How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Two)

Your most recent book, Women and Gaming: The Sims and 21st Century Learning, moves us from a focus on the kinds of learning which occurs inside the game as we play towards the kinds of learning which takes place around the game as people build upon it through the mechanisms of what you would call affinity spaces or what I call Participatory Culture. You describe this as "gaming beyond gaming." What has motivated this shift of emphasis?

Women and Gaming is no longer our most recent book. Language and Learning in the Digital Age has just appeared (another book I did with Betty). My focus of late on passionate affinity spaces was caused by the influences of my son Sam (who claims correctly to have taught me everything I know about games), Betty's wonderful work on her tech-savvy girls clubs, and, of course, you.

The first thing I ever wrote on passionate affinity spaces was motivated by a request that I write a paper about my take on "communities of practice", a notion that has become very popular in a great many areas. In my view, this powerful notion has become attached to so many different things that it is in danger of losing any real meaning. When talking about such notions I think it is necessary to name what you mean very specifically and name it in such a way that it clearly indicates what you value. This is what you have done with "participatory culture" and what I did with passionate affinity spaces.

So why did I choose that term? First I wanted to argue that "interest" gets someone in the door but not out the door to any deep place unless it leads to lots and lots of practice and persistence past failure. To get such practice and persistence past failure an interest has to be kindled into a passion and an affinity space needs to be organized to help people to do this.

I use "space" rather than "community" because the word "community" carries a rather romantic connotation which it should not have. I also use the word "space" because the notion of "membership" is very complex in modern Internet spaces. People are "in" the space even if they are just lurking, but what makes them "members" is a much harder and, in some cases (though not all), a more flexible and fungible notion.

Passionate affinity spaces tend to follow the Pareto Principle (20% of the people produce 80% of the outcomes, 80% produce 20% of the outcomes), while school classrooms tend to follow (enforced) bell curves. I want to stress not just multiple forms and routes to participation, leadership, and mentorship in passionate affinity spaces, but also the opportunity for all people in the space to become producers, designers, and creators, as well as mentors to others.

All passionate affinity spaces are organized first and foremost around a specific passion that is not necessarily shared by everyone (some only have an interest), but is the "attractor" in the space around which norms, values, and behaviors are set. The book Women and Gaming is about different forms passionate affinity spaces can take and some forms we applaud. The form we applaud most is not age-graded (young and old are together); allows newbies and experts to be together; and engages in supportive interactions because people in the space accept a theory of learning that says that expertise is not in a person but in the affinity space and that no matter how good you are there is always something more to learn and someone else from whom to get help and mentoring.

Tell us more about the Tech Savvy Girls Clubs. What were the goals behind this initiative? How did these experiences inform Women and Gaming?

The following is from Elizabeth Hayes:

TSG grew out of my interest in differences among how girls and boys engage with gaming more broadly. Not only do girls and boys tend to play different sorts of games, they also do different things with games. In particular, boys are much more likely to mod games, to create content for games, and otherwise to engage with games and other gamers in ways that support their development of technical skills and identities as content creators. The Sims is one of few games in which girls and women actually predominate as content creators and modders.

I wanted to give girls who otherwise would not participate in such practices greater access, social support and encouragement to participate. We started TSG, though, with a pretty limited understanding of the learning that takes place through fan communities, or affinity spaces. We initially saw fan sites as sources of information (i.e., tutorials, examples of content) rather than as spaces where the girls could develop identities, interact with other players, and be mentored (as well as mentor others).

A crucial turning point in our perspective was conducting interviews with adult women content creators, described in Chapter 5 of the book. These women kept pointing back to the Sims player community as crucial to their interest in content creation and modding, as well as to their mastery of technical skills. Talking to these women made me realize that I had started TSG with a deficit perspective towards women's gaming practices. That is, I'd assumed that we needed to help girls engage in modding practices similar to what boys are doing, rather than starting with an appreciation for what women were already doing.

This change in perspective led us to further investigations of the fan practices already taking place around The Sims, and this research became a very important component of our work. One of my research assistants is just completing her dissertation on The Sims Writers' Hangout, a site where players post and discuss Sims stories, a form of multimodal storytelling that requires composing images in the game and combining them with often lengthy narrative texts. Another student is investigating the learning of specialist language that takes place in Mod The Sims, another fan site devoted to game modding.

This is why discussion of the social spaces around The Sims is so central to Women and Gaming. We wanted to help others see that what women are doing with games is already exciting and important, and also to shift the lens a bit, in order to encourage people to look at male-dominated game spaces in new ways.

A key theme running through the book is the importance of becoming a designer rather than simply being a player of games. What accounts for the growing emphasis on design literacies in the 21st century?

I think that the importance of design, design thinking, and design literacies today follows from the shape of the world. We live amidst complex systems of all sorts, systems which are risky and dangerous and which interact with each other to create yet more risk. Furthermore, such systems are rarely now just "natural" or just "human made".

I live in Sedona, Arizona. Sedona is a dessert. Like desserts from time immemorial, Sedona is cold at night even if it is hot in the day time. This is not so for Phoenix, which is also a dessert. It is hot at night when it is hot in the day time. This is so because of a heat-island effect. The massive amounts of concrete in Phoenix absorb the heat all day and radiate it out all night. So the temperature in Phoenix is a joint venture of "Mother Nature" and humans.

Solutions to problems involving complex systems demand multiple sorts of pooled expertise, including even the wisdom of crowds. Single minded, single focused experts are dangerous, since they undervalue what they do not know and their actions can and do create massive unintended consequences when they intervene in complex systems (as we found out in the 2008 worldwide recession and as Alan Greenspan pretty much admitted in front of Congress).

So people--citizens--need to learn to think of systems as designed or as things that act like they are designed. They need to know how themselves to produce designs as "models" to think with (and model-based thinking is the core of science).

The United States today is politically polarized and comes at all problems as if they are political or ideological, when in fact most of our problems are complex, the solutions to them are going to be compromises with tradeoffs, and we need to continuously question our expertise, values, and goals. We are so polarized today that a core goal of schooling, in my view, ought to be teaching kids to see arguments as designed and as inherently connected to evidence and perspectives and not just ideology, self-interest, and desire.

Of course, the focus on design has also come about because so many digital tools--and other tech tools--developed by and for professionals can be used today by "everyday people" to design, build, and create for themselves. There has always been the danger with any technology--most certainly including books--that people will get divided into two classes: "priests" who are experts and know the deep secrets inside the technology (or make them up) and the "laity" who consume the technology, but do not understand it enough to transform it. The potential of much digital learning today--as well as many passionate affinity spaces--is to allow more and more people to be priests. But this sort of potential has always in human history been opposed and resisted by elites, who ever seek to constrain and tame it.

James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.

How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part One)

James Paul Gee from New Learning Institute on Vimeo.

On April 4, I will be respondent for the Pullias Lecture, being hosted by the Rossier School of Education here at the University of Southern California. The primary speaker is James Paul Gee, who is going to address "Games, Learning, and the Looming Crisis of Higher Education." For those in the Los Angeles area, the talk is being held in the Davidson Conference Center at USC, 4-6 PM.

I was delighted to be asked to participate in this exchange, both because I was recently given an honorary appointment in the Rossier School and because I have such affection and respect for Gee. We've known each other for the better part of a decade now. We've appeared together many times, often in informal conversational settings, I like to call "The Jim and Henry Show," where we talk about our shared interests in participatory culture, games and learning, and the new media literacies. Gee has been one of the key thinkers about the kinds of new pedogogical models represented by computer and video games, seeing them as illustrating alternative forms of learning to those represented by our current schooling practices. Gee has been one of the core contributors to the MacArthur Digital Media and Learning initiative, helping to inspire a whole new generation of educational researchers, who are doing serious work not only on games but also modding, machinema, fan fiction, virtual worlds, and a range of other new media platforms and practices.

This semester, I have ended up teaching Gee's recent book, Women and Gaming: The Sims and 21st Century Learning, in my New Media Literacies class. I was delighted when I first saw the book to see Gee expand upon his thinking about "affinity spaces" to think more deeply about what he and his co-author Elizabeth Hayes call "gaming beyond gaming." The term refers to the broad range of productive and social practices which have grown up around games, practices which strongly parallel what I've found in my own research on fan cultures. The book's focus on The Sims signals the importance of this game both as a breakthrough title which expanded female interest in the medium and as a model for all subsequent games which have encouraged players to build and share content with each other. Gee and Hayes are interested in the ways this game has become the jumping off place for lifelong learning processes for a range of women, young and old. It is a delightful mixture of compelling storytelling and thoughtful analysis, one which can easily be assigned to undergraduate students but which is profound enough to capture the imagination of advanced students and researchers.

As I was anticipating our mutual participation in the Pullias Lecture event, it occurred to me that I had never interviewed Gee for my blog, despite all of our other interactions through the years. What follows includes his reflections on the current state of games-based learning research, the state of American education, and the value of participatory culture. Gee was generous with his thoughts and so I am going to be running this meaty exchange over three installments this week.

We've both been involved in thinking about games and learning for the better part of a decade. What do you see as the most significant breakthroughs which have occurred over this time?

The breakthroughs have been slower in coming than I had hoped. Like many new ideas, the idea of games for learning (better, "games as learning") has been often co-opted by entrenched paradigms and interests, rather than truly transforming them. We see now a great many skill-and-drill games, games that do in a more entertaining fashion what we already do in school. We see games being recruited in workplaces--and lots of other instances of "gamification"--simply to make the current structures of exploitation and traditional relationships of power more palatable. We will see the data mining capacities of games and digital media in general recruited for supervision, rather than development. The purpose of games as learning (and other game-like forms of learning) should be to make every learner a proactive, collaborative, reflective, critical, creative and innovative problem solver; a producer with technology and not just a consumer; and a fully engaged participant and not just a spectator in civic life and the public sphere.

In general there are two "great divides" in the games and learning arena. The two divides are based on the learning theories underlying proposals about games for learning. The first divide is this: On the one hand, there are games based on a "break everything into bits and practice each bit in its proper sequence" theory of learning, a theory long popular in instructional technology. Let's call this the "drill and practice theory". On the other hand, there are games based on a "practice the bits inside larger and motivating goal-based activities of which they are integral parts" theory. Let's call this the "problem-and-goals-centered theory". I espouse one version of this theory, but, unfortunately, there are two versions of it. And this is the second divide: On the one hand, there is a "mindless progressive theory" that says just turn learners loose to immerse themselves in rich activities under the steam of their own goals. This version of progressivism (and progressivism in Dewey's hands was not "mindless") has been around a great many years and is popular among "mindless" educational liberals. On the other hand, the other version of the "problem-and-goals-centered theory" claims that deep learning is achieved when learners are focused on well designed, well ordered, and well mentored problem solving with shared goals, that is, goals shared with mentors and a learning community.

Like so many other areas of our lives today, the conservative version (drill and practice) and the liberal version (mindless progressivism) are both wrong. The real solution does not lie in the middle, but outside the space carved up by political debates.

What do you think remain the biggest misunderstandings or disagreements in this space?

Much of what I discussed above is really not about misunderstandings, but about disagreements and different beliefs and value systems, or, in some cases, different political, economic, or cultural vested interests. The biggest misunderstanding in the case of my own work has been people saying that my work espouses games for learning. It does not and never has. It espouses "situated embodied learning", that is learning by participation in well designed and well mentored experiences with clear goals; lots of formative feedback; performance before competence; language and texts "just in time" and "on demand"; and lots of talk and interaction around strategies, critique, planning, and production within a "passionate affinity space" (a type of interest-driven group) built to sustain and extend the game or other curriculum. Games are one good way to do this. There are many others.

The biggest misunderstanding in general is that technologies (like games, television, movies, and books) are good or bad. They are neither. They are good, bad, or indifferent based on how they are used in the contexts in which they are used. By themselves they are inert, though they do have certain affordances. Games for learning work pretty much the same way as books for learning. Kids learn with books or games (or television or computers or movies or pencils) when they are engaged in well designed and good interactions with adults and more advanced peers, interactions that lead to problem solving, meta-critical reflection, and connections to the world and other texts and tools. They learn much less in other circumstances. But we must humbly admit that humans have never yet found a technology more powerful than print. The number of people who have killed others or aided them in the name of a book (the Bible, the Koran, the Turner Diaries, Silent Spring) is vastly larger than those who have killed or helped in the name of a game, movie, or television show. Of course, this may change, but it does little good, in the interim, to pretend books are benign, but games are inherently perilous.

From the start, you were less interested in designing games for teaching than in using principles of game design that are grounded in educational research to reimagine the pedagogical process? To what degree do you think recent projects such as Quest to Learn have embodied those insights?

I see game design and learning design (what a good professional teacher does) as inherently similar activities. The principles of "good games" and of "good learning" are the same, by and large. This is so, of course, because games are just well designed problem-solving spaces with feedback and clear outcomes and that is the most essential thing for real, deep, and consequential learning. These principles include (among others): making clear what identity the learning requires; making clear why anyone would want to do such learning; making clear how the learning will function to lead to problem solving and mastery; making the standards of achievement high and clear, but reachable with persistence; early successes; a low cost of failure that encourages exploration, risk taking, and trying out new styles; lots of practice of basic skills inside larger goal-based and motivating activities; creating and then challenging routine mastery at different levels to move learners upwards; using information and texts "just in time" and "on demand"; performance before competence (doing as a way of learning and being); getting learners to think like designers and to be able themselves to design; encouraging collaboration and affiliation with what is being learned as part of an identity and passion one shares with others; good mentoring by other people, as well as smart tools and technologies.

These principles can be realized in many ways, not one. Chibi-Robo, Yu-Gi-Oh, and Quest to Learn all realize them, though Quest to Learn faces the vast stupidity of our current accountability regime and Chibi-Robo and Yu-Gi-Oh do not.

James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education.

A Remediated, Premediated, and Transmediated Conversation with Richard Grusin (Part Three)

I am putting up the final installment of my conversation with Richard Grusin a day early as I am headed out of town for much needed R&R time with my wife. I will not be posting next week, but expect to return shortly thereafter. History and Genealogy

RG: Speaking of history, though, I wonder if you would let me pose another question about the relationship between remediation and transmedia. One of our claims in Remediation (which has gratifyingly been borne out by a good deal of scholarship in the past decade and more), was that although the explosion of new digital media at the end of the 20th century made the double logic of remediation visible, remediation (and its double logic) had a very long history in Western culture, going back at least to the invention of linear perspective. By identifying the working of remediation in contemporary digital media, we have been able to look back on the history of mediation in Western culture to see it in a different light. Do you see a similar historical genealogy for transmedia?

HJ: Yes, depending on how broadly or narrowly we define transmedia. I have made the argument that the church in the middle ages was profoundly transmedia if you lacked the capacity to read. For the priests, the Bible stories were rooted in a text and everything else would have been understood as an illustration of that text. But if you couldn't read that text, you were absorbing bits of the stories from many different sources in the culture around you and the stories could be brought together via stainglass windows, tapestries, or paintings, where characters from multiple stories or symbols for many parables might exist side by side. Michelangelo is in that sense a profoundly intertextual artist.

I would also point to the great world builders of the 20th century -- especially L. Frank Baum, J.R.R. Tolkien, and Walt Disney as also contributing much to the current configurations of transmedia. Baum in terms of mapping Oz through books, stage plays, films, and public lectures, each adding new layers to the original. Tolkien developed a mythology much larger than he could communicate in Lord of the Rings as a specific narrative. And Disney in moving from the screen to location-based entertainment and in constructing a "world" or "family" of characters drawn from multiple stories.

RG:

Your mention here of "world builders," and earlier "fictional worlds" or "universes," is helpful, I think, in clarifying another difference between our approaches. You're interested in how transmedia create fictional worlds. My approach focuses more on logics and practices of mediation in specific historical formations--although your sense that transmedia represents the current media formation of the infotainment industry is itself, I would argue, a historically specific claim.

HJ:

Derek Johnson and Avi Santos have been arguing for greater historical specificity in terms of how today's transmedia models emerge from the larger evolution of franchise entertainment across the 20th century. I also would argue that elements can be tied back to series books and film serials, not to mention to the practices of comic books, all of which link individual units to larger story systems, even if they remain largely within the same medium. A lot depends on whether we are tracing transmedia practices in terms of narrative, visual, or economic structures. I think that recognizing transmedia in contemporary media may similarly open up further historical investigations. I hope it inspires half as much generative scholarship as Remediation has done.

I am very interested in Kim Deitch's graphic novel, Alias the Cat, which depicts a story being created in the 1910s via newspaper serials, comic strips, film serials, and live stunts, all practices possible in the early 20th century, and all practices used in various combinations, although perhaps not in the hypercoordinated way depcited in the comic. For me, this story helps sort through the difference between a set of potential practices, each transmedia in its implications, and an overall logic which may be the current configurations of practices.

Transmedia in that sense is not totally new, yet it is unlikely that it would take its current shapes in the absence of networked communication. And that's why I started this by reflecting on the different ways that transmedia impulses work in the era of the cd-rom, of the web, and of the iPad.

