the independent film community. Most famously, at the 2008 Los Angeles Film Festival, Mark Gill, a former president of Miramax, worried that digital cinema was leading to a glut of "flat-out awful" films competing for limited screen space, while adding that social media tools have the potential to sabotage a studio's marketing efforts, arguing that in an age of texting, "good buzz spreads quickly, bad buzz even faster." Others, however, including indie film producer Ted Hope, have celebrated the democratizing potential of digital tools by defining cinema as an experience. Some studios and entertainment journalists have expressed concern about the power of social media in spreading "bad buzz" about a film. In particular, there was a brief discussion of a "Twitter effect" that was helping to amplify negative word-of-mouth about some poorly-performing films. But for the most part, there seems to be widespread acceptance of the role of social media in shaping how audiences consume films.

Your book title talks of "Reinventing Cinema." In what ways is cinema reinventing itself to take advantage of the affordances of digital media? How will cinema be different a decade from now than it was ten years ago?

When I first coined the book's title, I'd hoped to inflect it with a grain of skepticism. In many ways, I think there are a number of continuities between past and present. After all, movie theaters still play a vital cultural role, with teens and young adults continuing to see movies in significant numbers. The excitement over the Twilight films, to focus on the most recent example, shows that audiences still crave the opportunity to share in a significant experience with a wider moviegoing public.

But there is a clear sense that some things are changing. Although I am reluctant to predict all of the changes, I think a few of the following are likely: we will continue to see the window of time between the theatrical debut and the DVD (or streaming video) release of a movie, with the dual hope of curtailing piracy and of increasing DVD sales. Within a few years, Hollywood films may even follow the logic of many independent filmmakers in releasing their films available theatrically and online simultaneously. DVD sales will likely continue to decline as consumers become more selective about the movies they buy, in part due to the cheap availability of streaming video. And we will continue to see cases of filmmakers and studios experimenting with versions of transmedia storytelling. We will see occasional cases of crowdsourced or crowdfunded films break through into theatrical distribution, even if those instances are relatively rare. And this is probably obvious, but I think we will continue to see an incredibly vibrant fan culture expressed via blogs, YouTube, and other social media tools.

You speak of DVDs as producing "new regimes of cinematic knowledge." What do you mean? Can you give us some examples?

To some extent, I was building upon an observation by former New York Times film critic, Elvis Mitchell, who provided an early and astute assessment of the ways in which DVDs were being promoted and marketed as offering behind-the-scenes access to how films are produced, a phenomenon he described (favorably) as "the rise of the film geek." Although DVDs could easily be promoted in terms of superior image quality, audiences also embraced the "extras," such as commentary tracks and making-of documentaries that offered behind-the-scenes descriptions of how movies were made or what might have motivated a specific decision by a director.

Of course, there is a long history of fans having access to additional knowledge about the films they consume. Criterion pioneered many of the "extras" in the laser disc format in the 1980s and '90s, but the novelty of the DVD is that this cinematic knowledge is now being mass-marketed, creating the emergence of the "film geek" that Mitchell described.

Certainly the DVDs for the Lord of the Rings films are a tremendous example of the encyclopedic knowledge that fans can gain from watching these supplemental features, as Kristin Thompson details in her book, The Frodo Franchise. But you could also look at the use of commentary tracks by film critics and scholars, including Roger Ebert's glowing commentary track for Alex Proyas's tech-noir film, Dark City, which helped turn the film from a box-office disappointment into a critically-appreciated film. Criterion has helped to cultivate a wider culture of film appreciation through its detailed extras, including contributions from film scholars, such as Dana Polan's commentary track for The Third Man.

There is a persistent anxiety that special effects may blur our perceptions, confusing us about what is real and what isn't. Yet, as you note, special effects are also always on display, inviting our awareness of the manipulations being performed and our appreciation of how the effects are achieved. Will there be a point when these contemporary digital effects are so "naturalized" and "normalized" that they will start to become an invisible aspect of film production?

I think we will likely continue to be fascinated by how special effects are produced, even while many of those effects are relatively seamlessly integrated into the film. Although some shots use digital effects seamlessly, many films are marketed on the strength of innovative special effects, a contradiction that played out in the promotional materials for James Cameron's Avatar, a film that itself was billed as "reinventing cinema." Promotional articles emphasized Cameron's attempts to create a fully immersive environment not only through digital effects but also through his use of linguists to create the Na'vi language and botanists to help imagine the plant life of Pandora, knowledge that might make us conscious of the sheer amount of labor required to create such a believable "illusion." Because novelty is one of the strongest marketing hooks a film can have, I think there will continue to be some form of tension between producing seamless effects and promoting those effects in order to cultivate our appreciation of them.

As you note in your book, digital projection has been closely tied to the rise of 3D. This may be the one area where change has been most dramatic since your book was published. What would you want to add about the recent push for 3D if you were revising the chapter now?

I feel like I could write another chapter on 3D based just on what has happened in the last year. When I was writing the book, 3D was really just on the horizon. Robert Zemeckis's Beowulf adaptation had made a minor splash, and it seemed clear that 3D films would play a major role in enticing movie theaters to switch from using film projectors to using digital projection, even though Beowulf itself was a relatively awful film with murky images and cheesy effects, so I've been fascinated to follow some of the recent changes in 3D projection and I'm hoping to write about them in a future project. With DVD sales declining, studios seemed to be embracing 3D as a means of attracting audiences back into the theater, and a number of high-profile directors, including James Cameron, saw 3D as potentially offering deeper immersion into cinematic narrative.

Certainly the huge financial success of Avatar initially inspired increased curiosity about digital 3D, with many viewers reportedly seeing the film multiple times so that they could "upgrade" their viewing experience from 2D to 3D or even IMAX 3D, and the initial novelty regarding 3D also likely helped Tim Burton's Alice in Wonderland, which was converted to 3D in post-production, to find a wider-than-expected audience.

More recently, however, there appears to a critical and audience backlash developing against 3D, especially for "fake 3D" movies such as Clash of the Titans and The Last Airbender that were converted to 3D in post-production, a backlash that was exacerbated when a number of theaters significantly increased ticket prices for 3D films, making it more expensive for a family of four to go out for a night at the movies.

Chuck Tryon is an assistant professor in the Department of English and Foreign Languages at Fayetteville State University, where his teaching and research has focused on various aspects of film, television, and convergent media, including digital cinema, documentary studies, political video, and on using technology in the language arts classroom. He is the author of Reinventing Cinema: Movies in the Age of Media Convergence (Rutgers UP, 2009). He has also written several essays on the role of YouTube in the 2008 election, including "Political Video Mashups as Allegories of Citizen Empowerment (http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/2617/2305)" (with Richard L. Edwards) for First Monday, and "Pop Politics: Online Parody Videos, Intertextuality, and Political Participation" for Popular Communication.