Turning the lens back in your direction, is the history of remediation one in which the same dual logic repeats itself again and again or is it one of historical transition and transformation in which shifts in the media landscape enable or foreclose certain possibilities, certain models of creative practice?

RG:

As I mentioned earlier, remediation can be traced in visual media at least to the origins of linear perspective, particularly the invention of the idea that the canvas or picture plane should be treated as a transparent window through which to view the world. I will leave it to art historians who know much more than I do to determine if it can be traced back even further or into other artistic media.

But I do remember that, while we were writing the book, we used to have fun imagining with our students other arenas in which the twin logics of remediation, transparent immediacy and hypermediacy, had manifested themselves historically. Romantic poets like Wordsworth, for example, appealed to the immediacy of the vernacular and the heart or intuition, while someone like Blake demonstrated a form of hypermediacy especially through his illustrated poems. The scientific debate between scholasticism and empiricism in science might also be glossed in terms of the immediacy of the experiment and the hypermediacy of scholastic traditions. And it is hard not to see the contrast between the Catholic Church and Protestantism as one between hypermediacy and immediacy. These, however, were mainly speculative musings. As someone committed to historical specificity, I remain cautious in trying to think about transhistorical laws of mediation.

Nonetheless, in the historical period within which remediation does operate, I would argue that the double logic of remediation does not repeat itself in the same form but operates, as you say, in terms of "historical transition and transformation in which shifts in the media landscape enable or foreclose certain possibilities, certain models of creative practice." In my new book I situate the double logic of remediation both, as you plausibly suggest earlier, in relation to the invention of new stand-alone multimedia storage devices like the cd-rom, as well as in relation to the 1990s desire for immediacy represented most fully in technical fantasies of virtual reality which grew largely out of the cyberculture and cyberpunk imaginary of the 1980s. In the last two decades of the 20th century, immediacy was defined in terms of the erasure of mediation in an immediate, immersive encounter with the real, while hypermediacy was defined in terms of the kind of multiplication of mediation made possible by cd-roms, the world wide web, and other related media formats.

In the first decades of the 21st century, the emergence of social media has, I argue, shifted the ways in which immediacy and hypermediacy manifest themselves--and thus alter the double logic of remediation. In fact where in the 1990s the immediacy of the real was defined in opposition to the multiplicity of mediation, in the 21st century hypermediation is the mark of the real, as epitomized most dramatically in the Fox series 24, which depicted real-time not in terms of the erasure of mediation but in terms of its multiplication. In our current moment of mobile, socially networked media, immediacy is manifested as mobility, connectivity, and flow, the easy, almost seamless, interaction among our countless personal and collective media sites--FB, Twitter, YouTube, Flickr, Tumblr, and countless others. Hypermediacy manifests itself not so much in the formal fragmentation and multiplicity of the visual space of the screen as in the multiplication of mediation among and across our networks, including the ways in which all of our socially mediated interactions are tracked, recorded, and archived by a state and corporate security regime for purposes of data mining, tracking, trendspotting, and preemption of criminal behavior.

Politics

RG: Perhaps because of the changing nature of our times, my approach to premediation, which I argue is the predominant form in which remediation manifests itself in the 21st century, is much more political than our approach to remediation was. While remediation was and remains a concept that can be useful for political means, premediation makes those uses much more explicit. This, then, raises for me another question about your approach to transmedia. Do you see a politics to transmedia, either as practiced in the corporate entertainment industry of as you deploy it in your work? Or is this not an explicit focus of your transmedia work?

HJ: In terms of corporate media, there is certainly a concern that the capacity to expand a story across multiple media platforms and thus blanket the society has a potential to be used for propagandistic purposes in ways which concerns me deeply. That said, as currently developed, the transmedia model comes attached with a very active and skeptical model of spectatorship -- one where collectives of fans work through complex challenges together in ways which encourage criticism and reflection.

Indeed, what we are seeing is the spill over of these forms of fan participation and emerging forms of activism, which are the focus of some new work which I am pursuing in collaboration with the MacArthur Foundation. For example, we are studying the case of the Harry Potter Alliance which has built a large scale network of young activists on the metaphors and narratives provided by J.K. Rowling's media franchise. Here, they are building on an existing transmedia system and on the infrastructure provided by media fandom to motivate political participation around a range of human rights and social justice concerns.

I am also interested in work which Sasha Contanza-Chock has been doing on what he calls "transmedia mobilization" in the Los Angeles immigrant rights movement. There's a tendency to think of transmedia practices as involving high end production values, but here, he is looking at how activists in Los Angeles are deploying a range of low end media to protest current U.S. policies around immigration and to get their message out to their supporters by any means necessary. Transmedia mobilization, in this case, might involve YouTube video, podcasts, mix tapes, graffiti, posters, and street theater, but it still follows principles we can recognize from other research on transmedia practices.

Finally, coming full circle back to corporate media, I am very concerned with the contradictions about participation embedded in current concepts of web 2.0 and user-generated content, issues in public policy which range from concerns about constraints on Fair Use in the domain of intellectual property to issues of "free labor" in the relations between participants in the creative process and the use of surveillance practices to monitor and monetize forms of audience engagement (of the sort you reference above). These issues are central to my new work on Spreadable Media.

A Friendly Ammendment?

RG:

Thanks, Henry. This has been really helpful for me. I hope others will find the discussion useful as well. I'd like to close by returning to where we began this discussion and offer what I hope you will see as a friendly amendment to your concept of transmedia.

In my Premediation book, I argue that the concept of new media, which was useful for both of us in making sense of the exciting and transformative changes that were occurring in the 1980s and 1990s, no longer does much work in the 21st century. In an era where old media like books, newspapers, radio, and television are created, circulated, and consumed through digital media, the distinction between old and new media becomes increasingly problematic. I argue, instead, that we should focus instead on "mediality," which I take to include all the forms of media with which we interact on a regular basis. I relate the concept of mediality to Michel Foucault's concept of governmentality, arguing that media today operate as aspects of governmentality in mobilizing and managing populations, which Foucault describes as networks of people and things. Thus rather than focus on the relations among "new" and "old" forms of media, I argue that we need to pay attention to the things that media do, the way they act and help govern the variety of human and nonhuman publics that proliferate at the present moment. From this perspective the political deployment and implications of transmedia that you have described could be understood as elements of governmentality in the 21st century, as a mode of what I would like to think of as "transmediality."

If we go down this path, then I would suggest (and here is the friendly amendment) that just as mediality allows us to undo or dispose of the distinction between old and new media, transmediality could allow us to undo the distinction with which our discussion began between stand-alone and networked media. In the most trivial sense, we could see that the interaction with a stand-alone DVD, with its extras and director's cuts and commentaries, could be seen as a form of transmediality similar to our interaction with transmedia artifacts on the internet. Of course, I recognize that this might remove (or at least minimize) the element of active hunting and searching that you see as part of the transmedia experience. But more significantly, I think that the distinction between stand-alone and networked media is increasingly coming to become unhelpful in the same way that I described in relation to old vs. new media. Whether we think of the transmediality of CDs loaded in iTunes, or the networked capabilities being built into BluRay players as just two examples, the distinction between stand-alone media and networked media seems increasingly unclear. And when you add to this the fact that the creation, production, and distribution of all digital artifacts are inseparable from all sorts of networked media technologies, I think that it will not be long before the distinction between stand-alone and networked media becomes moot. In making this friendly amendment, I mean not to weaken or minimize the concept of transmediality, but rather the opposite--to suggest that, like remediation did in the 1990s, transmediality in the 21st century names the condition to which all of our media will eventually aspire.

Thanks again, Henry, for suggesting this conversation. Let's do it again some time.

Richard Grusin is Director of the Center for 21st Century Studies and Professor of English at the University of Wisconsin-Milwaukee. He received his Ph.D. in 1983 from the University of California-Berkeley. He is the author of numerous articles and chapters and four books, including (with Jay David Bolter) Remediation: Understanding New Media (MIT, 1999) and most recently Premediation: Affect and Mediality After 9/11 (Palgrave, 2010).

A Remediated, Premediated, and Transmediated Conversation with Richard Grusin (Part Two)

Aesthetics RG:

Serendipitously, I, too, had been thinking of a video that might help delineate the distinction between transmedia and remediation--the Hype Williams video for "Gold Digger," the Kanye West song featuring Jamie Foxx.

For me, the video's remediation of the look and style of pin-up magazine covers as live videos is a clear example of an instance of remediation that I would see as distinct from transmedia. On the other hand the now longstanding practice of refashioning songs as music videos might be able to be seen as an example of both remediation and transmedia. Would you agree with this?

HJ:

I would agree that the "Gold Digger" video is an interesting example of how one could have remediation which does not necessarily become transmedia. It is also, as you note, a music video and thus as an amplification of the recorded song a form of transmedia. I would call it transmedia performance in this case rather than transmedia storytelling. My own early writing emphasized the storytelling functions of transmedia, but storytelling is only one function which is now conducted across media platforms. Performance seems the more pertinent category for thinking about music, though a series like Glee might send out some extensions which are primarily about performance and others that are about narrative.

We could, however, imagine a version of this music video that with very little changes would be pulled towards transmedia narrative (or transmedia play). Right now, the magazine covers function to comment on the situations being described in the song lyrics, but they also seem to construct a kind of world where the song takes place. Let's suppose we built more of a plot into that world -- not simply the story the song offers of failed relationships, violated trusts, and sexual tension. Can we imagine extending those core plot elements into a melodramatic plot and imagine the magazine covers perhaps referring us to other media where we learned more about these people and their relationship? Can we imagine the magazine covers as functioning as clues which led to a kind of alternative reality game, which then led us down a rabbithole where we started seeking out more information elsewhere on the web? This would pull us much more fully into a transmedia logic.

RG:

Yes, I suppose we could and I suppose it would. Your inclination to actively remediate or transmediate existing media forms is much stronger than mine. I see myself more as a cultural critic or media theorist than as a creator of new forms. Still I would be interested in you defining even further how you see transmediation differing from or extending remediation.

HJ:

Well, I think I intended this as a thought experiment at most, but your point is well taken. My work on transmedia has taken me into much closer dialogue with the creative community than I had expected and as that happens, I become much more likely to imagine other possible configurations of media that have not yet emerged in much the same way that Janet Murray's Hamlet on the Holodeck sought a kind of predictive or anticipatory aesthetics, mapping what could be done with the affordances of digital media she saw starting to emerge. And do not overlook the fact that Remediation has surely inspired many designers and artists, even if you have not yourself chosen to explore the creative practices implicit in your argument.

RG:

True enough. I like the way you describe your and Janet Murray's work as imagining or anticipating new media futures. It reminds me that, in the context of my most recent work, premediation was already quite active in the 1990s. And yes, it has been very gratifying to see how Remediation was taken up by designers, artists, and other creative people--not to mention by new media scholars like you, especially in relation to transmedia.

Immediacy and Hypermediacy

HJ:

One of the ways I often think about your work in relation to transmedia is the different modes by which transmedia elements are constructed. On the one hand, they often present themselves as documents or documentaries, seeking forms of immediacy. We look through them to see into the world being depicted and the world of, say, District 9 becomes more real to us insofar as such materials adopt forms we associate with nonfiction. The early ARGS often insisted on there being nothing that signaled to players that they were playing a game and thus sought to blur the fake documents being produced back into reality. They were fictions which denied their status as fictions.

On the other hand, more and more, transmedia extensions represent themselves as advertisements for imaginary products, such as True Blood. They show us what the mediascapes of these fictional societies might look like, and so we achieve a kind of access to the fictional world through an heightened awareness of processes of mediation.

We can see how the immediacy and hypermediacy come together by looking at something like MNU Spreads Lies , one of the websites created to help promote District 9. The website proports to be the home page for an Alien Rights organization. Much of the text is in an alien alphabet, though we can convert it to English. My favorite entry is one called "I'm Speechless" which is halfway down the page. Here, we have a mocked up government video on the aliens reproduction system, complete with imitation grain and scratches, clearly intended to achieve a certain degree of immediacy, though the focus on the buggyness of the footage uses properties of mediation to allow us to achieve that level of immediacy. The text around it shows a fake resistant reading of this fake documentary -- the alien rights organization has captured this footage from the government and is offering a shocked and outraged reaction to what they are seeing. Here, we are invited to be aware of the processes of mediation and contestation that have emerged around the video -- for me, this would seem to represent a kind of hypermediation. As you note in the book, at a certain point, as our everyday reality is shaped by our interactions through media, the lines between immediacy and hypermediacy blur. We achieve immediacy by way of hypermediacy.

Interactivity and Participation

RG:

The Tru Blood commercial is fantastic! It is an exemplary example of a kind of faithful or respectful remediation of a Budweiser commercial. But it is even more interesting, as you suggest, as an example of how the urge to transmediate deploys strategies of remediation in constructing new, participatory mediations of imaginary worlds.

But as the District 9 promotions make evident, transmedia isn't always fan-based or participatory, right? It is increasingly a technique of corporate infotainment media, whether in fictionally remediating participatory media like blogs or in distributing elements of specific media narratives or worlds across multiple media formats. What makes the MNU Tells Lies site different (and especially interesting) is that it continues the documentality of the District 9 film into the blogosphere. This is, I think, an advance on the transmediation of the Matrix franchise, which I have discussed in terms of the concept of a "cinema of interactions." The distribution of the narrative of The Matrix across the Enter the Matrix video game and some of The Animatrix contributions (particularly the archival pseudo-documentary about the back story of how the machines took over Earth), while interesting in terms of the continued decline of medium specificity, does not trouble the border between fictionality and reality in the same way that the MNU Tells Lies site does. But in both of these examples, I would agree that your robust concept of transmediality (or my more sketchily developed notion of a cinema of interactions) is more useful and informative than the concept of remediation. That being said, one could certainly (as you do above) approach either of these from the perspective of the double logic of remediation.

HJ:

Both the True Blood and the District 9 materials were generated by the producers (or those working for the brand) rather than the fans. They certainly are responsive to genres and themes which may have originated within fan culture. (We are just beginning to theorize how fan productions might or might not be understood as part of the transmedia system around a given media property). Transmedia is part of a larger shift in the logic of the media industries to place a greater emphasis on engagement, which in turn values fans as the ideal audience for their productions. Part of what first drew me to look at transmedia storytelling was the ways that it seemed to represent a commercial response to key aspects of fan culture: such as the desire to extend the world, to construct backstory, to focus on secondary characters, or even to construct alternative versions of the original characters. But ultimately, these materials claim the status of canon and not fanon, and that has consequences for how they are read.

If they are participatory, it is on the level of reception and circulation rather than on the level of production, though we are seeing some kinds of transmedia production which apply crowd-sourcing or user-generated content models to build out the fictional world further. So, yes, these are part of a new commercial logic. My argument, though, is that they are not simply commercial products; they are also creating new opportunities which gifted storytellers and artists are exploring in ways that deepen our possible engagement with these fictional universes. You could read both the District 9 and True Blood examples as promotional: they are designed to spread word about their affiliated media properties. But they are both expansive (adding to what we learn in their respective works) and expositional (helping to inform our experience once we see their affiliated works) in ways which go beyond what we would expect from a movie trailer. We go into District 9 with different expectations (even a different moral orientation or emotional identification) and have a different experience if we've visited the MNU Spreads Lies site than if we have not. Given this, I don't think we can simply dismiss them as promotional materials.

RG:

Thanks for clarifying. I agree that promotional materials should not be dismissed out of hand. Kracauer wrote that we can learn much about any historical moment by making sense of what he called its "surface phenomena." But where Kracauer explains how these ornamental surface phenomena are of a piece with the structure of monopoly capitalism in the 1920s, you treat transmedia surface phenomena as creative opportunities for artists and designers which deepen the 21st-century consumer experience. Kracauer is making a claim about history, while you are making a claim about how transmedia enhances the creation of fictional universes.

Richard Grusin is Director of the Center for 21st Century Studies and Professor of English at the University of Wisconsin-Milwaukee. He received his Ph.D. in 1983 from the University of California-Berkeley. He is the author of numerous articles and chapters and four books, including (with Jay David Bolter) Remediation: Understanding New Media (MIT, 1999) and most recently Premediation: Affect and Mediality After 9/11 (Palgrave, 2010).

A Remediated, Premediated, and Transmediated Conversation with Richard Grusin (Part One)

This week, I am sharing an extended conversation with Richard Grusin, co-author of Remediation and author of Premediation:Affect and Mediality After 9/11 about the relationship between our work.

If this sparks your interest in learning more about Transmedia Entertainment, check out Transmedia Hollywood II conference coming up at UCLA on April 8. Tickets are still available.

Getting Started

HJ: Richard, you wrote to me a few weeks ago responding to the interview I did with Frank Rose about his new book, The Art of Immersion. That interview tried to clarify the relationship between Rose's concept of "deep media" and my concept of "transmedia entertainment." You raised the interesting question of how these two concepts might relate to the work that you and Jay David Bolter did in Remediation, another book which sought to develop a vocabulary for thinking about the relations between media, and your more recent book, Premediation: Affect and Mediality After 9/11. Since both books are widely taught, it seemed to me useful for us to try to tease out together the points of contact and divergence between these two models.

At the time you wrote Remediation, many of us were very excited about the kind of multimedia expression which was possible within cd-roms, a short lived technology, which never-the-less became the focus of a good deal of scholarly interest. So, we might start by thinking about the relationship between the multimedia (envisioned within the cd-rom) and the transmedia (now being realized via digital networks). For me, the difference can be summed up as inside the box - outside the box. That is, multimedia sought to organize a series of different kinds of media experiences inside a curated and bounded text. There might be movies and audio files and illustrations and texts, but they were all inside the cd-rom itself.

By contrast, the elements of a transmedia experience are dispersed -- they are spread across multiple media channels -- with the expectation that the consumers will tap into digital and social networks to track down the elements. Part of the pleasure is what I would call "hunting and gathering" and what Rose calls "foraging." Alternate Reality Games make tracking down, exchanging, deciphering, and mapping the dispersed media elements the central play mechanic. And insofar as we are doing this activity within fan communities or as "collective detectives" to use an old term from the ARG world, these mechanisms support social interactions with other readers. Part of what allows this to become a viable form of publicity for media franchises is our tendency to want to brag about our discoveries and share them with others with whom we have common goals and interests.

The rise of the iPad seems to suggest a return to a multimedia model -- witness the promotional video for Sports Illustrated on the iPad which sparked so much excitement in the publishing world at the time the platform was introduced. Here, we again see all of the media elements brought together into a single ordered, curated experience. This design will make these kinds of experiences more accessible to casual readers who want to simply click through an experience, but they may take away from the social mechanics that have grown up around "foraging" or "hunting and gathering."

It occurs to me that the Sports Illustrated video might be a good starting point for us to compare notes. What do you see going on here when you read it through your core concepts?

RG:

Thanks, Henry, for suggesting this. I think it's a great idea, and after reading your initial paragraphs I think there is plenty of room both for clarification and divergence. I will confess that at first I was a bit puzzled by your identification of remediation with the multimedia cd-rom--especially insofar our account of the double logic of remediation at the end of the 20th century takes up so many other media artifacts including muds and moos, the world wide web, and hypermediated space. But in light of your concept of transmedia storytelling I can see why the contrast with an apparently self-contained multimedia artifact like the cd-rom would be important for you.

For me, however, remediation argues precisely against the idea that any medium (multimedia or not) could be self-contained. In defining a medium as that which remediates we set out from the position that all media were hybrid or mixed, that all media refashion other media. The contradictory but coherent logics of transparent immediacy and hypermediacy which operated at the end of the twentieth century still persist (although in different forms) today.

In other words, because remediation invariably involves the relationship between at least two media, all media from our perspective could in some non-trivial sense be seen as transmedia. Transmedia storytelling as I understand it would seem from the perspective of Grusin and Bolter to be one of the forms in which remediation manifests itself in the 21st century, particularly in what have come to be called the "infotainment" industries. In my own post-remediation work I have developed a similar idea, most relevantly in the concept of distributed media that I trace out under the rubric of a "cinema of interactions."

As to describing the Sports Illustrated promotional video through the key concepts of remediation, I suppose I would begin by highlighting the double logic of remediation informing the iPad promo. The use of interactive video in the magazine's new interactive format simultaneously provides a perceptual immediacy and operates as an element of the journal's hypermediacy. But I also see this video as an example of what I have more recently called "premediation," especially as it markets both iPad and Sports Illustrated by premediating digital media formats that do not yet exist but which we can anticipate in the near future. I would be interested in your sense of how transmedia might relate to this reading of the video.

HJ:

I certainly did not mean to restrict your book's argument to a focus on multimedia - it has enormous historical scope and media diversity. I only associate the time of the book's publication with a particular enthusiasm about cd-roms which was sweeping digital studies, and thus I came to understand some of your principles initially in relation to that particular form of remediation.

RG:

Right. I remember in fact when Jay and I presented remediation at a conference you organized at MIT that you were working on a cd-rom film "textbook" with embedded video clips. And when we started our MS in Information Design and Technology at Georgia Tech in the early 1990s, our goal was to train multimedia cd-rom designers. By the time we wrote Remediation, however, our enthusiasm had begun to broaden to networked and distributed forms of mediation, though not yet to your useful concept of transmedia.

From Remediation to Premediation

HJ:

I would agree with you that both multimedia and transmedia represent strategies of remediation, which are particularly vivid in their foregrounding of the relations between media. The Sports Illustrated example, for the most part, stays within the box -- though the segment about playing a game on the ipad while watching the game on television points to ways that even this basic app straddles between platforms rather than operating entirely within them. What interested me here was the way that the video as an act of "premediation," (I like that concept), invites us to re-imagine the medium of the print magazine through expanding its affordances, blurring the line between still and moving images, say, adding sound effects and gestural interfaces that change what it means to read and so forth. Insofar as we read the magazine in relation to the television and live versions of sports, it may well constitute a form of transmedia -- that is, we as consumers bring the pieces together to make sense of a phenomenon which unfolds across platforms. Yet, there's also a sense that the iPad is promising to organize all of those varied media experiences for us in ways that decreases our need to search out new content. This becomes a matter of preprogrammed interactivity rather than open ended participation.

RG:

Yes, I see that this question of participation, what you refer to above as "foraging" or "hunting and gathering," is one that is crucial to you, particularly in regard to your extensive body of work on and continued interest in fan culture. In some sense, of course, this, too, is a product of the media formation of the 1990s, which has in the socially networked 21st century become such a part of our media everyday that it could be seen as no longer unusual. Yet your worry about preprogrammed interactivity supplanting open-ended participation is one that is shared by many. Because I have always had some reservations about the degree to which participatory media could be open-ended or liberatory, I am less troubled by the preprogrammed nature of many of our current forms of interactivity. I have been more concerned, both in Remediation and in my subsequent work, to underscore the preprogrammed or premediated nature of all of our media interactions. So the Sports Illustrated or iPad is less troubling for me.

Richard Grusin is Director of the Center for 21st Century Studies and Professor of English at the University of Wisconsin-Milwaukee. He received his Ph.D. in 1983 from the University of California-Berkeley. He is the author of numerous articles and chapters and four books, including (with Jay David Bolter) Remediation: Understanding New Media (MIT, 1999) and most recently Premediation: Affect and Mediality After 9/11 (Palgrave, 2010).

The Political Lives of Black Youth: An Interview with Cathy Cohen (Part Two)

You write near the end of the book, "While the Obama Administration and other black officials are attempting to avoid discussions of race, members of the Republican Party and the Far Right have escalated their racial and racist talks and attacks. These contrasting trends have meant that racial discouse is increasingly being shaped by, or at least framed by, the right wing." Clearly, you have in mind something like the Tea Party movement. How would you explain the expanding support that the Tea Party has received? What impact do you think such a movement has on the political lives of the black youth you've studied?

I don't think it is a coincidence that recent polls show that only about 17 percent of black youth support the Tea Party, compared to 34 percent of white youth and 15 percent of Latino youth. Black youth understand that the policies advanced by Tea Party candidates and members will mean a more limited role for the government in the lives of everyday Americans. And while many believe that the reach of the government has extended too far, black youth realize that many of the opportunities secured by the mobilization of Blacks and others from the Civil Rights Movement through the election of President Obama have only been implemented and protected by an activist and expanded federal government.

Thus, a significant part of the Tea Party agenda, that which would repeal recently won health reform or pursue deficit reduction by slashing needed safety net programs or reduce funding for public education, or generally reduce and constrain the work of the government, would detrimentally impact the lives of black youth, especially those who are most vulnerable.

Beyond the specific policies of the Tea Party, I believe that their exaggerated discourse, especially as it targets President Obama and attacks him not on the terms of just his policies but also engages in a racial baiting, will reinforce the idea held among black youth that racism remains a major issue in this country and that black people are treated as second-class citizens in the political community. These young people have watched as the Tea Party held rallies in which President Obama has been demeaned and depicted as other, an unspeakable evil on par with Adolph Hitler. They believe that while some of the objections to President Obama are based on the political agenda he has pursued, other motivations for their challenge to President Obama has everything to do with the fact that he is black.

In response to such actions on the part of some members of the Tea Party, it seems that President Obama and his team has made a decision to try and stay above the fray of racial politics, adopting or letting stand a color-blind approach to race in the United States. My concern as you quote in the question is that the absence of leadership by President Obama on the topic of race and racism has allowed the right wing and some more extreme Tea Party types to step into the gap and promote their decidedly pre-civil rights movement view of the ideal racial order.

In contrast to the continued activity of the right on questions of race and racism, those public officials that might traditionally be mobilized to fight for and articulate a political agenda meant to improve the opportunities and lives of black youth, specifically black and progressive politicians like Barack Obama, are exceedingly reticent to make and defend an explicitly racialized agenda. And so black youth are left to fend for themselves on issues of race and racism, again learning the lesson that politicians are not to be trusted and that even in an environment where expansion of our political community is promised, some will fight the equal rights and inclusion of black youth seemingly forever!

As you've noted, the perspectives of black youth are rarely discussed as part of our understanding of contemporary politics. What do we understand differently about the current political scene if their views are factored into our analysis?

I think it is hard to understand and think effectively about the issues that confront us without thinking about the perspective and lived experience of black youth. As I discussed in a different question, black youth are at the center of many of the most troubling issues confronting the country. Issues ranging from the decline in public education to the rise in incarceration and the dominance of the prison industrial complex all disproportionately impact black youth. So it will be hard to develop effective and inclusive policies, programs and approaches to these issues without seriously considering the perspectives and including the insights of black youth.

However, it is more than just a simple gesture of inclusion when thinking about how black youth help us to understand and imagine differently the political scene. We have to acknowledge that young black people often have a different take on issues than others groups of young people that necessitate different policy choices and political collaborations. For example, if we take the issue of whether we are currently or even approaching a post-racial state, black and white youth think very differently about this issue.

Since the election of Barack Obama, much has been made of the generational divide in the populace. Some have suggested that once the so-called millennials come to dominate the political domain, many of the thorny social issues that have caused great debate and consternation among the American public will be resolved. This line of reasoning implies that young people who embrace and personify a more inclusive society will eventually take over policy-making and thought leadership, moving both areas in a more liberal direction. Commentators point to the significant differences in opinion registered among various generations on topics such as same-sex marriage and abortion as evidence of the more inclusive worldview held by the majority of young people.

The promised harmony around social issues that is presumably evident among younger Americans extends beyond the confines of sexually infused social policy to the prominent and always simmering issue of race. An article published in The New York Times suggests that much of the problem of race and racism found in the Tea Party and the NAACP has to do with the fact that they both are largely comprised of older members who grew up as the targets or beneficiaries of Jim Crow. Columnist Matt Bai writes, "The Tea Party and the N.A.A.C.P. represent disproportionately older memberships. And herein lies a problem with so much of our discussion about race and politics in the Obama era: we tend not to recognize the generational divide that underlies it."

As evidence of this substantial generational divide, Bai cites pre-midterm data from the Pew Research Center indicating that "there is nearly a 20 point spread between Mr. Obama's approval ratings among voters younger than 30 and those older than 65." Perhaps Bai's most important observation is one that he seems to add almost as a throwaway: his comment that "These numbers probably do reflect some profound racial differences among the generations." I show in the book that significant and profound differences in how young whites, blacks, and Latinos think about such topics as racism, citizenship, and gay and lesbian issues still exist today and that these differences are a defining feature of American politics as practiced by the young today, even in the age of Obama.

Far from the generation of millennials signaling the end of race or even the beginning of a post-racial society, I present data in the book that suggest that deep divides still exist among young people, with black youth particularly skeptical about the idea of a post-racial anything. I note in the book that on a survey we administered seven months after the 2008 election, we asked 18-35 year-old respondents if they believed racism was still a major problem. The divide between black and white young people was stark: 68 percent of black youth stated that racism remains a major problem, compared to 33 percent of white respondents and 58 percent of Latino respondents

A similar split was evident when we asked if blacks had achieved racial equality. A near majority of whites (48 percent) thought blacks had achieved equality, compared to 15 percent of blacks and 39 percent of Latinos. As we know the racial landscape is far more expansive than one that accounts for just blacks and whites. When asked if Latinos had achieved racial equality, support for this assertion dropped among whites. In fact, only 29 percent of whites, 16 percent of blacks, and 20 percent of Latinos believed that Latinos had achieved racial equality.

In the many articles written about the generational shift in attitudes on social issues, such as gay marriage or even race, few, if any, take the time to disaggregate the data by race and ethnicity to determine whether there might be divergent trends among the many groups comprising "youth." When researchers disaggregate their data (that is, if they have sampled enough people of color to pursue statistical analysis of different racial and ethnic groups) they often find that there are significant differences in how young people from the various racial and ethnic groups that make up the American populace think about not only same-sex marriage and abortion, but also race. If leaders continue to make policy and academic insist on writing articles with data assuming that the ideas of white youth represent the attitudes of all young people, they are all in for a rude awakening.

As the demographics of the country continue to move from one dominated-in population and power-by whites to one increasingly populated by individuals of color, our analyses must start paying attention to the ideas, attitudes, and actions of young people of color. Making the experiences of black and Latino youth central to our understanding and "work" around race provides a very different perspective in terms of what we must do. In the realm of race, the experience of black youth and, at times, Latino youth is that race still figures prominently in their lives, shaping where they can live, if and where they work, and how state authorities, such as the police, treat them. For these young people, racism still blocks their access to full citizenship, in particular the psychological aspects of believing that one belongs to and is valued in the larger political community. In the book I use the experiences of black youth to underscores the necessity of not just including but highlighting the voices and experiences of black youth if we are to bolster democratic practice in the 21st century.

Cathy J. Cohen is the David and Mary Winton Green Professor of Political Science. . She is also the Deputy Provost for Graduate Education and the former Director of the Center for the Study of Race, Politics and Culture at the University of Chicago. Cohen is the author of two books: Democracy Remixed: Black Youth and the Future of American Politics (Oxford University Press 2010) and The Boundaries of Blackness: AIDS and the Breakdown of Black Politics (University of Chicago Press 1999) and co-editor with Kathleen Jones and Joan Tronto of Women Transforming Politics: An Alternative Reader (NYU, 1997). Cohen is principal investigator of two major projects: The Black Youth Project and the Mobilization, Change and Political and Civic Engagement Project. Her general field of specialization is American politics, although her research interests include African-American politics, women and politics, lesbian and gay politics, and social movements.

The Political Lives of Black Youth: An Interview with Cathy Cohen

I have mentioned here several times before my participation in a new research network on youth and participatory politics, which has been funded and organized by the MacArthur Foundation as an extension of their work on Digital Media and Learning. Part of the pleasures of participating in this network has been the chance to engage in "mixed methods" research and in the process, to learn more about research methods that previously seemed very alien to my own. In graduate school, the qualitative and quantitative students walked past each other like ghosts: we shared the same offices, in some cases, but there was not much fraternizing across enemy lines. :-) Here, I've had a chance to learn about and contribute to the design of a large scale national survey as well as having the ethnographic work my team is doing informed by thoughtful questions from the social scientists and political philosophers on the team. I have especially loved getting to know Cathy Cohen, a political scientist who remains surprisingly open to our questioning of what counts as politics in the digital age and who is often leading the way to challenge the established wisdom in her field. Her previous books have included The Boundaries of Blackness: AIDS and The Breakdown of Black Politics and Women Transforming Politics: An Alternative Reader. She has done extensive research on the political lives of black youth and what they can tell us about the current state of democracy in America, work which led this fall to the publication of a important new book, Democracy Remixed: Black Youth and the Future of American Politics.

The information here is transformative. Cohen tells us for example that more black youth have participated in buycotts, that is directing their consumer purchases towards social change, than in boycotts, that archtypical tactic of the civil rights generation of black leadership. She describes how black youth have been stigmatized not only by white racists but by many black political leaders who often pathologize youth culture as symptomatic of the problems confronting the black community today. Her approach combines statistical and cultural analysis to offer a multilayered portrait of contemporary black youth, their hopes, their fears, their frustrations, their values, and their politics. As she notes, these perspectives are often left out or remain undifferentiated in larger accounts of youth and political participation.

The picture she paints will complicate further claims that the election of Barack Obama represent a "post-racial" era in American politics. As her comments below suggest, current politics are very much shaped by implicit and sometimes explicit assumptions about race at a time when the racial composition of the country is shifting dramatically.

I was lucky to get Cohen to respond to some of my questions about this book, which I strongly recommend to my readers. What follows is simply a glimpse into the rich analysis that runs through Democracy Remixed.

Walk me through your title. What do you mean by "Democracy Remixed"? Why is this an appropriate metaphor for the book's findings?

I decided on the title of Democracy Remixed for a number of reasons. First, it seems to me that one of the interesting consequences of taking seriously the political ideas and actions of some of our most marginal citizens--black youth--is that it pushes, challenges, and changes the nature of how democracy currently functions in the United States. If it doesn't then something is seriously wrong.