He has also written about Twitter for AlterNet and published an early essay on using blogs in the first-year composition classroom for the journal Pedagogy . He frequently writes about film and media at The Chutry Experiment where he has been blogging since 2003.

Girls, Gaming, and Gender: An Interview with Game Designer and Researcher Jennifer Jenson (Part Two)

Below is the second installment of my interview with York University's Jennifer Jenson, a designer who has been doing significant research on gender and children's play with video games. You can find more about the 3G summit she is participating in here and here, including information about sponsorship. You suggest that much research on gender and games seeks to identify static "preferences" while gender is being "performed" in specific contexts. Yet the search for preferences seems calculated to identify design principles which seek to mediate inequalities in production and access to games. How might the more performance or actor-centered approach you are advocating lead to design principles that might address these concerns?

The inequalities in production and access to games are much more complex than a pink-colored bandaid can hope to cover, so by understanding first and foremost that preferences are a moving target that games companies and others can't hope to tackle, then certain other structural inequities become illuminated.

First, that it is very common for girls and women to have access to games through their male partners and relations -- sisters play on their brothers' and fathers' xboxes, but rarely have primary access. So this means that they aren't necessarily making decisions about what to purchase, and when to purchase. I think here, Nintendo has been incredibly successful in reaching some of this audience in their Wii advertising, and in the games that have been developed, simply because they have directly addressed a family audience in their marketing and advertising. This of course is still not directly addressing girls -- and maybe that is just fine, but women don't always equate to family. When it is the case that everywhere one turns, the subject of address is a male gamer it makes sense to me at least on some level that women do not feel like they are part of the gamer audience, and to get a sense of how this still works, you need only open a game magazine. The first point would then be: in order to cultivate a gamer audience that is female, it would make sense to begin to actually address them---which isn't the same thing as addressing them as mothers or as the pink people, something that should go without saying, but still doesn't.

Second, while it has been pointed out a number of times over the years that the repertoire of available avatar choices if a player wants to play as something that is marked as a female character is not only far less, but also tends to be hyper-feminized, it remains the case that design choices are consistently being made to reinforce this. One easy 'fix' here seems to me: design games with choice, and choices driven by players' active production and play--ironic, satirical, smart and 'savvy' -- with character avatars.

And finally, it has been the case for nearly 30 years now that women have not chosen to enter computer science and engineering fields, that they have stayed away from programming courses and careers in computer-based industries, and the fact that so few women are a part of the games industry means that the above two issues persist. This inequity falls on the shoulders, I think, of educators and educational institutions who have (with a few exceptions) not been able to turn the tide of so few women participating in the kinds of secondary and higher education that might lead them to career paths as game designers, and here I don't mean by assuming that that inequality will be made up through the 'art production' side of things. We in education need to examine how it is we teach those subjects and who we encourage and at times actively discourage from those related areas, as well as actively promote programs of the kind that we are participating in like the 3G Summit, as at the very least, for a short period of time, it puts girls roles chances are they might not have experience before.

Should we be focused on redesigning the contexts where play takes place rather than redesigning the games themselves?

I like this question -- I think that redesigning the context of play certainly helps. In our work, we have talked about it as "unfettered, hands-on access" to, in this case, playing games. Once we do that, we find that girls play, much like the boys.

Is it possible to use game design in ways which encourages players to perform gender differently? What assumptions are we making about the relationship here between the impact of game design and the impact of social norms?

I think the main assumption in terms of social norms is that the only two available genders are male and female -- by not allowing for a range of 'other' choices, we are automatically black boxing gender -- reducing it to binary sex-based characteristics that in some very real sense do not allow for a lot of 'play'.

The question of how to design games differently to encourage players to perform gender differently is to open up choice, giving players more freedom of movement -- whether or not they choose that would be an interesting question, but allowing for greater choice will at the very least mean that there is more opportunity for that kind of play to happen.

Can you tell us more about your own work as a game designer? In what ways has the theoretical and ethnographic work you've done on gender and games informed the games you are making and vice-versa?

Luckily, the work I have done as a game designer has been, first and foremost, playfully engaging with a fabulous colleague and a team of amazing student programmers, artists, researchers, and play testers, and most of that has been focused on how best to design games that have some educational value, use and impact.

Over the years we have figured a lot out about what that means, and I won't go into that so much here, but I will say that one thing we have figured out is that designing games for education is not about trying to make games that "teach" them something, instead it is about making games that provide opportunities for play and engagement in ways that aren't possible through textbooks or even making a film.

For example, last year we completed a game whose (unlikely!) content is Baroque music, and when we have watched students at all age levels play with that game, we have seen active engagement with a form of music that none of them have ever listened to before or ever experienced. On leaving the game, what is so interesting is that we often find students humming the tunes that they had been playing with -- and that means what we were able to create is a rich experience of Baroque music that they probably never would have had, and just might be interested in finding out more.

How the work on gender and gameplay is inflected in this work is very much in attempting to design for player choice and agency but to interrupt the usual kinds of choices that might be available, for example, in an early game we designed on contagious disease, players customized their avatars with colour choices that did not include skin tones, and we worked very long and hard with artists to draw different kinds of avatars that were not hyper-masculinized or feminized.

You have argued that some progress might be made in these debates if we split apart concepts of sex and gender. Can you describe a bit more what this distinction might contribute to research in this area?

As you probably realize, this is a rather dodgy question, and rather than delve into that certainly perilous territory, from a PR perspective anyway, I'd just refer to people like Donna Haraway's still cutting edge analysis of the distinctions at stake here, and how and why they matter. If only people would read that work, they could surely figure out the rest of themselves. Instead, it seems that bad ideology continues to trump good analysis and the question keeps getting obscured.

As you note, male experience and preferences have been taken for granted in much of this research. What would we gain if more time was spent exploring the construction of/performance of masculinity in relation to games?

What we do not have to date is a careful exploration of masculinities at/in play in games, and I think what such a perspective might offer is nuance and identities that are masked by the blanket presumption that all men play games and they play them a certain way. This of course is not the case, but the fact is we do not have many accounts of boys and men's play, and it would be worth knowing something about the group of men who have played console games together since they were 10, and continue that play into adulthood, or about those who play xbox live sports games at certain times every weekend, or even about the young man labeled "addicted" to videogames -- what about their stories? And then again, what about the men who play bejewelled and not much more and love it?

Studying men/boys might also reveal the complexities of identities and play, and might also reflect something back on the subject positions of women and girls in those relations. One way of being able to cling to stereotypes about women is to not pay attention to men either, so the presumptions don't get challenged from the hegemonic side of things, and obviously won't get challenged from the subordinate one either.

Dr. Jennifer Jenson is Associate Professor of Pedagogy and Technology in the Faculty of Education, York University, Toronto, Canada. She has published on gender, technology and digital games and games and education, among other topics. She also, with a team of folks, including Suzanne de Castell, designs games for education -- recent titles include: Contagion, Tafelmusik: The Quest for Arundo Donax, and Epidemic: Self Care for Crisis. In addition to a strong penchant for Victorian fiction, her favorite game at the moment is Wario Ware DIY.

Girls, Gaming, and Gender: An Interview with Game Designer and Researcher Jennifer Jenson (Part One)

A few weeks ago, I received an email from Mindy Faber, the co-organizer of The 3G Summit: The Future of Girls, Gaming and Gender which she described to me as "a visionary 4-day initiative that brings 50 urban teenage girls together with five leading women game designers and scholars for intensive dialogue, inquiry, game-play, and mentorship. It is organized by Open Youth Networks, Interactive Arts and Media and The Institute for Study of Women and Gender in Arts and Media at Columbia College." The designers involved with the event look like a who's who of women who have been doing cutting edge thinking about gender and games and who have also been demonstrating the potentials for developing alternative models of game and play (including two associated with the University of Southern California):

  • Mary Flanagan (artist and scholar, author of Critical Play)
  • Tracy Fullerton (game designer, educator and writer; Cloud; "flOW; "The Night Journey"
  • Jennifer Jenson (scholar of gender and technology, York University)
  • Susana Ruiz (independent game designer Darfur is Dying and Finding Zoe)
  • Erin Robinson, Indie Game Designer PuzzleBots and Nanobots
  • As Faber explained:

    Because the five women use such different approaches to game design, there is no uniform curriculum or pedagogy. Each of the five teams, consisting of ten girls, one near peer and another woman game facilitator will undoubtedly produce some surprising and intriguing game concepts that are likely to challenge many assumptions we have about what girls like to play. Important to the process is that we do not impose on the girls what types of games they should make or on what platform. Rather we want to remove obstacles that say "you can't do this "or "only this is a real game" and release their imaginations.

    I am proud to have made an early contribution to the research in this area through From Barbie to Mortal Kombat: Gender and Computer Games, which I co-edited with Justine Cassell, now at Northwestern University. More recently, the MIT Press has published a follow up book, Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. I interviewed the editors of that book, Yasmin B. Kafai, Carrie Heeter, and Jill Denner here on the blog when it was first published. The shift from "games" in the original collection to "gaming" in the follow up volume says a lot about the shift from a focus on games as programs to the focus on the process and contexts through which play takes place in and around games.

    It was exciting for me to see this project, not only exploring these questions, but applying our emerging understanding of gender and games to help make a difference for a group of young women. There is still such a burning need for women in the games industry and in computer science more generally.

    I had a chance to interview York University's Jennifer Jenson, one of the designers participating in the 3G Summit, both about the event and her perspective on gender and games. Both on her own and through her collaborations with Suzanne de Castell, Jenson has been doing some of the most theoretically sophisticated and conceptually advanced research in this space -- especially through introducing perspectives from performance theory to challenge some of the first generation of researchers' and the industry's assumptions about how gender impacted children's play with computer and video games. The interview will appear in this post and a follow-up piece later this week.

    Tell us about this forthcoming workshop which you and other female/feminist designers are conducting. What do you hope to achieve? What kinds of researchers do you hope to work with?

    One of the primary goals of the workshop is to put the tools for game design development and production in the hands of girls, with near peer and other structured support in an effort to encourage them to see themselves potentially in those roles in future. It continues to be the case that the numbers of women in the games industry compared to men is shockingly low (somewhere around 10%) with most of those positions being in human resources. Not only are women under-represented in the games industry, but they are also underrepresented, and have been for nearly 25 years in fields like computer science and engineering. So a workshop like 3G Summit is an invaluable opportunity for girls at this age to begin to imagine that they might want to do something like this in the future.

    Is the goal of this boot camp to impact games research, game design, or both?

    My understanding of the boot camp is that it is meant to both impact game design and game research. And as an educator and someone who has worked with girls and women to support their enjoying the pleasures as well as the uses of new technologies since my PhD work, which is now getting on to be nearly 2 decades, and it has also meant, I hope, to impact on the girls themselves. In fact, for me, that would be the number one goal! On the first point, it is a high concentration of girls working with 5 mentors and other near peer mentors to construct games that are meaningful to them, and that can't help but make ripples in terms of game design. I am thinking of it in terms of having a mini-incubator of concentrated talent and raw enthusiasm that can't help but produce very interesting results. In terms of a research agenda, I think this will contribute to growing body of work that examines young people's production of digital games, which has been around for quite a while now -- many have been working for example, for sometime now with kids and game production, work that started to emerge in the late 1980s and early 1990's, which saw very early on the positive critical thinking and learning skills that could be developed when young people see their roles as producers, not just consumers of games. In this changed landscape of production, of as you have written, a 'participatory culture' in which individual consumers can take up productive roles in the creation of media, including games, it is critical that girls see themselves in these roles, and especially in relation and in this case, girls seeing themselves as producers of games. And as people who can make a real difference in the kinds of games being made -- which really do need some new inputs, new value bases, and new ideas to get beyond the persistently profit-driven design choices that commercial game companies (no surprise, of course) have made and continue to make. Games can do a LOT more, and do it a lot better than what we have so far seen, not just for girls, but for everyone.

    As you've noted, researchers have been examining gender and games since at least the early 1980s. What has shifted over this time in terms of actual women's relationship to games and how have these shifts been reflected in the research being produced?

    With this question I'd like to start with the fact that most often when people write, think, and do research on "gender and games" what they are really talking about is girls/women and games -- what we don't have so much to date is a notion of how things might have shifted for boys/men. Recently, Lawrence Katz, a labor economist, speculated that one reason the crime rate in the U.S. might have so significantly dropped, despite the economic recession was that video games had been keeping "the young and idle" busy, and I think that is a provocative starting point for a current study of players in this case, primarily male, as women commit violent crimes at rates much lower than men. The reason why I began here is that much of 'gender and gameplay' research has indeed focused on women and girls and gameplay, and we know a bit more about their play and how things have changed over the last 30 years. We know, for example, that at least in terms of self-reporting more women and girls are playing games than they once did in the past -- the Entertainment Software Review Board, for example. Of course we also know that the kinds of games being played by women, how frequently and how long they play for matters enormously, yet the ESRB and other studies seem disinclined to pay much attention to this -- what we call "raising gender only in order to dismiss it as a problem".