For example, if you begin to look at the participation rates of black youth, although there were historically high in 2008, there are still serious challenges to the full participation of black youth in our democracy. The issue of felony disenfranchisement and the general disproportionate impact of incarceration and policing in the lives of black youth are made visible when we focus on the political lives of black youth. Far too many young black people are unable to engage in the most basic of democratic practices--voting--because some states have taken away the franchise of those who have been convicted of a felony, even after they have served the terms of sentence. Thus, if we are serious about facilitating the participation of young black people in something as basic to democracy as voting, then we must examine and "remix" our ideas and laws about felony disenfranchisement.

Similarly, when we include black youth as full and equal members of our political community, it means that we acknowledge their worth and will debate and pursue politics that reflects their priorities and needs. For example, if young black people were active participants in our policy debates, the political agenda might be "remixed" to include specific policies and programs such as quality education for marginalized youth, especially young black people who suffer from dropout rates of nearly 50 percent in some urban cities.

As a country we might find ourselves designating more money to health programs accountable for erasing the disproportionate impact of HIV/AIDS, sexually transmitted infections, and mental health problems among black youth. It might mean that we would do more to ensure that young people are not killed while playing outside their homes or on their way to or from school; a way of life for black children in Chicago and other major cities.

As equal members of our political community, the future of black youth must be recognized to be the future of the nation. Their suffering is our suffering. And their progress is our progress. Only by remixing our democratic ideals and practices can we truly become an inclusive and full-functioning democratic community.

You begin your book with the story of your nephew Terry. How did his experiences inspire and inform the project? What would you like to see Terry and others of his generation take away from the ideas in your book?

As you note in your question, it was the experiences of my nephew Terry and my other nieces and nephews that inspired this project. Terry, at least for me, represents many of the challenges of black youth today. He has faced and dealt with many of the issues that confront the lives of far too many young black people: violence, a failed educational system, incarceration, becoming a parent too early, and difficulty in finding a job just to name a few. While these are familiar themes that have been outlined in a number of books on black youth, what is different about Terry and hopefully my arguments in this book, is that we both try to provide a more nuanced representation of black youth than is regularly presented in other texts.

I believe that too often we are publish monolithic representations of black youth that either focus exclusively on their failure or their success. Bill Cosby is an example of one celebrity who has garnered a lot of media attention through the simplistic degradation of black people and black youth. I try in the book to detail the complex lives of black youth. As my nieces and nephews as well as thousands of young black people who answered surveys, took part in in-depth interviews and participated in focus groups for this book demonstrate, one has to pay attention to both the agency and structures that are a part of the story of black youth.

When I talk with Terry about the difficulties he has encountered, his is a balanced account, noting structural barriers such as the lack of jobs one can find with a criminal record, but also detailing how he has contributed to his own struggles by, for example, having children without being able to fully care for them, emotionally and materially. While Terry is willing to discuss the impact of being tracked at an early age into special education classes largely because the teachers in his school were unable or unwilling to deal with the learning challenges and energy of young black boys and girls, he also is quick to point out that he did not take advantage of the educational opportunities presented to him. It is the complicated story of being young and black in the United States today that I believe continues to deserve exploration and detail.

I hope the young people who read this book will first and foremost see themselves throughout this book. One of the things that was really amazing about doing the research for this project was the willingness of young black people to take time out of their schedules to talk to me and other researchers associated with the project. Repeatedly, they told us they were willing and eager to talk to us because people rarely asked them their opinions about the issues facing them and their ideas for solutions. So I hope those same young people are able to hear their voices in the ideas and arguments of the book.

Second, I hope the book reminds both young Blacks and the nation as a whole of the centrality of young black people to our democratic futures. Here I'm not only talking about the fact that black youth suffer disproportionately from some of the most important issues facing the country--unemployment, the decline of public education, violence, HIV/AIDS--but also they are a central part of what is promising about the next generation. In 2008 black and Latino youth came to the polls in record numbers to vote for the nation's first black president. Their excitement, determination, and unprecedented turn out is a signal of the promise of an expanding democracy.

Third and finally, I greatly respect young black people for their political intellect, their determination, and their ability to honestly and openly state when they have made bad decisions. Like most of us, these are young people striving every day to do the right thing and be decent human beings. I hope this book affirms their efforts to work hard, to do what is right and their basic humanity.

I was very interested in the mix of quantitative and qualitative research methods shaping this study. What did each contribute to your understanding of the political lives of black youth?

I wanted to use a mixed methodological approach to the book to reach a level of breadth and depth in reporting on the political lives of young black people. Specifically, the research design started with a national representative sample of young people ages15-25 that included oversamples of black and Latino youth. By oversamples I mean including larger number of Blacks and Latinos than might be necessary to make a traditional random sample so that our statistical analysis of young Blacks and Latinos would be more reliable and thus the margin of error would be smaller. In addition to ensuring that the sample would allow us to highlight and analyze the ideas and actions of black youth in comparison to other racial and ethnic groups of young people, we also wanted to develop a survey that would focus on and be rooted in the lives of young black people.

Many of the surveys used to explore the attitudes of young people start with white youth as the normative respondent. What I mean by that is the survey is developed with a young white person in mind. We developed a survey that tried to tap into the lives of young blacks. Toward that end we did things like include questions on rap music and rap music videos since we know that as both a cultural and political form hip hop and specifically rap music is central to the lives of black youth. Much of the statistical data included in the book comes from two original data sets--the Black Youth Project--and another survey we mounted before and after the 2008 presidential election--the Mobilization and Change Project. All of the data from these projects are available to the public and can be downloaded through the websites mentioned above.

Once we had the data from our new survey instrument in hand, we knew that this data would only allow us to say general things about the population of young people from different ethnic and racial groups. It would not provide us with the depth of knowledge needed to write a book that would capture and detail the nuanced political lives of black youth. To gain greater knowledge and go deeper we utilized two methods to gather additional qualitative data. One strategy we used was to carry out interviews with about 40 black youth, most of whom had completed the national survey and lived in the Midwest. We targeted four cities--Chicago, Detroit, Milwaukee and St. Louis and conducted interviews with black respondents in their city.

We were able to find respondents because at the end of the survey we included a question asking black respondents if they would be willing to be interviewed in the future. Over 90 percent of black youth answered affirmatively to the question, providing three contacts that might be able to find them within a year. Even with this information we were only able to find about 50 percent of the respondents who agreed to a future in-depth interview. After we confirmed the interview, graduate student researchers drove to their town and sat-down with respondents for over an hour, assessing in a more free flowing and detailed manner their thoughts on topics ranging from politics to the role of race in American society. Excerpts from these interviews are included as quotes throughout the book.

Finally, in 2005 and after the 2008 presidential election we held a series of focus groups with young black people in Chicago ages 18-21. We used the early focus groups in 2005 to inform the development of our first national survey and our general work on the Black Youth Project. The focus group held in 2009 was used to get a sense of what young people thought about the election of President Obama and how they thought the policies of the nation's first African-American President would impact their lives. Again, I also use quotes from these focus groups throughout the book, especially in chapter six.

Cathy J. Cohen is the David and Mary Winton Green Professor of Political Science. . She is also the Deputy Provost for Graduate Education and the former Director of the Center for the Study of Race, Politics and Culture at the University of Chicago. Cohen is the author of two books: Democracy Remixed: Black Youth and the Future of American Politics (Oxford University Press 2010) and The Boundaries of Blackness: AIDS and the Breakdown of Black Politics (University of Chicago Press 1999) and co-editor with Kathleen Jones and Joan Tronto of Women Transforming Politics: An Alternative Reader (NYU, 1997). Cohen is principal investigator of two major projects: The Black Youth Project and the Mobilization, Change and Political and Civic Engagement Project. Her general field of specialization is American politics, although her research interests include African-American politics, women and politics, lesbian and gay politics, and social movements.

Starstruck: An Interview with Elizabeth Currid-Halkett (Part Two)

You also call attention to the less visible labor which goes into the production of the celebrity. Why is becoming a celebrity such hard work and why is it worth it for people across a range of different sectors of the entertainment industry?

One thing that my research has indicated is that celebrity is big business - hundreds of thousands of people and billions of dollars go into the production and upholding of celebrities. Many paychecks and livelihoods beyond those of the stars themselves are a result of celebrity. Being a celebrity is hard work in that one has to constantly keep on top of cultivating one's public persona and of course getting into the Hollywood star machine is virtually impossible for most of us. That said, many of us question the self-perpetuating, almost tautological nature of celebrity, but if we look at the number of jobs and payroll it makes a lot of sense why there are so many people who want to keep the celebrity industry and the production of stars in business.

John McCain rather famously attacked Barack Obama for being a "celebrity" on the same order as Paris Hilton. What were the implications of this slur and what might it suggest about our ambivalence towards celebrity?

For someone like Obama McCain's slur has no negative impact - Obama is really talented and a very gifted politician so McCain can try to compare Obama to Hilton but it does not detract from Obama in the way he might have wanted. McCain's comment rings true though: we're collectively fascinated with both Paris and Obama and we care about how they drink their coffee and when they go to the gym. We are ambivalent about celebrity because we do think it's frivolous but the fact is that we care about our stars and they build empires around our fascination (See again: Paris Hilton. See also: Kim Kardashian).

What are "celebrity networks" and what approach did you take to studying them?

I was interested in how celebrities might be different from us. One way in which they are different is that they spend time with an elite group of individuals and invite-only exclusive events - these social behaviors are part and parcel of one's celebrity status. In order to capture celebrity networks my colleague Gilad Ravid and I looked at the caption information for over 600,000 Getty Image photographs and ran social network analysis to study who was in the photos, at what event, when and where. We found that celebrities really do have more exclusive networks but also that they are able to access one another with much greater ease than those of us in "random" networks. Given that much of career mobilization hinges on "who you know" this means that they have greater possibilities to advance their careers in these industries by virtue of being a part of the network.

How do the "democratic celebrities" which emerge through reality television differ from the more traditional kinds of celebrities you mostly discuss in your book?

Well, democratic celebrities are different because they are more like us - again less icons of perfection than our Hollywood stars. They give us the belief that should we want that type of stardom we could achieve it. They are also circumventing the conventional star system and they are created through the public's - their fans' - preferences. They've "beaten the system" and don't have to comply to rigid Hollywood standards of stardom.

Some scandals seem to focus greater awareness on celebrities, while other scandals may destroy them. Do you have any sense on why these very different consequences?

I think the different consequences are a result of whether or not there is a disconnect between our perception of the star the scandal in which she/he is involved in. Tiger Woods took a hit because he was perceived as a clean cut family man and it turned out he was engaged in a string of infidelities. We expect a lot less from Charlie Sheen - not that his behavior is in any way okay but we've never thought him to be the poster child of good behavior. Kate Moss' cocaine scandal was initially thought to hurt her career but she's even more famous and in demand than ever - but she's always been the bad girl of the fashion world and never pretended to be anything other than that. It's really about synchronicity between the star's public persona and their behavior - good and bad.

Elizabeth Currid-Halkett is the author of The Warhol Economy: How Fashion, Art and Music Drive New York City (Princeton University Press) and Starstruck: The Business of Celebrity (Faber & Faber). She is assistant professor at University of Southern California's School of Policy, Planning and Developme

Starstruck: An Interview with Elizabeth Currid-Halkett

Celebrity culture is in many ways the flip side of fan culture. Having spent many years studying fans, I was delighted upon arriving at USC to meet a new colleague, Elizabeth Currid-Halkett, who studies celebrities. We instantly began comparing notes. In many world, those fans who are drawn towards celebrities display very different dynamics than those drawn towards fictional characters. Celebrity-focused fans seem more competitive, less collaborative, with each other, in part because the celebrity is a limited good. The fans who get close to the celebrity often become "protectors" of that access by "policing" the behavior of other fans. Only a limited number of fans can be "close" to Johnny Depp, while there can be as many Jack Sparrows as there are fan fiction writers. And so, I suspect celebrities often see fans at their worst rather than understanding the richness of all that fan culture has to offer. Currid-Halkett's book, Starstruck: The Business of Celebrity, was released late last year and I am happy to present it to my readers "for their consideration," as the posters around Hollywood this time of year would put it. I found it a very engaging and informative read, one which seeks to understand the economics of being famous, and one which takes an imaginative approach to mapping the social networks which grow up around celebrity culture in Hollywood and elsewhere. She certainly has a lot to say about what it means to be famous in our culture, including being famous for being famous, as is true say for Paris Hilton, or being famous in a niche community, as might be true for Big Name Fans in the science fiction world or in her example, designers in the wargaming world. While there's just enough gossip here to keep us turning the pages, people checking out this book will get a lot more -- a deep understanding of what makes being a celebrity or being close to a celebrity or selling news and pictures of celebrity such a lucrative business in today's culture.


You open the book with a comparison of the kinds of lifestyle information some people divulge on Facebook and the role which celebrities play in our culture. In what way are they the same? How are they different? Why do you think so many young people want, above all, to be famous?

Celebrity hinges on the collective fascination we have with particular people which means it can exist in all social stratospheres. Hollywood is just a very visual mega version of a phenomenon that exists in all of our lives. Facebook and social media more generally just provide more avenues for people to cultivate a public persona. If we look back to high school or the family reunion we see the same type of collective fascination in more old fashioned contexts as much as in "celebrity 2.0".

You define celebrity as "the special quality that some individuals possess that propels society to care more about them than about other people." Do we have any basis for understanding why some personalities become celebrities and others fall below the grade?

Yes and no. I think that it's hard to truly pinpoint what makes us anoint some people as stars while we discard others - is there a meaningful difference between say Paris Hilton and every other pretty socialite? That said, celebrities do behave differently than everyone else. They over share, they put themselves in the spotlight, they show up at events that are documented and they create a public persona - we see this on Facebook as much as we see it in Hollywood.

You suggest that the nature of celebrity shifts when the media system changes. How might we contrast our current era of celebrity gossip from, say, the Hollywood star system of the 1930s?

Social media and the 24/7 gossip cycle have transformed stars from being icons of perfect who we admire from afar to individuals who we attempt to relate to and who are, to borrow US Weekly's phrase, "Just Like Us". Also the ability to take a photo and have it online in under 10 minutes means that we are recording the day by day activities and banality of stars. I actually feel bad for them because now it's not just looking fabulous at the Oscars, they have to think about what their makeup looks like when their grabbing their morning Starbucks order.

One of the interesting aspects of the book centers around what you call "relative celebrity," a topic which takes you from the Warhammer workshop to ROFLcon, trying to understand how people become famous within smaller niches. What can studying such relative celebriities tell us about the larger phenomenon of celebrityhood?

Relative celebrities are simply fractal versions of mainstream Hollywood-style celebrity. They are not on their way to Hollywood, they are autonomous forms of stardom. In this sense, relative celebrities tell us a lot about how celebrity is a social phenomenon everywhere and a way in which society is organized. We anoint special people, we collectively obsess about certain people for things that transcend their talents and our stars provide an important social function -as you've pointed out in your own work, they are the material and information we gossip about. So their function is more than just existing as people - their existence provides a stickiness for society to bond over.

Elizabeth Currid-Halkett is the author of The Warhol Economy: How Fashion, Art and Music Drive New York City (Princeton University Press) and Starstruck: The Business of Celebrity (Faber & Faber). She is assistant professor at University of Southern California's School of Policy, Planning and Development.

DIY Media 2010: Video Blogging (Part Three)

This is the sixth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is my interview with Ryanne Hodson, author of The Secrets of Videoblogging.

Let me ask the painfully obvious one first just to get it out of the way. Many of those who dismiss YouTube and other video sharing platforms as exhibitionistic are probably visualizing something like the classic video blog. How have these charges been confronted within the videoblogging community?

In the beginning, a majority of the videos being shared were people talking into the camera, or showing a day in their life, so there were a few critics who called videoblogging narcisistic, self centered and boring. Basically 'Who wants to see that?'. The reaction the community had was two fold. First of all, we wanted to see that, so that's what we were making for each other. And we challenged anyone who didn't want to see that, to make something else. If you have a camera and an idea, make it happen. There were no limits to what you could make. The best defense to criticism of any online media is the choice not to watch or participate. If you don't like it, you don't have to watch it. It's really that simple. To take that a step further, maybe it will even inspire you to make something that you think is better. In fact, that's why a lot of us started- because several had been television producers and editors and wanted to make something different.

What has been the response within the videoblog community to projects such as Lonelygirl15 which have sought to imitate the visual rhetoric of the videoblog in order to create "fake" or fictional materials?

The initial reaction to Lonelygirl15 within the community was fear that a wider audience would now question the authenticity of our videos as well. It was the first project that really called into question wether what we were saying was real or not. Several of us were trying very deliberately not to be produced or written like a television show, but to simply share genuine, personal and creative moments. Eventually the buzz about the Lonleygirl project died down and they moved onto to more obviously fictional interactive project but the fear of having your genuine voice questioned was a real one that has stuck with a lot of creators.

As you've emphasized here, these video blogs are part of an ongoing regular series of communications. To what degree can they be viewed and understood outside of the sequence of their original production?

The context of the videos could never be fully controlled on the web, that's true now more than ever with videos being shared on facebook, twitter, etc.