    In your writing, you suggest that much current work on gender and games falls into a series of "gender traps," which replicate hegemonic assumptions about gender rather than critique them. What are some of these "gender traps" and what advice would you offer to researchers who want to think around them?

    Hmmm..., I'd say again these two things: Trap #1 Gender = Sex further means just women/girls and Trap #2 raising the 'issue' of gender simply in order to dismiss it as any kind of serious challenge or problem.

    You have challenged the common claim that girls do not like competition and prefer cooperation within their game play. On what grounds?

    On the BASIS of 6 years of grounded, video-based ethnographic fieldwork with games in which we have observed girls and boys and their gameplay over at least a year, and sometimes two or three years on a weekly basis. In that work, we have seen girls perform and enact what can only be called "competition" -- and this ranges from friendly barbs like "you're going to die" to much more aggressive enactments, including bumping of controllers to throw another gamer off course, active 'trash talking', intense pleasure demonstrated when someone wins, and so on. When we compare these kinds of play to the play of boys from the same community and the same place, we see the same kinds of competition. The important thing here to note is that all too often in studies of girls playing games, past research has not systematically looked at the difference between novice and expert play. This has resulted in mistaking "facts about how girls play" with facts about how novices play. In our work (I work quite closely with Suzanne de Castell at Simon Fraser University) we have been able to show that once we 'level up' the girls and they become more expert their play looks very much like the boys: engaged, competitive, and mainly just having fun.

    Dr. Jennifer Jenson is Associate Professor of Pedagogy and Technology in the Faculty of Education, York University, Toronto, Canada. She has published on gender, technology and digital games and games and education, among other topics. She also, with a team of folks, including Suzanne de Castell, designs games for education -- recent titles include: Contagion, Tafelmusik: The Quest for Arundo Donax, and Epidemic: Self Care for Crisis. In addition to a strong penchant for Victorian fiction, her favorite game at the moment is Wario Ware DIY.

ARG 2.0 (Part Two)

V. New Directions

[Studio] execs are mired in next-quarter earnings, and ARGs and other transmedia extensions require time to take root and build active, invested communities. It is decidedly a long-term investment, the fruits of which [may] not be fully realized until a significant period of time post-launch. As such, most studios aren't willing to make the investment needed to bake those components in from the beginning or allocate the funds/resource necessary to ensure their ongoing success (Gennefer Snowfield, Transmedia LA 2010).

Perhaps if ARGs weren't so demanding on marketing budgets, studio executives would be more willing to "bake them in from the beginning" and hang onto them for the long term. One way around this problem is to develop replayable, ongoing ARGs that engage fans in practices rather than the mere consumption of additional layers of a property via interactions with puzzles and in-game characters. Unlike the labor-intensive PM-centric traditional ARG model, such solutions have the capacity to produce the bulk of their content and interactivity through the emergent effects of a ruleset. These kinds of ARGs might not be the future of storytelling; but perhaps they are the future of story facilitating.

Over the past few years, several major ARG projects have attempted to engage fans in the co-creation of narrative content by using a ruleset to structure and guide participation. One of the most well-known of these projects is World Without Oil (Ken Eklund et al, 2007), a collaborative production game that invited players to speculate about what their lives would be like in the event of a sudden oil shock. While this game retained many of the characteristics of the traditional ARG, including an event-driven and time-sensitive structure, it shifted the emphasis away from the collective solving of puzzles and toward the production of content.

In this manner, it effectively turned the tables on the players - instead of in-game events alerting participants to the existence of new PM-created content to decode and analyze, the fictional events that structured the overarching narrative of World Without Oil signaled the players to imaginatively engage with the story world and create - and share - their own content. Unlike previous efforts at "user-submitted content," which often merely offered players a chance to upload their own media artifacts as a kind of bonus activity, in World Without Oil, the players had no other option - collaborative production was the game, full stop.

Further, the content the players submitted would feed back into the game system and in turn was incorporated into the evolving narrative, minimally as an entry on the individual player's profile page, and maximally as a curated or "featured" item on the game's home page. A simple and flexible set of rules governed the players' participation: they could create one of several types of media artifacts; they could work within the bounds of the fictional world or strike out on their own; they could choose to build on the work of other players or make reference only to their own imaginings; and so on. In short, the players were given enough structure such that they knew generally what they were supposed to do, but enough freedom to approach things in a manner that best suited their own interests and competencies.

In his seminal essay on Linux, The Cathedral and the Bazaar (2000), Eric Raymond noted that "[it] may well turn out that one of the most important effects of open source's success will be to teach us that play is the most economically efficient mode of creative work." But by providing players with a sandbox within which they can meaningfully engage with the world of a media franchise or institutional cause, game designers do more than just streamline the production process. They also win hearts and minds. As veteran ARG writer and player Andrea Phillips told me in a recent interview, "once you've given your audience official permission to collaborate with you in any meaningful sense, they're yours forever, hook, line, and sinker" (Watson 2010).

World Without Oil and other early collaborative production ARGs such as the Playtime Anti-Boredom Society's SFZero (2005) were among the first of a wave of games to articulate simple rulesets via social networking platforms in order to structure participation. Games like Top Secret Dance Off (2008), Superstruct (2008), and Evoke (2010), all designed by World Without Oil collaborator Jane McGonigal; Must Love Robots (2008), designed by Jim Babb and Tanner Ringerud; and, Austin Hill and Alex Eberts' Akoha (2010), further iterate the design of online collaborative production games, adding in new elements such as achievement badges, unlocks, leaderboards, and other player profiling and progress-tracking systems. In some cases, these games, such as SFZero, Top Secret Dance Off, and Akoha, limit or eliminate their structural dependence on time-sensitive events, resulting in ongoing game activities that further lower the bar to entry by doing away with the need for "Story so Far"-style summaries.

These kinds of games draw heavily from casual game design, and reflect an awareness of the powerful affordances of social networking platforms to construct asynchronous and persistent play activities. Further, since the challenges in these games are individual rather than collective, players can effectively customize how and when they participate according to their own desires, available time, and range of skills - an impossibility in traditional ARGs designed to be played by a "hive mind." And since the experience is also inherently social - the point of these games, after all, is to share content and co-create narratives - powerful collective intelligence effects emerge nonetheless, as metadata-rich knowledge archives are produced from the aggregate of the players' contributions and interactions (Institute for the Future 2009; Shirky 2008).

Many similar games and activities have appeared over the past few years that do not operate under the aegis of ARGs or pervasive games, but are nonetheless good illustrations of this kind of participation design. Kongregate, for example, is a website for independent video game designers that is itself a game, awarding players points, badges, and collectible Magic-like game cards in exchange for playing other players' games, having their own games played or rated, and accumulating friends on the network. By adding these layers of game play to what otherwise would be yet another banal social networking hub for Flash programmers, Kongregate not only motivates additional acts of collaboration and production, but creates valuable brand identity and allegiance that extends across the entire range of player-produced games hosted on its servers. This kind of productive social metagaming promises to explode over the next couple of years as Facebook's Open Graph and other (perhaps more legitimately "open") social media standards take hold (Messina 2009; Schell 2010).

Of course, studios and other large media companies aren't always well-received when they attempt to enter domains of independent or fannish production. In such gift economies, to paraphrase Lessig, the studios' money is poison. And while "corporately endorsed produsage or the commercial harboring of produsage communities may enable a wider variety of remixing and mashup activities to take place" (Bruns 2008, 324) within a studio-friendly intellectual property framework, one doesn't have to look too hard to find examples of industry-sanctioned fan production sites that have failed.

Fortunately, then, collaborative production is not the only way of getting around the accessibility, replayability, and scalability problems inherent in traditional ARG design. Experience designers like Jeff Hull build ambient location-based narratives that retain much of alternate reality gaming's tried-and-true transmedia storytelling componentry, but drop its dependence on time-sensitive events and collective problem-solving. Hull's The Jejune Institute (2009) is literally embedded into the fabric of the Bay Area, narrating the evolution of a strange New Age self-help cult through diverse physical and virtual artifacts, including websites, guerilla poster art, a low-powered radio broadcast station, and a physical "headquarters" space on an upper floor of a downtown office tower. The goal, Hull writes, "[is] to present . . . interactions everywhere across the civic realm, so that trap doors and side hatches exist all around you, all the time, [fused] into the urban landscape" (Watson 2010). Players who tumble into The Jejune Institute's trap doors discover a world waiting there for them to explore - a kind of off-kilter transmedia theme park that is meant to be visited and experienced rather than analyzed or "solved."

Finally, it's important to note that, for some use cases, there is good reason to make ARGs less accessible, less replayable, and less scalable. Massive player populations are not always a good thing. As we have seen, such mega-games are not only expensive to run and maintain, but often have to make critical creative compromises in order to broaden their appeal. In cases where the aim is to create or mobilize an elite core of players who can then go on to evangelize for a brand or cause, difficult-to-access once-in-a-lifetime events that cater to small crowds of self-identified "lead users" can actually have much more impact than campaigns designed to attract hundreds of thousands of participants. As Dena (2008b) notes, in many cases "[designers] could improve the 'accessibility' of ARGs but to do so would remove important triggers to hard-core player production and enjoyment." The trick, of course, is to continue to find ways to appeal to a hard-core population that is extremely savvy about storytelling and game design. In this respect, the elite or hard-core ARG must by necessity remain an elusive and dynamic form.

VI. Conclusions

By moving away from the time-sensitive and event-driven structure of traditional ARGs, designers can create more open-ended games that work better as engines for asynchronous participation and community building. Doing so ultimately means replacing a text-centric storytelling mentality with a systems-centric story facilitating approach. This kind of approach is not an abdication of authorship or aesthetic responsibility; rather, it is a shift from the domain of literal content creation to that of procedural content creation. Such a shift has the potential to break the designerly logjams that have afflicted ARGs since the early 2000s, moving mass-audience iterations of the form toward more accessible, replayable, and scalable designs.

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McGonigal, Jane, ''This is Not a Game': Immersive Aesthetics and Collective Play', in MelbourneDAC (presented at the Melbourne DAC, Melbourne, 2003).

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Jeff Watson is an interdisciplinary media practitioner with a background in screenwriting, filmmaking, and game design. His doctoral research in Media arts and Practice at the University of Southern California's School of Cinematic Arts focuses on investigating how ubiquitous computing and social media can enable new forms of storytelling and civic engagement.For more insights from Jeff Watson, you can check out his website or follow his Twitter flow.

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

Science fiction media offers us a chance to envision the future of news. What images have surfaced there most frequently?

Journalists of the future apparently have the same problems as journalists in the past. In a TV Sci-Fi series called Dark Angel, created by Jim Cameron in 2000, a journalist, crippled by the enemy, broadcasts news and revolutionary information by hacking into government television. He is a traditional hero in the future. So are Max Headroom and the TV staff around him. They are working in a corrupt system trying to do the best job they can at informing the public. Almost every journalist in science fiction faces the same problems journalists have faced throughout history. The technology is different. The villains can even be aliens. But the problems are the same and the way the journalist faces the problems hasn't changed in 2,000 years. Often, these sci-fi journalists will risk their lives and may even get killed to make sure the public is informed.

In the 1950s, journalists were used in countless sci-fi films (many real-life journalists performing in the movies just as they performed in real life on radio or TV) to give the films more credibility. In the early 1950s, the House Un-American Activities Committee and Senator Joseph McCarthy played on the postwar fear of communism to stage a witch hunt in Hollywood that destroyed many careers and left a legacy of fear that would last for more than a decade.

It diminished the motion picture industry's enthusiasm for making movies about corrupt

politicians and powerful businessmen. And it created an unquestioning, passive reporter who shows up in one science fiction film after another. These reporters always work with the authorities, and worry less about scoops and informing the public. These reporters are more interested in working with the military and the government to extinguish the man-made or outer space threat, than in the people's right to know. These reporters are good Americans first, journalists second and they never question the government's ultimate authority to do the right thing.

You recently put together a case study of representations of "gay journalists." What did you find?

It turns out that gay journalists are pretty much the same as other journalists except for their sexual preferences, which take up a good deal of screen time. In analyzing more than 125 films and TV programs, we discovered that the gay journalist is often ridiculed and used as a comic figure whose stereotypical gay characteristics are a source of either derision or buffoonery. The majority of serious gay journalists in most of the 20th century are usually bitchy columnists or bitter critics whose devastating one-liners can reduce anyone to tears or anger. They have great power, but usually by the last reel are defeated or even murdered. The same is true with reporters overly concerned about doing their job well and less about the perception around them that they are gay.

By the late 1980s, being gay was often acknowledged in one way or another. Many plots involved the growing AIDS epidemic or the problem of being outed as a gay or the problems of being gay in any society. Interestingly enough, most of the sensitive portrayals of gays in the cinema involve films made outside the United States. With the exception of India, whose stereotypes of gay characters seem to be a staple of Bollywood, films made in France, Italy, Poland, Hungary, Egypt, Germany, Japan, Hong Kong, Canada, and the United Kingdom are extremely sensitive and moving portrayals of both male and female gay characters.