A lot of the original videos from 2004 were part of a series of conversations, but could be viewed as their own individual moments as well. I feel like the videos we made back then weren't meant to be as portable as they are now, but we didn't have video on phones or wifi on planes then either. A lot of us have moved from strictly editing video for a blog and distributed through RSS to shooting moments on our iPhones, emailing to flickr and automatically posting to Twitter.

You also suggest that these videoblogs constitute a system of communication between multiple people who have gotten to know each other as friends. Does this suggest something significant is lost when we view the work of one videoblogger without looking at others with whom they are communicating?

This was more true in 2004-2005. There is so much video online right now, it really depends on what you're watching. I find that some communities online are very exclusive and are often making videos for very specific people, maybe mentioning them by name and referring to previous conversations. But there are so many micro-communities happening at this point, that it's truly like the wild west. Watching a section of a conversation could mean just as much to you as the people it was intended for. That's why I love video on the web. Everyone has their own interpretation of the importance or coolness of one single video. If you want to trace the conversation back to it's beginnings, most likely, you can. If you just want to enjoy one piece or one part of a meme, you can do that too.

How has the videoblog changed with the rise of a range of other social media, which also allow for and support these communications within a community?

As I've mentioned before, for me personally, Twitter changed the way I videoblogged dramatically. I felt i could share ideas and have conversations more quickly and fluidly, whereas on my videoblog, it would take a lot more time and effort. With the introduction of video on the iPhone and video hosting on places like Flickr and Facebook, several videobloggers have all but abandoned their blogs for the instant gratification of shooting to sharing in the same 5 minutes. This is not to say that creators have forgotten about making more complex content. Using these tools to sketch and have conversations and collaborations has opened up the flood gates of creativity, in my opinion. Making ideas flow faster and further breaking down the barriers to media access is nothing but good for everyone- creators and participants alike.

You suggest that the videoblog is becoming more visually sophisticated as some veterans have sought to move beyond to face in camera approach. As this happens, are they looking towards other kinds of media production for inspiration in how to create more experimental modes of expression?

A lot of us were media producers before we were videobloggers. And every one of us has been influenced by television and films since birth. As the tools get smaller, cheaper and the quality gets higher, people expand what they feel they are capable of. I have a small, DSLR HD camera with a relatively inexpensive lens and mic. I have seen, in the last 6 months, several independent films and a couple TV shows shot with almost the same equipment. If you have the idea and the gumption, the distribution exists, there should be nothing stopping you from making something just as compelling and creative as what comes out of Hollywood.

ryanne_miami_sq.jpgRyanne Hodson (RyanEdit.com, RyanIsHungry.com) co-author of the first published vlogging book, The Secrets of Videoblogging, started her career as a video editor at WGBH PBS Boston and in Boston public access television. From Bangkok to Delhi, Amsterdam to San Francisco, Ryanne has taught diverse audiences the hows and whys of videoblogging. With partner Jay Dedman, she produces RyanIsHungry.com featuring stories of individuals hacking everyday life and exchanging notes on survival.

"Deep Media," Transmedia, What's the Difference?: An Interview with Frank Rose (Part One)

Wired contributing editor Frank Rose is releasing a new book this month which will be of interest to many of my regular readers -- The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue and the Way We Tell Stories. It is a highly readable, deeply engaging account of shifts in the entertainment industry which have paved to way for more expansive, immersive, interactive forms of fun. He's talked to key players -- from Will Wright and Jeff Gomez to James Cameron and George Lucas -- and brings back their thinking about the changing media landscape. As he wrote me, "at various points in my career I've focused on technology and at other times on entertainment, but when I joined Wired in 1999 I started writing about both together." Rose has been exploring some of the key concepts from the book through his blog as he's been working through the project. I suspect when I teach my transmedia storytelling class again at the USC Cinema School next fall, this book will be on the syllabus, since it manages to condense down many of the key conversations being held around these much discussed topic into language which is accessible and urgent.

When I first heard of his concept of "deep media," during a talk Rose gave at South by Southwest, I was intrigued by its relationship with what I've called transmedia entertainment. And in fact, I've been asked about the relationship many times and didn't really know what to say. So, naturally, given a chance to interview Rose for the blog, that's where I started. It sounds like his own thoughts on the relationship have evolved over time and in interesting ways. As the interview continues, we talk about world-building, the relationship between games and stories, the interweaving of marketing and storytelling, and the impact of 9/11 on interactive entertainment.

You write in the book about what you call "deep media." What do you see as the core characteristics of deep media? How do you see your concept relating to others being deployed right now such as transmedia or crossmedia?

To me it's mainly a question of emphasis. Are we focusing on the process or the goal? Transmedia, or crossmedia, puts the emphasis on a new process of storytelling: How do you tell a story across a variety of different media? Deep media puts the focus on the goal: To enable members of the audience (for want of a better term) to delve into a story at any level of depth they like, to immerse themselves in it. Not that this was fully thought out when I started--the term was suggested by a friend in late 2008 as a name for my blog, and when I looked it up online I saw that it had been used by people like Nigel Hollis, the chief analyst at Millward Brown, so I adopted it.

That said, I think the terms are more or less interchangeable. I certainly subscribe to the seven core concepts of transmedia as you've laid them out. I also think we're at an incredibly transitional point in our culture, and terms like "deep media" and "transmedia" are needed to describe a still-evolving way of telling stories. I wouldn't be entirely surprised if both terms disappeared in 15-20 years as this form of storytelling becomes ubiquitous and ultimately taken for granted.

Throughout the book, it seems you see these creative changes towards a more immersive and expansive entertainment form being fueled by the emergence of games. Why do you think computer and video games have been such a "disruptive" influence on traditional practice in other entertainment sectors?

Because they engage the audience so directly, and because they've been around long enough to have a big influence on other art forms. Movies like Inception, as you've observed, are constructed very much like a game, with level upon level upon level and a demanding, puzzle-box approach to narrative. If you're a gamer, you know intuitively how to approach this. If you're not, well, good luck.

One of the reasons I started this book was that I'd begun to meet screenwriters who'd gone from TV to games and back again, and when they came back it was with a different approach to narrative--moving across multiple levels, thrusting you directly into the story and letting you figure it out for yourself, that kind of thing. But at first I just had this vague sense that games and stories were blurring into each other--that in some way that I didn't fully understand, games were becoming stories and stories were becoming games. I got obsessed with trying to understand the relationship between the two. I spoke with a lot of game designers, but it wasn't until I got to Will Wright that I found someone who could really answer my question.

We all know that games are in some sense a rehearsal for life--a simulation that models the real world. That's why kids who never play games tend not to pick up the skills they need to navigate adult existence. Wright said that at bottom, stories are an abstraction of life too--an abstraction we share with one another so we can all make sense of the world. This took on added depth for me when I stumbled across, in a neuroscience paper of all places, an 1884 exchange between Henry James and Robert Louis Stevenson on the nature of fiction. James described it as an "impression of life." Stevenson countered that life is "monstrous, infinite, illogical" while art is "neat, finite, self-contained"--a model, in other words. Steven Pinker took this a step further a century or so later when he described fiction as "a kind of thought experiment." Jane Austen novels? Rehearsals for womanhood in Regency England. All those Hollywood disaster movies? Rehearsals for the apocalypse. And so on.

So stories and games are intimately connected because they're two sides of the same impulse. Stories give rise to play, and play gives rise to stories. Think of Star Wars, and all those action figures, and the fan fiction that came out of it--story transmuted to play and then to story again.

The big question now is, will games and stories actually merge? Will we ever have the experience of being at the center of a carefully constructed dramatic narrative? That's certainly the way things seem to be headed, but I'm not convinced that anybody in the business today will achieve it. Probably there's a nerdy freshman at Harvard or USC who will. My advice would be, watch out for the Winklevosses.

Another key idea running through the book is the idea that entertainment is now designed to be engaged by collectives, often of the kinds that form in and through social network sites. What are some of the consequences of perceiving audiences as collectives of people who interact with each other and with the producers rather than as aggregates of isolated eyeballs?

I'm not entirely sure, and I don't think anybody else knows either. It's too new, it's too different from anything we've ever experienced before. It's not that we haven't had participatory entertainment--we've had game shows on TV ever since the late '40s, and on radio before that. But the idea of people working together to "solve" or interpret a story at any scale beyond the water cooler is unprecedented, simply because no technology has enabled it before. Will it change storytelling? It already has. Inception, Lost--because its narrative was so convoluted, Lost implicitly demanded that people connect online to figure it out. No one ever dared do that on TV before. Does this herald some emerging facet of connected existence? Definitely. How will it change us as a society? Too early to say.

Frank Rose is the author of The Art of Immersion: How the Digital Genera-tion is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories, to be published in February 2011 by W.W. Norton, and a contributing editor at Wired, where he has written extensively about media and entertainment. Before joining Wired in 1999, he worked as a contributing writer at Fortune and as a contributing editor at Esquire and at Travel + Leisure. He is also the author of The Agency, an unauthorized history of the oldest and at one time most successful talent agency in Hollywood, and West of Eden, a 1989 best-seller about the ouster of Steve Jobs from Apple, now available in an updated edition.

A New Culture of Learning: An Interview with John Seely Brown and Douglas Thomas (Part Two)

You describe educators in the new culture of learning as mentors, rather than teachers. Can you explain the difference between the two?

The key difference for us is that in the new culture of learning mentors are very likely to be peers who may have picked up something a little ahead of the curve or who may have more experience in something than their peers. Mentorship is a much more flexible concept and one which is tied less tightly to authority. Since so much of what we see as the key to future learning is passion-based, we think it makes more sense to understand the process of learning as something that can be guided by a mentor, as opposed to being taught by a teacher. No one can teach you to follow your passions, but they can help guide you once you discover what motivates you.

You write about learning collectives. Often, when I try to describe this concept, I run up against the deeply embedded tradition of individualism, which has made all forms of collective sound, well, "socialist." Have you found effective ways of responding to American's ideological revulsion against collective identities and experiences?

Collectives, as we use the term, have nothing to do with the politics or economics of socialism. Instead what we are trying to capture is the formation of new institutional structures that are radically different from more traditional notions of community. Collectives are literally collections of people who form around a central platform. What is interesting is that collectives tend to promote individual agency and may actually be more consistent with individualism than they are with even community based theories of social interaction. Collectives, as we use the term, are actually institutions that enable and enhance individual agency. And because the costs of entry and exit are usually negligible, they tend to have much less persistence than more traditional institutions have had in the past and hence they don't outlive their usefulness as the world changes around them.

One of the key contrasts we need to draw is between notions of communities and collectives. Communities are institutions that are designed to facilitate a sense of belonging. Collectives are institutions that facilitate individual agency. Anyone who joins a collective looking for a sense of belonging is going to wind up disappointed, because that is not how they function. Collective are more social platforms than social entities. Communities may form within a collective, but they need not form in order for the collective to function. The key point is that because collectives are agency driven, they form the perfect environment for the cultivation of imagination. In other words, the collective amplifies what I can do by tapping its collective experience.

In that sense "collective identity" is something of an oxymoron. Collectives are spaces in which individual identity is critically important. It makes no sense to talk about the "Facebook community" or the "Google community" because people are using those platforms in such incredibly different ways. Yet at the same time, Facebook and Google have become such common and shared practices that they are almost regarded as part of the fabric of online life. No one goes to Google for a sense of belonging, yet there is no denying it has had a powerful, even transformative, social effect. Our book is an argument for these collectives as environments where the cultivation of imagination is possible like it never has been before. But we are also very careful to say it is not just a matter of exposure. Cultivation is a purposeful act, not something that just happens as a result of exposure or access, but what we are discussing may also be a new sense of cultivation, one where the collective itself is committed to making the individual better.

You draw on the concept of "concerted cultivation" or what others called the "hidden curriculum" to explain why what happens outside of schools has a powerful influence on young people's performance in the classroom. To what degree does it make sense to extend this well established educational principle to think about the informal learning which takes place online? Isn't part of the point the alignment of the values in a middle class home and the classroom? Would this principle work only if schools were ready to embrace the values of the online world? Yet, elsewhere, you suggest some core conflicts between the two.

This goes back to the core thesis of the book. What we were able to identify were two radically different learning environments, one which was overly structured (such as the contemporary classroom) where boundaries are put in place to actually discourage play, experimentation and real inquiry based learning. The other environment is completely unbounded and unlimited, best represented by the information explosion on the Internet. Absent some sort of structure or boundaries, learning is not any more likely to happen in an unrestricted space than it is in a tightly controlled one. What we see happening in the most successful learning environments is a fusion of these two ideals. Like a petri dish, the best learning environments have boundaries which control and limit them, but within those boundaries permit almost unrestricted growth, experimentation and play. Neither innovation nor learning can happen in a vacuum and we have seen time and again that it is the constraints that students face that provide the opportunity for really innovative learning to happen.

The core conflict is a matter of mentality. Our schools believe that teaching more, faster, with better technology is preparing our students for the 21st century. Their answer to dealing with change is to keep doing the same thing faster. To our way of thinking, this is like trying to fix a leaky bucket by pouring more water in it. We do think there needs to be more of an alignment on both sides. We hear over and over again how our schools are broken. That metaphor only works if you treat them as machines. When you think of schools as learning environments, it no longer makes sense to say the environment is "broken." What we hope this book does is, like the work on concerted cultivation, help people see that the line between schools and the world or the world place and daily life is illusory. Learning is happening everywhere, all the time.

This brings us back to imagination and the last line of the book: Where imaginations play, learning happens.

As you note, people not only learn in "different ways" but they also learn "different things" when confronting the same information. Yet, doesn't this insight run against the current culture of schooling with its emphasis on standardized testing? How can we as a culture work past this contradiction between our understanding of learning and our policies for measuring classroom success?

What no one seems to pick up on is that innovation by its very nature runs counter to the idea of standardization. Something is innovative because it is outside of the standard. If we are serious about learning and embracing change in the 21st century, we need to also start thinking about evaluating learning in more sophisticated ways. Standardized testing is easy. It is also efficient. Again, these are the standards that we use to judge machinery. But we should be surprised when our students who go through the machine end up emerging looking like cogs.

Another key distinction we are trying to make is to understand the difference between creativity and imagination, two terms that are often used interchangeably. Creativity is a much later stage and something that can not be taught. It is the product of a fertile imagination. Imagination, on the other hand, is something that can be cultivated in response to a learning environment. Much of what we found in our research was that there is no creativity without imagination and that imagination, the true life of the mind, is something that is not given much (if any) space in classrooms or workplaces. Part of why we think collectives are such powerful environments for learning is that they stimulate imagination by encouraging activities like play, experimentation, and inquiry.

You describe inquiry as a core principle of the new culture of learning. In true inquiry, we follow our interests where-ever they lead us. Is true inquiry possible within the current structure of disciplines which shape our schooling practices?

Is it possible within the current structure? Probably not. What this book is pointing to is the need for a complete overhaul in our educational philosophy. Our schools are training people for the jobs of the 20th (and sometimes 19th !) century. Inquiry is not a new idea. Is was a core principle of Plato's academy and it was the cornerstone of John Dewey's education philosophy. Until now, however, it has not really been possible on a large scale. We now possess a technological infrastructure which makes it possible to engage in inquiry and to truly follow our interests. But at the same time, we believe there need for some constraints or boundaries on how far and in what direction those interests go. In large part, the role of the teacher needs to shift from transferring information to shaping, constructing, and overseeing learning environments. We take the idea of cultivation very seriously. You don't teach imagination; you create an environment in which it can take root, grow and flourish.

How do we understand the value of diversity in this new culture of learning? Do learning networks work better if they include homogenous mixes of people pursuing the same goals or heterogeneous groups pursuing different interests? To what degrees are our current schooling practices a product of a historically segregated culture?

This is a great question that we don't get to go into much in the book. The thing that makes learning different in the 21st century from any other time in the past is the diversity of information, knowledge, experience, and interaction that is available to us in the digital age. This new culture of learning only works if it can be fed by an enormous influx of constantly updated information. It is driven by change, so it is a way of looking at the world that is maladjusted to homogeny. In the theory of inquiry we spell out, we talk repeatedly about the questions being more important than the answers and the idea that solutions to one problem are gateways to dealing with increasingly more sophisticated problems and deeper questions. People in learning environments are inherently curious. Diversity is not only a value; we would say it is the key ingredient in formulating a new culture of learning in the 21st century.

What do you see as the value of remixing as a means of learning? Many teachers confuse remix culture with plagiarism, which they have been taught to prevent at all costs. How can you help educators resolve these competing understanding of what it means to build on the work of others?

The crux of the issue is one of content versus context. Plagiarism is the intentional misrepresentation of someone else's ideas as your own; it is about content. Remix is an effort to fundamentally transform meaning by shifting or altering the context. The idea of making meaning through context is a relatively new one, because it is only recently that we have had the technological tools available to us to reshape contexts and then disseminate that information on a large scale.

What we have had, however, are things like parody, social satire, and commentary, all of which rely on very similar mechanisms to make arguments about meaning. Once you start thinking of remix as reshaping context rather than content creation, it becomes much easier to understand both its power and it utility. Of course as an added benefit, the easier it is for the average user to manipulate context, the more transparent the tradition of mainstream media doing the same thing becomes. There are countless examples of editing, tight focus, perspective and so on which have radically remade the meaning of events and have reshaped national and international perspectives.