As the 20th century came to a close and continuing in the 21st century, gay journalists are accepted as being gay and often their gayness figures prominently in the plot. For some reason, 1997 turned out to be a seminal year previewing the next century's portrayal of gays. Rupert Everett's gay British editor in My Best Friend's Wedding and Tom Selleck's tabloid reporter in In & Out were characters the audiences accepted with affection. But even as film after film featured fully realized gay characters, the ridicule of stereotypical gay characteristics continued in films as recently as He's Just Not That Into You in 2009.

Surprisingly, television programs featuring gay journalists provided far more sensitive portrayals of gay characters. Individual episodes of Night Court, Murphy Brown, Queer as Folk, Dirt, Veronica Mars and The Nanny, and continuing characters in such shows as Ugly Betty, Frasier, Da Ali G and The L Word showed gay journalists who were not afraid or embarrassed to be gay. And the gay journalist in The L Word even gets her own series in 2010.

The gay journalist turns up in all forms of film genres, including horror films, action films, sci-fi and supernatural films, detective films, cartoons and comedies. There's a Ph.D. thesis to be written on the image of the journalist in soft and hard-core adult films and the image of the gay journalist is no exception. All of the stereotypes associated with gays and journalists can be found in soft-core or hard-core pornography featuring gay journalists.

It can also be concluded that lesbians are generally treated more favorably in films and TV than gay men. With the exception of the female who displays male characteristics and is constantly ridiculed and assaulted in films, lesbians with feminine characteristics are among the most favorable images of gay journalists in films and TV.

Some of the more serious films dealing with gays show the influence of parental approval or disapproval on the gay journalist. It is easier for the female to win approval of her lifestyle than the male. Often the male gay journalist is an outcast not only to his family, but also to his fellow workers.

Public relations practitioners display all the characteristics of the image of the public relations practitioners as well as the image of the gay journalist in popular culture. They exhibit all of the stereotypical gay characteristics, they can be ruthless in their pursuit of power, and they often are accepted as being gay and frequently their gayness figures in the plot.

The image of the gay journalist in films and TV is a varied collection of males and females whose sexuality is a primary factor in the plot and character development. They often have close friends of the opposite gender, they exhibit bright minds and devastating one-liners, they seem to be always looking for that significant other and seldom finding him or her, and many seem to have an enormous reservoir of understanding for people who don't get the concept of being gay. More often than not, they appear in comedies. When they appear in dramas, it is usually heavy going involving prejudice, illness and sometimes violence. Gay journalists seem to fare better than other gay characters, possibly because of their sense of humor, their wit and ability to lose themselves in the stories they are working on.

Citizen Kane, the film many consider to be the greatest American movie, deals with a journalist. Is its depiction of the press part of what has made it such an enduring and influential film?

I don't think the fact that Kane was a publisher and surrounded himself with journalists, especially in the early part of the film (which has delightful newspaper sequences), had much to do with making it an enduring and influential film.

The newspaper part came mostly out of Herman Mankiewicz's mind. He was a newspaperman who had written other newspaper films, hated William Randolph Hearst, knew much of the gossip around him because of his friendship with Marian Davies and put practically all of it into the film. It was that part of the film that almost destroyed it.

But Citizen Kane is considered one of the greatest American movies primarily because of its brilliant use of sound, deep focus camera work, and brilliant acting and writing. Nothing like it was ever seen before it appeared on the screen. It was original and daring in its use of audio and video. That is the real secret of its greatness, not its rather coarse story of a publisher who in strategic parts of the film resembled Hearst (the inside joke concerning "Rosebud" will live in infamy).

Is the newspaper film a genre or should we be focusing on the diverse roles journalists play across a range of genres?

Journalists show up in every kind of film ever made. But there is a definite news media film genre. Richard Ness' monumental filmography demonstrates this conclusively. Although the IJPC Database chronicles any journalist in any part of popular culture - even when the journalist shows up for a page or two in a novel, or a scene or two in a movie or TV or radio program - the journalist is a key protagonist enough of the time to warrant its own genre.

The word journalist dates back to 1693 and is defined as someone who makes a living by editing or writing for a public journal or journals. In modern times, the journalist has grown to mean much more than someone simply involved in the production of printed journals. It has become a synonym for reporting in any news media. The IJPC defines journalist as anyone in any century who performs the function of the journalist - to gather and disseminate news and information, to report, to observe, to investigate, to criticize, to inform. The body of film and novels that include this kind of journalist is huge.

Do you see significant differences in the ways journalists are portrayed in films coming from countries which do not have the same tradition of a free press as the United States?

The IJPC Database has more than 2,600 films from other countries that have a journalist in them. Most of the images resemble those of American films. The journalist in any country seems to be depicted in much the same way - either as a hero righting a wrong or the last one standing up for freedom of speech and press, or a villain in cohorts with the government in power.

Many of the problems American journalists face in popular culture are the same as those journalists in foreign films and novels. The concept of a free press and the importance of a free press is a popular theme in most foreign films, even those in which a free press is more of an ideal than a reality. And one Italian film gave us the concept of paparazzi (La Dolce Vita).

About 30 percent of the IJPC Associates are outside the United States. There is great interest in the image of the journalist in American films and TV programs outside of this country. And many of these films and TV programs have had a tremendous influence on the image of the journalist in various non-English speaking films.

In less serious films, the journalist is depicted as an object of humor, and the tabloid press worldwide is the subject of ridicule and sharp satire. Especially in the films labeled Bollywood, many feature a journalist as comic.

Your data base includes many comics. Why do you think the journalist became so centrally linked to the superhero genre?

A reporter is an obvious disguise for a superhero because it puts the superhero right in the thick of the news and gives him or her an opportunity to know what is going on in the city, the country and the world. Also, journalists are always where the news happens so it is also a good cover for a superhero to be where the action is. It is no surprise that the most enduring image of the journalist is the Daily Planet family - Clark Kent (Superman), Lois Lane, Perry White and Jimmy Olsen.

Since they appeared in comic books in 1939-1940, they have not changed at all throughout the last 70 years. They may have been modernized (at one point in the comic books Kent becomes a TV reporter, and in current comic book issues, the Daily Planet is suffering cutbacks and the Internet revolution), but at the heart of it all Kent is still the hard-working reporter who believes in accuracy and fairness, Lois Lane is still the 1940s sob sister more interested in getting the story first than anything else, Perry White is still the gruff editor out of any 1930-1940 film, and Jimmy Olsen, the aspiring cub reporter and later photojournalist is still out to make a name for himself and always following in Kent-Lane's footsteps.

It doesn't matter whether it is the original comic books, the radio show, the early cartoons based on the radio show, the movie serials, the four Superman films, the Lois & Clark TV series, the many TV cartoon versions throughout the years or the brilliant reimagining of the Superman-Clark Kent myth on Smallville, the Daily Planet staff always remains the same - probably the most enduring positive images of the journalist in modern history.

It's no coincidence that the most enduring superheroes - Superman, Spider-man, The Question (TV Reporter Vic Sage), Tabloid Vampire Reporter Becky Burdock, Vulcan (Reporter Johnny Mann), The Megaton Man (Reporter Trent Phloog), The Creeper (Tabloid Columnist-Investigative Reporter Jack Ryder) - are journalists or have journalists around them, superhero partners or rivals - Reporter Lois Lane, Photojournalist Jimmy Olsen, Editor-Reporter Joseph "Robbie" Robertson, Reporter Ben Ulrich, TV Reporter Sweet Polly Purebred, TV Reporter April O'Neil, Magazine Reporter Natsuko Shouno, Reporter Pamela Jointly, Tabloid Reporter Anne-Marie Brogan, Reporter Tully Reed.

The journalist is a good partner, someone who, like a Dr. Watson, is a friend to the superhero and recounts many of the hero's adventures. Also, the audience easily identifies with a journalist, expects that journalist to ask questions and demand answers and is at ease when the journalist narrates the story. For that reason alone, the journalist is often thrown into films and novels simply to be a natural way to give exposition, continuity and reality to a fictional story.

What does the future hold for IJPC? What are your goals for IJPC?

The future, I think, is very bright. Last year, we published the first edition of our peer-reviewed The IJPC Journal giving the field its own academic publication. We hope to have the second volume out by fall, 2010. Now the IJPC Database is updated daily and is available to scholars, students, researches, professionals and anyone else interested in the subject on a daily basis and this should encourage interest in the field.

Our goals are to increase academic scholarship in the field and to publish in areas never before explored. Most of the publication in this field involves movies and some novels. We hope to expand the scholarship to every facet of popular culture.

The IJPC also produces invaluable video compilations filled with images that have never been seen in one place. We have produced seven volumes to date:

  • Hollywood Looks at the News: 1925-2007, a one-hour-and-49-minute compilation with 165 movie and TV clips
  • Sob Sisters: The Image of the Female Journalist, 1929-2007, a two-hour-and-41 minute video with more than 136 movie and TV clips
  • The Image of the Broadcast Journalist in Movies and Television, 1931-2006, a two-hour-and-48-minute compilation with 200 movies and TV clips
  • Real-Life Journalists in Movies and Television, 1939-2006, a two-hour-and-13 minute compilation with 79 movie and TV clips
  • The Image of the War Correspondent in Movies and Television, 1931 to 2007, a two-disc, 225-minute compilation with 166 movies and TV clips
  • The Image of the Gay Journalist in Movies and Television, 1929 to 2009, a three-disc, four-hour and-42 minute compilation with 123 movie and TV clips
  • Journalism Ethics Goes to the Movies, a 110-minute compilation.

Anyone wanting a copy simply has to join the IJPC Associates (information at the IJPC Website).

Today, more than two dozen universities offer courses in the subject and many use IJPC materials and video compilations in those classes or in other classes on journalism and the news media. I think the IJPC Database going online will expand the use of the IJPC in classrooms around the world.

We also hope to do two national surveys - one exploring how the images of the journalist in films, television and fiction influence the public, and another exploring how the images of the journalist in film, television and fiction have affected and influenced those who work in the media. Most of what we know about the influence of the images of the journalist on popular culture is anecdotal. We need a scientific survey to give us solid evidence that what we have surmised is true.

I know I became a journalist because of Clark Kent and Hildy Johnson (of The Front Page). Most every journalist I know was influenced by similar images - Lois Lane and Brenda Starr were inspirations for many female journalists throughout the latter part of the 20th century. And whenever I talk to someone who hates the media, they usually reference a movie or TV program that lives up to their worst expectations. There is no question in my mind that the image of the journalist in popular culture has a tremendous influence on the public's perception of its news media. And that's why I have spent so much time documenting the IJPC and try to encourage other academics to write on this extraordinary subject. And there's another reason to explore the IJPC. As one of my colleagues put it, "It's just a lot of fun to do."

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.

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


What do you see as some of the recurring themes in the popular representation of journalism? How much do these myths change over time and how much do they remain constant?

The surprising thing is that the image of the journalist hasn't changed much throughout the centuries. In Antigone, Sophocles summed up the popular opinion more than 400 years before Christ was born: "None love the messenger who brings bad news." About the same time, another popular play told the story of a herald bringing shocking news to the mad hero who is believed to be involved in a murder plot. The hero picks up the herald and dashes his brains upon a stone. No doubt the audience cheered. And so, the image began.

One of the most vicious portrayals of the journalist, for example, is Five Star Final made in 1931. The final shot in the film is the newspaper in the gutter being splattered by mud or something worse.

The basic image of the journalist from the silent days of the movies to the media-drenched days of the early 21st century is that of the flawed hero fighting everyone and anything to get the facts out to the public. The reporter or editor could get away with anything as long as the end result was in the public interest. The journalist could lie, cheat, distort, bribe, betray, or violate any ethical code as long as the journalist exposed corruption, solved a murder, caught a thief or saved an innocent. Most films about journalism end with the reporter or editor winning the battle, if not the war.

At the same time, the most indelible image may be that of the journalist as scoundrel, as evil, as the worst of villains because these journalists use the precious commodity of public confidence in the press for their own selfish ends. If the journalist uses the power of the media for his or her own personal, political, or financial gain, if the end result is not in the public interest, then no matter what the journalist does, no matter how much he or she struggles with his or her conscience or tries to do the right thing, evil has won out.

Betraying the public trust is one of the great sins in a democracy and whether it is a journalist or a politician who does the dirty deed, it is despicable. The corrupt media tycoon's goals and tactics are familiar to everyone, and real-life parallels in modern media abound. That may be the reason so many people are skeptical of the motives of such media billionaires as Rupert Murdoch.

Perhaps the most dominant and damaging image of the journalist in popular culture is that of anonymous reporters chasing after stories. In countless movies, television programs and novels, they travel in packs, usually armed with television cameras and microphones. They cover fast-breaking news by crowding, yelling, shouting, bullying and forcing their way into breaking news events. There were always such packs of aggressive print journalists chasing after heroes in movies, and they made a negative impact through the years, but their zeal was usually taken in good spirits. Nowadays, they appear far more menacing and out of control because their lights, cameras, microphones and tape recorders are jabbed into faces of real people on television news and favorite actors in movies and entertainment television programs.