You talk about learning, making, and playing as the core mindsets that support education. Despite a decade now of work on games for learning, many will be surprised to see "playing" on this list, in part because our schools are shaped by a puritan work ethic which distrusts play as frivolous. What would need to change for formal education to fully grasp and embrace the value of play?

There are two critical things to realize. First, play is not trivial, frivolous or non-serious, in fact, quite the opposite. Play can be the place where we do our most serious learning. And second, it is something we do all the time. When we explore, we play. When we experiment, we play. When we tinker or fiddle, we play. Science is play. Art is play. Life, to a great extent, is play. Every great invention of the past hundred years has had an element of play in its creation. So we are using the word in a very deep and serious way. A big influence on our work was Johan Huizinga's book Homo Ludens, which goes so far as to make the argument that culture grew out of play, not the other way around. So, from Huizinga's perspective play is the most basic and most human part of us.

When education became more "mechanized" it began to lose that sense of play. After all, who wants "play" in their machinery? Play is not precise or efficient; it is messy. But play also exemplifies what we think of as the ideal learning environment. Play is defined by a set of rules which form a bounded environment. But within those rules players have as much freedom as they like to create, innovate and experiment. Just think of all the amazing athletic feats that have emerged from a game like soccer, simply from the rule "you may not touch the ball with your hands." It is that boundary that sets off an incredible set of innovations and ideas and in doing so, forms an extremely rich learning environment.

Those same principles can be applied to any environment that values learning and we believe that if we follow those ideas, we will see a revolution in education that will create a new generation of explorers, innovators, and people who understand both the ways to and value of embracing change.

Douglas Thomas is an associate professor at the University of Southern California's Annenberg School for Communication and Journalism. His research focuses on the intersections of technology and culture. It has been funded by the John D. and Catherine T. MacArthur Foundation, the Richard Lounsbery Foundation, and the Annenberg Center for Communication. Doug is also the author of the book Hacker Culture and a coauthor or coeditor of several other books, including Technological Visions: The Hopes and Fears that Shape New Technologies and Cybercrime: Law Enforcement, Security and Surveillance in the Information Age. He is the founding editor of Games and Culture: A Journal of Interactive Media, an international, interdisciplinary journal focused on games research.

John Seely Brown is a visiting scholar and an adviser to the provost at the University of Southern California and an independent co-chairman of the Deloitte Center for the Edge. He is an author or a coauthor of several books, including The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion; The Only Sustainable Edge; and The Social Life of Information, which has been translated into nine languages. He has also authored or coauthored more than 100 papers in scientific journals.

Prior to his current position, John was the chief scientist of Xerox and, for nearly two decades, the director of the company's Palo Alto Research Center. He was also a cofounder of the Institute for Research on Learning. He is a member of the American Academy of Arts and Sciences and the National Academy of Education.

A New Culture of Learning: An Interview with John Seely Brown and Douglas Thomas (Part One)

It is my privilege and pleasure from time to time to showcase through this blog new books by important thinkers who are exploring the relations between digital media and learning, concerns which have become more and more central through the years to my own interests in participatory culture. Today, I want to call attention to a significant new book, A New Culture of Learning: Cultivating the Imagination for a World of Constant Change, written by two of my new colleagues at the University of Southern California -- Douglas Thomas and John Seely Brown. Asked to write a blurb for this book, here's what I had to say:

A New Culture of Learning may be for the Digital Media and Learning movement what Thomas Paine's Common Sense provided for the American Revolution -- a straight forward, direct explanation of what we are fighting for and what we are fighting against. John Seely Brown and Douglas Thomas lay out a step by step argument for why learning is changing in the 21st century and what schools need to do to accommodate these new practices. Using vivid narratives of people, institutions, and practices at the heart of the changes and drawing from a growing body of literature outlining new pedagogical paradigms, they place the terms of the argument in language which should be accessible to lay readers, offering a book you can give to the educator in your life who wants to become an agent of change. My hope is that our schools will soon embrace the book's emphasis on knowing, making, and playing.

This book really is a gift, one which arrived too late for the Christmas season, but just in time for the start of the new semester. I know that I will be drawing on its insights to shape my own New Media Literacies grad seminar this term and to inform the new afterschool program we are launching at the RFK Schools here in Los Angeles. I admire it for both its clarity of vision and clarity of prose, not a common combination. In the interview which follows, I play devil's advocate, challenging some of the core premises of the book, with the goal of addressing critics and skeptics who may not yet be ready to sign on for the substantive reforms in pedagogical practices and institutions they are advocating.

Doug, you shared a story of how your students gradually took over control of your class. On one level, this sounds like teachers' worst nightmares of where all of this may be leading, but it sounds like you discovered this process has its own rewards. Can you share some of what you learned about student-directed learning? How might you speak to the concerns of educators who are worried about their jobs and about satisfying various standards currently shaping the educational process?

This was a fascinating experience for me and it speaks directly to the distinction we are making throughout the book between teaching and learning. Even after having thought long and hard about what it means to be an educator and being open to ideas such as student-directed learning, I still found that I was carrying a whole lot of baggage about what it meant to be a responsible educator. Primarily, what that meant was transmitting valuable information and testing how well that information was received, absorbed, and processed. What I had not really thought about was the ways in which that limits and cuts off opportunities for exploration, play, and following one's passions.

The fear is easy to understand. What we are essentially doing when we move to student-directed learning is undermining our own relatively stable (though I would argue obsolete) notions of expertise and replacing them something new and different.

That doesn't mean there is no role for teachers and educators. Quite the opposite. One of the key arguments we are making is that the role of educators needs to shift away from being expert in a particular area of knowledge, to becoming expert in the ability to create and shape new learning environments. In a way, that is a much more challenging, but also much more rewarding, role. You get to see students learn, discover, explore, play, and develop, which is the primary reason I think that most of us got into the job of teaching.

"Lifelong learning" has become a cliché. What is it about the world of networked computing you describe which transforms this abstract concept into a reality? Are the kinds of learning experiences you discuss here scalable and sustainable?

We take it as a truism that kids learn about the world through play. In fact we encourage that kind of exploration. It is how children explore and gain information about the world around them. Since the time of Piaget we have known that at that age, play and learning are indistinguishable. The premise of A New Culture of Learning is grounded in the idea that we are now living in a world of constant change and flux, which means that more often than not, we are faced with the same problem that vexes children. How do I make sense of this strange, changing, amazing world? By returning to play as a modality of learning, we can see how a world in constant flux is no longer a challenge or hurdle to overcome; it becomes a limitless resource to engage, stimulate, and cultivate the imagination. Our argument brings to the fore the old aphorism "imagination is more important than knowledge." In a networked world, information is always available and getting easier and easier to access. Imagination, what you actually do with that information, is the new challenge.

Essentially what this means is that as the world grows more complicated, more complex, and more fluid, opportunities for innovation, imagination, and play increase. Information and knowledge begin to function like currency: the more of it you have, the more opportunities you will have to do things. To us, asking if this kind of learning is scalable or sustainable is like asking if wealth is scalable and sustainable. But instead of finances, we are talking about knowledge. Education seems to us to be one of the few places we should not be afraid of having too many resources or too much opportunity.

You argue that many of the failures of current teaching practice start from "the belief that most of what we know will remain relatively unchanged for a long enough period of time to be worth the effort of transferring it." Granted the world is changing rapidly, how do we identify the narrowing range of content which probably does fall into this category and which provides a common baseline for other kinds of learning?

The problem is not with facts remaining constant. There are some things we know that we have known for a very long time and are not likely to change. The force that seems to be pushing the knowledge curve forward at an exponential rate is two fold. First, it is the generation of new content and knowledge that is the result of simply participating in any knowledge economy. This leads to a second related dimension: while content may remain stable at some abstract level, the context in which it has meaning (and therefore its meaning) is open to near constant change. The kind of work you have been examining from the point of view of convergence culture is a prime example: users are not so much creating content as they are constantly reshaping context. The very idea of remix is about the productions of new meanings by reframing or shifting the context in which something means. The 21st century has really marked the time in our history where the tools to manipulate context have become as commonplace as the ones for content creation and we now have a low cost or free network of distribution that can allow for worldwide dissemination of new contexts in amazingly brief periods of time.

If you look at something as simple as Google News, the simple act of viewing a news story provides data which is fed back into the system to determine the value and placement of that story for future users. Millions of micro-transactions, each of which are trivial as "content" powerfully and constantly reshape the context in which news and current events have meaning.

You challenge here what James Paul Gee has called the "content fetish," stressing that how we learn is more important than what we learn. How far are you willing to push this? Doesn't it matter whether children are learning the periodic table or the forms of alchemy practiced in the Harry Potter books? Or that they know Obama is Christian rather than Muslim?

Ah, this question throws us into one of the key traps of 20th century thinking about learning. Learning is not a binary construction which pits how against what. In fact, throughout the book, we stress that knowledge, now more than ever, is becoming a where rather than a what or how.

Where something means or its context raises questions about institutions and agency, about reliability and credibility and it always invites us to interrogate the relationship between meaning and context.

In our framework, we stress that every piece of knowledge has both an explicit and a tacit dimension. The explicit is only one kind of content, which tells you what something means. The tacit has its own layer of meaning. It tells why something is important to you, how it relates to your life and social practices. It is the dimension where the context and content interact. Our teaching institutions have paid almost no attention to the tacit and we believe that it is the tacit dimension that allows us to navigate meaning in a changing world.

Knowledge may maintain consistency in the explicit, while undergoing radical changes in the tacit and we believe that understanding how knowledge is both created and how it flows in the tacit is the key to understanding and transforming learning in the 21st century.

Douglas Thomas is an associate professor at the University of Southern California's Annenberg School for Communication and Journalism. His research focuses on the intersections of technology and culture. It has been funded by the John D. and Catherine T. MacArthur Foundation, the Richard Lounsbery Foundation, and the Annenberg Center for Communication. Doug is also the author of the book Hacker Culture and a coauthor or coeditor of several other books, including Technological Visions: The Hopes and Fears that Shape New Technologies and Cybercrime: Law Enforcement, Security and Surveillance in the Information Age. He is the founding editor of Games and Culture: A Journal of Interactive Media, an international, interdisciplinary journal focused on games research.

John Seely Brown is a visiting scholar and an adviser to the provost at the University of Southern California and an independent co-chairman of the Deloitte Center for the Edge. He is an author or a coauthor of several books, including The Power of Pull: How Small Moves, Smartly Made, Can Set Big Things in Motion; The Only Sustainable Edge; and The Social Life of Information, which has been translated into nine languages. He has also authored or coauthored more than 100 papers in scientific journals.

Prior to his current position, John was the chief scientist of Xerox and, for nearly two decades, the director of the company's Palo Alto Research Center. He was also a cofounder of the Institute for Research on Learning. He is a member of the American Academy of Arts and Sciences and the National Academy of Education.

DIY Media 2010: Video and Gaming Culture (Part Three)

This is the fifth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is an interview with Matteo Bittanti, a Social Science Research Associate at Stanford Humanities Lab. Your curator's statement sets up the opposition between the way game videos might be seen in the traditional art world and the ways they are perceived in the fan world. Yet, one could argue that the Machinima community in particular has been developing its own art world -- including festivals, exhibitions, critical authorities, and canons. What can you tell us about how this alternative art world functions and what role it plays in shaping the aesthetic evaluation of the videos you are sharing with us?

As artworlds, Machinima and Game Art have had different gestation periods. The former is actually younger - the first examples can be found in the mid-Nineties, but artists have been experimenting with games - at various levels - since the Eighties. Nevertheless, machinima - as an artworld - has reached a fascinating level of complexity. Although the vast majority of machinima productions are still self-referential - therefore primarily intended for the gaming community, i.e. the connoisseurs who possess the necessary gaming capital to recognize and appreciate the intertextual connections between the game and its visual commentary - there's also a significant production of machinima intended for different crowds and contexts - art galleries, new media arts festivals and even film festivals (mainly because for long time, film people thought of games as "interactive cinema" - an oxymoron, obviously, a contradiction in terms, a classic example of the "rearview mirror" syndrome, that is, they could only understand/relate to those elements of games that resembled film, which became the trademarks of the medium itself - a major strengths but also its Achille's heel (I'm just trivializing what Espen Aarseth said, much more convincingly, here).

Machinima thus represented a good trade-off since what we are dealing with here is basically (non-interactive) digital animation. If machinima is "an animated cartoon" then it can be featured - read: tolerated - alongside film festivals, media art events, retrospectives etc. That second order of machinima, the machinima that flirts with the Contemporary Art World rather than the Videogame world, includes artists like Frenchmen Benjamin Nuel and Yann Bauquesne.

Performance in Counter Strike from Foke on Vimeo.

The latter is the author of a series of performances in Counter-Strike that I find absolutely brilliant but most fans of the game would dismiss with an irreverent "Huh?/WTF?". Incidentally, Bauquesne is the same artist who created Violent Waste (2010), a sculpture of Super Mario entirely made of cartridges - pun intended.

Not too long ago, Salman Rushdie said that the best way to free Iran is to drop gameboys and bigmacs", basically comparing videogames and junk food to weapons of mass distraction/destruction. In this sense, Bauquesne's scultpures acquires another layer of meaning, both literal and allegorical. Anyway...

Again, the context is everything: it's interesting to see how the 'same" artwork is received, for example, by the readers of Kotaku and by the readers of Flash Art/Artforum etc...

To answer your question, Henry: I am afraid that if we over-emphasize the text over the con-text and the pre-text) we risk of losing sight of the real importance of machinima. That is, although the essence of a medium cannot be considered independently of its technical aspects, the question concerning technology is not exclusively technological. I'm more interested in understanding the ways people use, think and talk about a medium.

Example. When John Hillcoat, the director of The Road (2009) created Red Dead Redemption. The Man from Blackwater, a machinima based on Red Dead Redemption (Rockstar Games, 2009) he was basically legitimizing the medium (machinima) in a broader context while simultaneaously promoting the game.

There was a time when several machinima practitioners believed that machinima was going to revolutionize digital filmmaking. It was around the time Tom Pallotta directed a video for Zero 7 in machinima-form, "In The Waiting Line". That scenario has not materialized (yet) and perhaps it does not really matter.

What matters is that right now there are many ideas of what machinima is and what machinima does - machinima as an artform per se, machinima as an inexpensive yet versatile alternative to digital filmaking, machinima as video commentary about gaming culture for gamers etc. All these ideas are competing with each other right now, but in the future one or possibly two may become dominant and redefine the perceived meaning of machinima. A Kuhnian paradigm shift, if you will.

In just a few months, MIT Press will release The Machinima Reader, edited by two scholars who have written extensively on this topic: Henry Lowood and Michael Nitsche. I believe this collection of essays will simultaneously answers many questions about the nature of the medium and raise new ones.

Given these two parallel art worlds, is it possible to define an "avant garde" and "popular aesthetic" for thinking about the videos which have been produced through and about games?

I love to repeat myself, so I would simply say that the context matters more than the text. That is, the same artifact could be perceived as "avant-garde" or "popular aesthetics" depending on factors like "where", "how", "who", "why" etc. Think of Cory Arcangel's entire ouevre...

Moreover, a video distributed via YouTube prompts a certain response and attracts a certain crowd (also, for an artist to choose vimeo over YouTube as a channel of distribution has political rather than simply technical/design implications). But if I take the same exact video and show it in a physical art gallery, it will attract a vastly different feedback. Plus, cultural and social biases play a significant role as well in defining the nature of what we consume.

I'll give you an example. A friend of mine, let's call her D., recently told me about her experience at Leonard Cohen's concert in Oakland. D. was born in Poland but lived in the US most of her life. Nevertheless, she still has strong ties with her home country. Once Polish always Polish, so to speak. Anyway, the Canadian singer was playing at the Oracle Arena. His first concert in NorCal after a long hiatus. He's 77 - in great shape - but still, 77. Now, D., who practically worships Cohen, at one point took out her cellphone to take a picture of the living legend performing on stage. The man seated next to hear - yes, the audience was seated - yes, at a rock concert - tapped on her shoulder to tell her that she was "Being obnoxious and should be "Ashamed of herself". She also got the stink eye from many other attendees around her (average age: 50-60+) and felt mortified.

When she went home, the first thing she did was opening the browser to check out the videos from previous gigs - Cohen played in Poland as well. The European Eastern crowd (which ranged from twenty-somethings to fifty-somethings) was dancing like crazy, and everybody was taking pictures and recording videos that eventually found their way on YouTube. Thus one act that was considered "disrespectful" and "blasphemous" in one context, was perceived as a heartfelt manifestation of appreciation in another: the more videos and pictures the crowd captures of a performer, the higher the level of appreciation.

The point that I am trying to make is that although Cohen performed the same songs, the reaction from the crowds, the locale, the written/unwritten rules of conduct changed the very nature of the performance. In Oakland, the concert was a religious experience, in Poland a Dionysian party.