In the 1930s and 1940s, practically every popular actor eventually portrayed a journalist. By the 1980s, anonymous reporters were chasing popular actors. The audience, as always, identifies with the popular actor. For the most part, audiences now root against reporters who are chasing familiar and friendly faces. It isn't Clark Gable or Barbara Stanwyck chasing after a story. It is now overzealous media newshounds chasing Bruce Willis or Julia Roberts.

This image of a harassing press with no valid reason undermines the public's trust in the news media, conflicting with the movie and television image of the reporter as hero. One result is that the public has turned against reporters, concluding that journalists are obnoxious, interested only in their own egos, not the public interest, and that laws should be passed to stop reporters from harassing innocent people - innocent people often translated in the public mind to be a favorite movie or television star.

These conflicting images of the journalist contribute to the love-hate relationship between the public and its news media that is at the center of the public's confusion about the media today.

The anger and lack of confidence most Americans have in the news media today is partly based on real-life examples they have seen and heard. But much of the image of the journalist as a money-grubbing, selfish, arrogant scoundrel is based on images from movies and television. And it is those images burned in the public memory that have turned the phrases, "the people's right to know" and "First Amendment freedoms" into sick jokes rather than honored phrases. These images directly affect the public's opinion and consequently its support of the freedom of the news media.

What are some of the early texts which helped to define the stories popular cinema tells about journalists and where did they get their ideas about the profession from? How important was the crossover that occurred as trained journalists sought jobs as script writers in Hollywood?

The early cinema stole from everywhere and everyone, from plays, novels, Shakespeare, mythology, the bible, you-name-it. Much of what the popular cinema knew about journalism came from novels and plays written by former journalists about their profession. There were many silent films made about journalism taken from popular 19th-century novels.

Two of the most popular talkies featuring journalists in the early 1930s were The Front Page and Five Star Final, both Broadway plays written by newspapermen. When sound came in, Hollywood raided Broadway to find writers who could write the words their new stars would say. Since newspapermen of the period were glib and hungry, an exodus of newspapermen and women left New York for Hollywood and wrote a good many of the scripts. Because they knew the world of newspaper journalism, many of the scripts featured reporters and editors in starring roles or in secondary roles. These journalists certainly knew what they were writing about and often took real-life anecdotes about editors and reporters and stuffed them into their scripts.

While the kernel of the idea was true, these writers were forced to exaggerate and expand the truth for dramatic effectiveness. For example, they would take 10 years of anecdotes and jam them into one film. Since many of the newspapermen and women were former reporters who hated their editors, they loved getting even with their former editors by revealing every drunken and angry anecdote they could remember.

So while these early newspaper films had a veneer of truth, they were exaggerated to the point where real-life newspaper reviewers condemned their efforts as unrealistic and ridiculous. But what did come through was a kind of affection for these newshawks that only a professional journalist could bring to the craft of screenwriting. That affection - even when the journalist behaved badly, even when the journalist had no ethics at all and would do anything to get a scoop - came through loud and clear and pretty much disappeared in the 1950s when the films about journalists became harder, rougher and less sympathetic. What used to be funny in the 1930s and 1940s - alcoholism among journalists, for example - became serious social problems in the 1950s through the rest of the 20th century. Films about journalists became less fun, and the newspaper world became a more serious place to do business.

You've written a book which specifically examines Capra's Journalists. Why were journalists so central to Capra's work? In what ways does his view of journalists reflect his own contradictory concerns between an embrace of collective action and a fear of mob rule, for example, or between individualism and community?

Capra loved the newspaper world and not only delivered newspapers as a boy but also wanted to be a reporter. He also worked with Robert Riskin, a playwright who while on Broadway spent a lot of time with reporters, especially drunken reporters, who used to spin tales about their lives and hates for hours on end. He soaked in all of this and put much of it into his screenplays for Capra.

The director also never missed a chance to put a journalist into his films - the original story for It Happened One Night didn't have a journalist as its principal character (the Clark Gable role in the short story is a college-educated chemist). It's impossible to imagine that film without a journalist as its major character. He also used reporters as commentators on a society and, while flawed, they usually were guys and gals with good hearts who ended up doing the right thing. Capra and Riskin saved their angry indignation for the publisher.

In Capra's world, the hardworking male or female journalist might do anything for a story, but by the end of the film he or she usually does the right thing even if it means giving up his or her job. By contrast, Capra saved his venom for the owner of the newspaper, the publisher, the media tycoon. They are among the most vicious media villains in all of film history. They are the ones who create the moral chaos in which reporters and editors struggle to survive. Capra was far ahead of his time in seeing that the person who controlled the media was dangerous to any free society. Capra with Riskin's great help was one of the first popular filmmakers to recognize the possibility of great evil on the part of those who own the media. He issued the first popular alarm against the media tycoon who could control the world by controlling information.

In Meet John Doe, for example, a ruthless publisher (whose personal security force resembles the Nazi military) who owns much of the nation's media, plans to use it to create a dictatorship in America. He puts together a cartel of rich businessmen to do just that using the populistic John Doe movement to get elected into office. Only a Capra-contorted conclusion stops the publisher - for now. The ending, one of many filmed, seems to indicate that the media mogul has been stopped for now but will live to fight another day.

The scenes of decent, hard-working Americans turning into a mob when they are told John Doe deceived them is one of the most powerful in American film history showing the fear of mob rule. And while we are watching it, real-life radio commentators pulled off the airwaves and into Capra's film are shown in silhouette, their familiar voices giving the vicious mob scene even more credibility and realism. The scene where John Doe tries to talk to the audience and speaks into a microphone that has been purposely disabled is one of the most terrifying images in the film - the hopelessness of the individual against the ones who control the media and the mob itself.

American journalism has undergone some profound shifts in recent years. How is this reflected in media representations of journalists?

Ironically enough, while the technology changes, the image pretty much stays the same. The reporter is either a hero exposing a crime or catching a crook, revealing some diabolical scheme to wrest power away from the people. Or he/she is a villain going against everything a journalist should be doing - helping people, exposing hypocrisy, fighting for the little guy. Instead, that journalist villain is using the media for his or her own economic or political gain. This is true whether they work for a newspaper, a magazine, a radio station, a television station or, now, the Internet. Bloggers seem to have the same image as their newspaper antecedents. It seems the Internet Journalist Hero is still working in the grand tradition of journalist heroes by exposing a conspiracy or solving a crime. The Internet Journalist Villain uses the new technology to gain economic or political power.

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.