Another example. Last Saturday I attended the screening of Mahler on the Couch (Felix Adlon, Percy Adlon, 2010), a film about the life of the famous composer. The most interesting aspect of an otherwise forgettable/predictable story of love and betrayal is a somehow minor episode, that takes place at the very end [MINOR SPOILER AHEAD], when Mahler is fired after a ten-year tenure as the director of the Vienna Opera House. The crowd is outraged by the fact that the new director immediately changed the rules of attendance, forbidding the audience to clap and chat. "Opera used to be fun," one of the enraged spectator says, "Now it's only art".

One of the reasons why the new rules of conduct were imposed so abruptly has more to do with the changing media landscape of the early 20th century than with personal politics. Opera - which used to be a popular form of entertainment - was being challenged by film - a medium still in infancy, still perceived as a technical novelty, a childish, somehow juvenile pastime (Gunning's "Cinema of attractions"), deemed "artistically" inferior to theater by the intelligentsia of the day (Pastrone's Cabiria and Griffith's Birth of the Nation were still a few years away).

So in order to distinguish itself from the increasingly popular new medium, opera "changed" with the introduction of new rules of engagement, new behaviors, new codes of conduct. It became "only art". The ways we interact - or are expected to interact - with a text change the nature of the text.

Let me give you one last example: Second Life. Second Life looked like a videogame, behaved like a videogame, and yet it was not a videogame. You know why? Because gamers hated it. They found it pointless, cumbersome, boring. They checked out for about ten minutes and then left. This is exactly why the art community found it intriguing and exciting. Finally they had a playspace they could tinker with. Heck, even Chris Marker became a believer. And they did a lot of interesting things. Yet, in many cases, the kind of artists' performances/practices in Second Life were not essentially different from gamers' performances/practices in game-spaces. Example. Eva and Franco Mattes aka 0100101110101101's "Synthetic Performances" (2007-) is a series of re-enactments of famous art performances (e.g. Marina Abramovic's Imponderabilia, Vito Acconci's Seedbed, Chris Burden's Shoot) in Second Life. How do they differ - conceptually - from gamers' remakes in LittleBigPlanet? I'm talking about Duckhunt, Pitfall and a million of others? Yes, it's a rhetorical question.

You seem drawn towards the expressive or performative dimensions of games-related videos rather than the narrative. There has been a long debate in game studies between approaches focused on narratives and approaches focused on game play. Can we see the aesthetic distinction you are making here as reflecting this larger debate about the nature of games as a medium?

I followed that debate from its inception which means that I am very old. It was a clever strategy to put game studies on the academic radar, a perfect example of agenda-setting. It worked well: the Ivory Tower discovered digital gaming, which means we could talk about games without feeling ashamed as long as we - the game scholars, another oxymoron, a lovely one - made the "right" connections with Deleuze, Guattari, Eco, Baudrillard and company. And we could also explore, and map, and colonize the new "virgin" territory, which is always fun.

And we laughed and cried and sat on the edge of our seats for years while the Scandinavian school of Ludologists fought its battles against the US Army of Digital Narratologists. I loved those conversations. (For some reason, I'm thinking of Bryan Ferry's "More than This: "It was fun for a while/There was no way of knowing/Like a dream in the night/Who can say where we're going?"). And we all cheered when the armistice was declared.

Although we now pretend to be looking at other issues, that seminal diatribe never really disappeared, like all major diatribes (e.g. "iconoclasts vs. iconolaters"). Mutatis mutantis.

Having said that, what I find exciting is that what we are seeing right now is the emergence of new game aesthetics, brought on by a new generation of designers and artists that use games as a form of expression, as raw material. Young, talented individuals that attended art/design schools and universities that have strong programs in digital media (both theory and practice). "Hands-on" students who read Roland Barthes alongside Judith Butler, Bill Moggridge & Andre Bazin, Michel de Certeau & Erwin Panofsky, Slavoj Zizek and Janet Murray.

Nobody is really surprised by the fact that several influential game critics awarded a tiny, independent production called Limbo, created by a Danish studio called PlayDead, as their favorite game of the year. On the surface, Limbo is a simple side-scroller action/platform game. Deep down, it is a reflection on the human condition, delivered with a black & white, sepia tone aesthetics, minimal soundtrack, etc. etc.

Equally interesting, but on the game criticism side, is the impressive work done by an art student from Washington State, Cory Schmitz, who was able to turn his school projects in some of the most exciting paper-based game/art criticism I've seen in a long while - EXP and The Controller. While everybody is hyping the iPad - tablets and e-reader - here we are, celebrating a cellulose-based lascivious fanzine about gaming! Ha! So, to make a long story short, the gaming as a medium is changing dramatically and it's not really about rules vs. stories anymore. Or maybe it is. Who knows. We are just beginning a new journey into gaming. "A journey which along the way will bring to you new colour, new dimension, new value."

Grassroots video making around games has, as your selection illustrates, been profoundly shaped by specific gaming platforms -- from Quake to Spore and LittleBigPlanet. What can you tell us about how the videomakers represented here work within or against the constraints of those platforms?

Today more than ever, the constraints are more political than technical. That is, while the PC is (still) a (relatively) open platform, consoles (PS3, Xbox 360, Wii) are (still, relatively) closed systems, tightly controlled by the respective manufacturers, which can considerably influence/limit the creative efforts of the game community. The history of the PlayStation 3, for instance, is marked by the continuous struggle between the hackers - that jail-braking the console on a weekly basis - and the Japanese company, which is doing all it can to suppress such "illicit" operations (when the users get tough, the users get sued).

This perfectly exemplifies the dynamics between tactics and strategies described by de Certeau. And the struggles between the producers and the users, the way a company reacts to such creative/disruptive efforts, defines the very nature of that technology - the way you talk, or not talk, about a technology, a feature, etc. So, a hacker who tinkers with the Microsoft Kinect is a creative genius because Microsoft tolerates or even encourages such tinkering (within limits). A hacker who unlocks the PlayStation 3 is "a pirate" and a criminal. "Terrorists" vs. "Freedom fighters": reality is always defined by who gets to call the shots.

It's obvious that if I want to create something using LittleBigPlanet as my plaftorm/canvas I need to be aware that my creation could be erased overnight without any warning, that I might be censored by Sony for "copyright infringement", "offensive content" etc etc. whereas if I mod/hack a PC game, I can have multiple outlets for displaying my creations. I can do interesting and potentially controversial things like a first-person shooter starring Jesus Christ or simulate the battle in Waco, Texas and play a deathmatch game at the MoMa and elsewhere. Nevertheless, there are several levels of LittleBigPlanet that really pushed the boundaries - from the Little Big Cremaster cycle to the re-enactment of 9/11 - that are just waiting to be "discovered" by the Artworld.

Much of the early Machiniema content was focused specifically on the concerns of the gaming community. Yet, many of your examples here connect games-based videoing to larger internet "memes". What does this suggest about the relative porousness of the cultural communities represented here? What points of contact exists between these games-based video-makers and other kinds of grassroots cultural production in the era of YouTube?

There is a high degree of porousness between mainstream pop culture and the gaming community because today (almost) everything is one click away, instantly accessible 24/7, and content migrates easily from one platform to another, from one screen to the next. In the age of television flow, channel hopping, "500-channels and nothing to watch" etc., writers and artists invented cut-ups and similar techniques. Today such production is not limited to niches anymore.

In the era of convergence, media literacy has expanded considerably. Finally, thanks to Windows and Facebook geeks became powerful and respected within our society - their fashion, language, and idiosyncrasies/inferiority complexes migrated to the mainstream. Steve Jobs is a rockstar. Julian Assange is the man of the year...

To quote Jen from the I.T. Crowd (S01, e01), "Ideas are coming, things are happening here". To answer your question, we could certainly come up with a taxonomy of memes - scholars fetishize taxonomies - or a series of case studies - economists love case studies - to get a sense on how digital gaming is influencing other grassroots cultural productions.

Example:

Case one. All Your Base Are Belong to Us (1998). A game-based video that becomes an internet meme. By game-based I mean that its "materiality", i.e. the phrase "All Your Base Are Belong to Us" and game footage used came from a videogame, namely the the 1989 side-scrolling arcade shooter Zero Wing, itself rather niche within the game community dare I say.

Case two. The Downfall/Hitler Meme (2006). In this case, a Spanish game player appropriates a sequence of a film, namely Downfall (Oliver Hirschbiegel, 2004), to express his disappointment about a videogame, Flight Simulator X by Microsoft. The video spreads first within the game community - spawning other game-related spoofs/parodies/responses (my favorite, "Hitler Gets Banned from Xbox Live"), then goes "global", and, bingo!, next thing you know is that The New York Times is writing about it.

Case three. The Fail meme (2003?). Like "All Your Base Are Belong to Us", here's an example of a game-based term, "fail" (from the Engrish line "YOU FAIL IT" from the 1998 Neo Geo video game Blazing Star -also very niche) which was used - right from the inception - to illustrate, visually, examples of failures - failures tout court, not necessarily game-based.

...But we should also remember that there are memes in the Game Art world as well, but they are not necessarily called memes, but "homages". One recurrent theme among Game Artists to is to recreate a gallery or a museum in a game space with the explicit goal of destroying a) the space itself, b) the artworks it contains, c) eventually, the artists/curators/spectators. The origin of this meme, pardon, theme, can be traced back to ArsDoom (1995), Created in 1995 by Orhan Kipcak and Reini Urban, ArsDoom was shown at the Ars Electronica Festival in Linz the same year. Using the Doom II engine and Autodesk' AutoCAD software, Kipcak and Urban created a virtual copy of the Brucknerhaus' exhibition hall and invited artists to create or submit virtual artworks that could be displayed in the new map. Armed with a shooting cross, a chainsaw or a brush the player could kill the artists and destroy all the artworks on display.

Others point to Palle Torsson and Tobias Bernstrup's Museum Meltdown (1996) as the main culprit. These two enfants terribles - at that time art students in Scandinavia - created a mod of Duke Nuke'm 3D that allowed the "player" to destroy everything that moved - and did not move, like paintings - on the screen. This idea spread like fire in the Game Art community, and became an almost required practice. A playful subversion the rules of the Artworld by using videogames became a rite of passage among art students... Among the others: Chris Reilly's Everything I Do is Art, But Nothing I Do Makes Any Difference, Part II Or: How I Learned to Stop Worrying and Love the Gallery(2006), Michiel Van Der Zanden's Museum Killer (2008) and Christopher Wyant's Team Fortress 2 Ceramics (2011).

In short, endless fun.

Matteo Bittanti is an Adjunct Professor in the Visual Studies Program at the California College of the Arts in San Francisco and Oakland. He writes about technology, film, games, and popular culture for various publications (WIRED, Rolling Stone, LINK, Duellanti). His online projects include GameScenes, a blog about game-based art.

DIY Media 2010: Anime Music Videos (Part Three)

This is the fourth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is an interview with Tim Park from AnimeMusicVideos.org in which he responds to my questions about the anime fan scene.
Many get confused by the superficial resemblances between Fan Vids and Anime Music Vids. Though both are expressions of fan appreciation, they come from very different traditions. How would you describe the similarities and differences between the two?

For this question, I asked AbsoluteDestiny, who started making AMVs in 2001, and switched to making vids in 2005. He's much more familiar with the vidding community than I am, but also has familiarity with the AMV community in order to compare. He wrote:

Henry's question is a really huge one and one I've actually given a lot of thought. There was a time, in the 2vcr days of both vidding and amvs, where there were a lot of similarities between the videos made in the two communities. Hair by Media Cannibals is largely the same vid as Hair by You Know Who, albeit with different gender gazes. As the communities, skills and aesthetics developed, the respective videos started to diverge. The reasons for this are a mixture of three important factors:

1) How the source is read and enjoyed

2) How the source lends itself to video editing techniques

3) What kinds of videos the communities give praise (and reward) to

In very very broad terms, the vidding community grew out of media fandom's more narrative side, fan-fiction and so on, with a strong emphasis on character over genre. Anime fandom, on the other hand, is largely interested in genre, spectacle, Japanese culture and self-referentiality. These differing priorities tend to different subjects for videos - Wonder of Birds (Laura Shapiro) versus AMV Hell (Zarxrax) to take two extremes.

Then we have the very nature of the source. Scenes in anime are not emotionally subtle - visually, especially in TV anime. Much of the emotional nuance is carried by the voice acting and only the more emphasised visual emotions (joy, anger, embarrassment) remain when the footage is removed from its audio. So where vidding can rely on the superbly nuanced body language of the actors, anime can really only pull on whatever aesthetic flourish the source gave them (flowers, blushing, thought bubbles with super-deformed characters beating each other up etc). To do subtle emotion with anime is hard and it's not unknown to rely on external manipulation (such as Playground Love by Nathan Bezner). Thankfully, animation lends itself to external manipulation very well and roto-scoping the footage and puppeteering it to do your bidding is not out of the realm of possibility, which allows for original narratives that are still very much in the spirit of anime (with its genre, spectacle, culture and meta fixations).

Lastly we have the community and how their reception of the works develop and refine aesthetics. The AMV community learned to walk at conventions and even in the early days of Anime Expo and Otakon a formal structure for AMV exposition was created in the form of the contest. Categorisation and the need to find ways to compare highly subjective works led to the formation of AMV genres and a fond regard for technical proficiency (being something that is much more objective when judging a video's quality). While the explosive growth of the community towards the mid 2000s did introduce all kinds of new aesthetics, the major genre categorisation and the search for technical wonders moved amv work further to the side of original spectacle, sometimes very disconnected from the narratives of the sources being used. Ultimately, however, it is a combination of all three elements here that have created the communities we have and the output they produce.

There are wonderful oddities and outliers on both sides but the kinds of work you are likely to find largely fit into the following spectrum:

Vidding tends toward deep analysis of character and show and utilisation of interior movement where amvs tend toward meta, spectacle and genre works with a strong utilisation of external motion, footage, effects and original art.

I've also vaguely plotted some well-known videos (though the amvs totally show my age) onto the graph. It's very rough but this should give an idea as to how I see the whole amv vs vidding spectrum.

[Titles in black are vids, titles in blue are AMVs]

Your account of AMV focuses on their American origins. Are such vids part of the Otaku tradition in Japan or is this a distinctly western response to Anime? If the former, what kinds of contact exists between the artists in the two countries? If the later, is the AMV being picked up by Japanese fans as well?

Learning about hobbyist video editing by fans in Japan and sharing ideas is difficult due to the language barrier. Remix videos in Japan that we're familiar with are called MADs, since one of the early tapes was labelled "Kichigai Tape", or "Tape of Madness". There are many different types of MADs, but early on the AMV community was exposed to a number of Seishiga MADs (and to many, "MAD" came to be a term with only this narrow definition), where still images, often from dating games or visual novels, have motion and other effects applied to them. This creates a distinct aesthetic that was emulated by some North American AMV creators such as VicBond007 in his Believe AMV.

In 2005, one MAD editor named pianos (interview from 2004) came to Anime Weekend Atlanta with a translator, and showed the audience MADs made by him and other editors at his panel. Some of them can be difficult to understand, again due to the language barrier, but there was one short MAD I came across years ago that I liked so much, I remade it for an English-speaking audience.

It used to be fairly difficult to find MADs. I stumbled across some videos where the files were split up between hosts to avoid bandwidth and space limitations. Later on, I came across a collection of them on Usenet. Now you can find Japanese fan videos on Nico Nico Douga, but of course it's a Japanese site so it can be difficult to navigate. Some of them get uploaded to YouTube so you can see them there. They can be hard to find since MAD is a common English word, but you can try searching for "Nico Nico MAD" to find some examples. Several MADs consist of anime-inspired custom artwork, which is relatively rare in AMVs. (Some exceptions: Greed vs. Envy, Utena Daioh, Woolongs For Nothing)

What functions do AMV play within the fan community? Are they primarily consumed by existing fans of the program or are they part of the process of educating American fans about Japanese media content?

A little of both. As I wrote in the first segment, fans at AMV panels at conventions have often indicated that they've bought anime after seeing it in an AMV. For those that are already fans of a particular show, today's search engines make it easy to find an AMV that uses that show.

Now, however, the internet also makes it much easier to find both licensed and unlicensed copies of anime, so I have a feeling that the promotional impact of the hobby is now less than it used to be. Though in some cases, editors seek out shows that haven't been licensed here yet, possibly in order to be the first to use a high-quality new title.

What kinds of relationship exists between the AMV creators and the commercial and semi-commercial groups who are marketing anime in this country?

Views on the hobby depend on which company representative you talk to. I heard of one anime convention panel with ADV Films where one of their employees told Brad DeMoss that they loved his Evangelion/Star Wars Episode I parody. The company, while it existed, was also AMV-friendly in other ways, with employees helping to judge at Iron Editor events. Also, for the final DVD of their release of the Noir series, they contacted four AMV editors, including myself, to create videos to include as Easter eggs on the disc. This took some wrangling on their part with the rights holders in Japan, and due to rights issues we were only allowed to use the opening and ending songs from the show, but it was a pretty cool thing of them to do.

On the other hand, reportedly at the closing ceremonies of Anime Expo one year, a Japanese guest of honour was upset when they played an AMV that incorporated one of his works. I'm not sure who the guest was, but AX stopped playing AMVs at their closing ceremonies after that.

For one final example, Anime Tourist reported on a 2002 interview done with Hiroyuki Yamaga, Co-Founder of Gainax and his friend Takami Akai.

Audience question: What is your opinion on anime music videos from a company standpoint and from a personal standpoint? Have you seen any anime music videos?

Mr. Yamaga: What exactly do you mean?

AQ: Like the anime music videos that we are going to be showing tonight?

Mr. Yamaga: I like them a lot. I think that they are very well done.

Mr. Akai: I didn't know that they existed. I actually like them personally.

Mr. Yamaga: I feel that copyrighting is only for professionals. For people who are doing it for their own enjoyment as a hobby, I feel that the line is very blurry. The reason that copyright laws are so strict is because it is very difficult to make the distinction whether or not someone is professional or amateur. But as Gainax, they got their start doing similar stuff so it's very hard for them to say, "No, We won't allow that'. They also feel that they don't really want to say that. As Gainax, the corporation, they have to say, 'No, we haven't seen it', 'Nope, haven't heard about it'. That is how they deal with it.

I've also heard this "willful ignorance" position from some in the North American industry. (again, from a professional standpoint) Though I've heard of at least one employee calling them a "headache", AMVs and the North American anime industry seem to coexist reasonably peacefully.

Tim Park programs videogames by day, and helps to administrate AnimeMusicVideos.org at night. The site has been online for over ten years and catalogs over 100,000 AMVs. He's edited a few dozen AMVs (and one vid) under the name Doki Doki Productions.

DIY Media 2010: Anime Music Videos (Part Two)

This is the fourth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following selection of Anime Music Vids was curated and commented upon by Tim Park from AnimeMusicVideos.org.
Only Bob - by Infinity Squared

Although plenty of interesting results can be made by simply mashing up anime and music, some editors like to push themselves and try to incorporate elements of other mediums into their work. In this example, original CGI is combined with anime to portray a robot pondering what it means to be human.

The following videos were also considered for the event:

A Little Retrospect - by Kitsuner

Using footage from other AMVs is often frowned upon in the community. This is partly because the North American anime industry is still quite small (ie: compared to Hollywood) and if you're going to use some footage, you should support them by buying the DVD. In the case of this video, however, Kitsuner deliberately picked scenes from over 60 AMVs that span a decade to show "how far we've come". (The Strongbad parody clip saying you can use all the AMVs you already have came from Road to Iron Chef)

AMV Minis Episode 3 - compiled by Zarxrax

(Embedding of this video has been disabled. You can view it on YouTube)

Ever since the first one, the AMV Hell series has been hugely popular, with showings of some of the hour-long projects routinely filling screening rooms at conventions. The general idea is, an editor may think a certain part of a song would be a funny pairing with a certain part of an anime, but the joke wouldn't be funny for the entire length of the song. Collect enough of these ideas and put them together Short-Attention-Span-Theatre-style, and you have AMV Hell. It's spawned countless imitators and homages, even in machinima in the form of HMV Hell, based on the Halo game franchise. Zarxrax kept saying he'd retire the AMV Hell series, but its spirit lives on in this shorter-form of the popular rapid-fire comedy shorts. Things are often hit-or-miss based on your sense of humour and knowledge of cultural references, but this was one of my favourite compilations of AMV Minis Season One.

Continuous Play - by Ileia

Although repeated scenes may be a symptom of a lack of effort in a video, it works strikingly well here with the song "Stuck On Repeat". Also, The Girl Who Leapt Through Time has scenes that are similar in composition but with different elements or palettes, which makes the video less repetitive and more visually appealing.

Lawl & Order: Legal Tender - by Fall_Child42

Some videos are closer to short stories or parodies than actual music videos. This one tells the story of the criminal justice system. This video was originally done for an Iron Editor event, but Fall_Child42 went on to improve and complete the video after the event.

Time - by qwaqa

qwaqa alters footage from The Girl Who Leapt Through Time to tell his own story of a girl who fixes the past. A "making of" video is directly below, so you can see the work that went into altering footage from the movie.

Kawaii Girls: Ultimate Dating Simulator - by Fizziks

This is a fake parody ad making fun of the Japanese dating simulator game phenomenon.
(Short glossary: kawaii / mecha /moe /otaku)

Attack of the Otaku - by Chiikaboom

After Odorikuruu practically defined the upbeat dance video, there have been constant attempts to one-up videos in the genre with more effects and fun footage. One editor even claimed that he wanted to create an "Odorikuruu killer". This more recent entry to the field makes references to Koopiskeva's prior work, Skittles. One effect on display is masking, or isolating an anime character and removing the background in order to put a character in another scene, or in front of some other effects. Chiikaboom wrote in the video description: "It takes a good 20-30 minutes to mask out one frame. There were 482 frames. Do the math." (And that was just for one scene. A total of 904 frames were masked)

Auriga - by Nostromo

Nostromo specializes in dance videos with electronic music, but instead of cute or fun scenes like in Attack of the Otaku, he typically uses scenes with a higher quality of animation and art than most budget anime TV shows for a different aesthetic. Interestingly, he also used software to interpolate frames, creating more in-between frames for an even smoother look. A description of the process, and higher quality versions of the video are available on the video's profile page.

Twilight - by Koopiskeva

In a similar vein to Only Bob, above, Koopiskeva combines Kanon with original live action footage. The video was inspired by one of the characters asking another, "Have you ever wondered that perhaps we were living in someone else's dream?"

A Feel-Good AMV - by haunter103

What can I say? It's a feel-good AMV! :)

The following videos were made in 2010, too late to be considered for the event:

The Friend Request - by Moonlight Soldier

Here Moonlight Soldier explores anime relationships via Facebook. There are a number of anime and editor in-jokes here, but you should be able to get something out of it. In this video, the female singer is actually speaking for the boy, since Shinji Ikari, the male lead in Evangelion, is portrayed as a bit of a wimp. Other AMVs have also used female voices for him, such as Kevin Caldwell's Engel.

Every Anime Opening Ever Made - by Derek Lieu

This supercut compilation video illustrates how anime opening sequences share

a lot of elements between them, from composition to effects.

RAH HEY! - by Ileia

Cleverly based on the similarity between the pronunciations of "anime" and "enemy" (at least when sung by Green Day), this is a fun "can you name them all" compilation video which includes composites of anime with editing and social networking software.

Tim Park programs videogames by day, and helps to administrate AnimeMusicVideos.org at night. The site has been online for over ten years and catalogs over 100,000 AMVs. He's edited a few dozen AMVs (and one vid) under the name Doki Doki Productions.

DIY Media 2010: Anime Music Videos (Part One)

This is the fourth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following curator's statement was written by Tim Park from AnimeMusicVideos.org. As far as the AMV community is aware, the first Anime Music Videos were created by Jim Kaposztas in 1982. He was inspired by MTV, back when they played music videos. Anime had a slow growth in North America, with few options before the '90s for shows licensed and released in English. Fans would trade tapes recorded by friends in Japan, and often translated into English and subtitled by other fans. Many times there would be some extra room at the end of the tape and so as not to waste any, occasionally people would record AMVs after the show.

To some extent, AMVs have helped advertise the shows that they contain. At AMV panels at anime conventions, when audiences are asked if they've ever bought an anime based on an AMV that they've seen, most hands go up. Apparently when Hold Me Now was shown at Anime Boston, the dealers room sold out of Princess Tutu shortly thereafter.

Before the rise of digital distribution, another common way to see AMVs was at anime conventions. Rather than simply screen them, tradition was that the videos would compete in a contest, perhaps because one of the other most popular events at conventions, cosplay, is also most commonly in the form of a contest. Every year, AMVs shown at Anime Expo and Otakon are seen by thousands of fans, and they can vote for their favourites. (Though in some cases, contests are evaluated by a judging panel) Anime Weekend Atlanta was the first convention to have a 24-hour room dedicated to AMVs for the entire con, and a couple of others have followed suit.

And so, unlike most of the other genres presented at the DIY festival, much of the AMV community is steeped in competition, with multiple rating systems available to grade and evaluate videos at AnimeMusicVideos.org.

One of the reasons for these systems was to help the site's creator (and others) to find good AMVs. There are even "Iron Editor" competitions where two editors have to make the best video they can in two hours with a few predetermined shows... and a secret ingredient of course.

It's not all competition, however. Ever since the first Dance Dance Revolution Project in 2001, where almost 20 editors came together to create a dance mix AMV over an hour long, there have been many cases of people coming together to create something more than just one person could manage. They're called Multi-Editor Projects, or MEPs, and there's also a sub-forum on AnimeMusicVideos.org to help people organize them. Themes for MEPs can include bands, emotions, holidays, or even numbers stations.

When selecting videos for consideration to be shown at the recent DIY festival,

most were released in 2008-2009.

Videos shown at the DIY 24/7 2010 program:

(With the exception of the YouTube embeds, if you click on the small "link" chain icon in the videos, you'll be taken to the video's profile page at AnimeMusicVideos.org. There you'll find more information on the anime and music used, and any other details about the video that the editor wanted to convey)

I'm On A Blimp (ft. Teddy) - by LittleKuriboh

LittleKuriboh is known for his Yu-Gi-Oh: The Abridged Series videos, which consist of abbreviated episodes of the Yu-Gi-Oh anime re-dubbed with humourous dialog. This video parodies The Lonely Island's "I'm On A Boat" with Yu-Gi-Oh footage, but unlike most AMVs, the original song's lyrics have been revised and performed by the creators, in the manner of filk songs. (Another notable example of AMV creators doing their own singing is the Iron Chef Idol series of videos)

Ian Fleming's Property of a Lady - by qwaqa

There are several instances of AMV editors making faux openings or trailers for existing movies or TV shows. In this case, using Noir, Cowboy Bebop, a few other shows, and a lot of editing, qwaqa creates a fake James Bond-style opening for Ian Fleming's story, "Property of a Lady".

AMV Technique Beat - by Douggie

Also called an "AMV For Dummies" (ie: a how-to book video) in the title card, Douggie illustrates a number of techniques and considerations that go into making an AMV. The title is a reference to the "Technique Beat" trilogy of videos by Decoy.

Tim Park programs videogames by day, and helps to administrate AnimeMusicVideos.org at night. The site has been online for over ten years and catalogs over 100,000 AMVs. He's edited a few dozen AMVs (and one vid) under the name Doki Doki Productions.

The Survival of Soap Opera (Part Four): Why Fans Matter

The final section of The Survival of Soap Opera focuses on the evolution of fan community practices online, on various soap opera fan experiences/demographics, and on relations between the soap opera industry and its fans. Below, a variety of the contributors to this section answer questions about the relationships fans have with the soap operas they watch and with one another. Tom Casiello is a current member of the writing team for The Young and the Restless, a former associate head writer for One Life to Live and Days of Our Lives, and a two-time Daytime Emmy Award-winning writer with As the World Turns who has written about the genre at his blog, Damn the Man! Save the Empire.

Abigail De Kosnik is an assistant professor at the University of California-Berkeley in the Berkeley Center for New Media and the Department of Theater, Dance & Performance Studies who writes on media, fandom, and copyright. As editor of the collection, she co-wrote the book's introduction, "The Crisis of Daytime Drama and What It Means for the Future of Television." She also wrote an essay in the collection, entitled "Soaps for Tomorrow: Media Fans Making Online Drama from Celebrity Gossip. C.

Lee Harrington is professor of sociology and a Women's Studies Program Affiliate at Miami University is co-author of the book Soap Fans and who has written on the soap opera genre since the late 1980s for publications including The Journal of Aging Studies, The Journal of Broadcasting and Electronic Media, and Transformative Works and Cultures. As one of the book's co-editors, she co-wrote the book's introduction, "The Crisis of Daytime Drama and What It Means for the Future of Television." She also co-authored a piece for the book with Denise Brothers, entitled "Constructing the Older Audience: Age and Aging in Soaps."

Roger Newcomb is the Editor-in-Chief of soap opera news site We Love Soaps, the producer of two Internet radio soap operas, and executive producer and co-writer of the film Manhattanites. His essay in the book is entitled "As the World Turns' Luke and Noah and Fan Activism."

Radha O'Meara is a doctoral candidate and lecturer in screen studies at the University of Melbourne, Australia, who has published her work in Screwball Television: Gilmore Girls and in the Austrian journal Metro. Her essay in the book is entitled "The 'Missing Years': How Local Programming Ruptured Days of Our Lives in Australia."

Julie Porter is a longtime newspaper editor and reporter who is webmaster of soap opera site talk!talk!. Her essay in the collection is entitled "Hanging on by a Common Thread."

QueenEve is the pseudonym of a career professional and soap opera fan who has moderated and/or founded several popular soap communities online. The collection features a piece based on Abigail De Kosnik's interview with QueenEve focusing on fan activity around and against soaps.

How has the relationship between U.S. soap operas and their fans evolved over time?

Tom Casiello: I honestly think the relationship between the soaps and the fans hasn't changed nearly as much as others believe. (I also think we have to be very careful not to group them all together as "the soap operas." There are currently six U.S. daytime soaps on the air, all of which should have their own individual identity, wherin their fans expect different things from each show.) At its core, the audience still wants stories and characters they can connect with on a human level, mixed with the element of fantasy and escapism they've come to expect. They want to know the characters they've loved their whole lives, whom they've watched grow and evolve, are in capable, trustworthy hands...and they will continue to live on in their homes daily. While audience demograhics may shift, and trends will come and go, strong, long-term serialized storytelling with heart is all the fans have ever wanted.

Roger Newcomb: Obviously, from radio soap operas to present-day television and internet soaps, the way fans view or listen to their soaps has changed tremendously. The relationship the soaps have with fans has evolved as well. Even 30 years ago, the main feedback mechanisms were snail mail and telephone feedback lines. In 2010, fans can email the shows and their networks, and many times the stars themselves. The shows also have Facebook and Twitters accounts to solicit immediate feedback from fans, and the actors themselves directly interact with fans in a more personal way through social networking. It is not clear whether this increased and immediate interaction has impacted storylines or story direction.

QueenEve: I think it used to be a far more personal relationship shared between female multi-generational family members and the soap opera. Over time, with the growth of soap magazines covering more than just "the stories," suddenly we knew about the actors playing the characters and the writers writing the show, making it a little less personal. We learned about the relationships between the actors playing the parts (marriages, divorces, and kids), entirely separate from their parts, and the experience expanded beyond one among just you, your mother, and the story. Then, with the internet, it became even less intimate and much more of a group activity with other viewers. So, what had been something between female members of a family and the soap eventually involved the actors, the writers, the media, and other viewers who may not have viewed the show and characters as you and your family did. The other side of that is that the "family" element has sort of dropped out, and it is no longer a multi-generational female experience. Some of that is the changing role of women in society, but a large part of it is that soaps have backed away from telling multi-generational female stories in search of the almighty 18-49 demo, and the audience loss has reflected that. So, I think it went from a highly personal and intimate experience to a more expansive but impersonal experience such that viewers don't have the investment they once did.

What changes have we seen in recent years in how fans of U.S. daytime dramas connect with one another?

Tom Casiello: The Internet for one - for the first time in history, it's much easier for those with the same interests to connect instantaneously, on a level playing field. Who they are in their lives, where they come from, their education - it's irrelevant on the Web. Here, they are all equal fans, and that has not only helped organize a stronger group effort in their campaigns but also created a world of discussion to bounce their ideas and opinions off of each other in what is hopefully a moderated environment.

Abigail De Kosnik: The most striking fan activity that the Web, and online communities, have brought about (in my view) is that "fans make their own fun," as one of our contributors, Web site moderator "QueenEve," stated. Since fans have started communicating online, they have basically produced their own virtual soap operas - spreading spoilers and dissecting upcoming plots, posting speculations about what's going to happen next as well as (often very thoughtful) analyses of what happened recently on their favorite shows, in addition to gossiping about behind-the-scenes rumors (Which co-stars won't work together? Why did the Exec Producer fire that actor? When is that former writer coming back to this show?). There's also been a level of drama in the wars between fan bases that matches that of the heightened conflicts depicted on soap operas. The animosity that warring fan bases have borne toward one another has been awesome in its fierceness, and, while I don't want to minimize the fact that some people's feelings have probably been deeply hurt by these acrimonious exchanges, I must say that there's an element of watching or participating in soap fans battle online that is immensely engaging and entertaining. I have taken part in some of these "bitchfests" myself (and it's not always fans vs. other fans; it's also fans vs. the shows or the networks or particular storylines), and I'll always remember those impassioned campaigns as really interesting, exciting times of my life. There's something about the dedication and commitment that soap fans have for their shows that really infused the online fan experience with an intensity that many other Internet fan groups lack. It comes, I think, from the fact that, when the Web became a big part of soap fans' lives, many fans had already been engaged with these soap story worlds for years - in many cases, fans' involvement predated the Internet by decades. The Web, which permits for a really wide range of discussions and actions that can be micro-interventions or can go on for months or years, almost seems like it was specifically built as a platform for soap fans, who have decades' worth of information and insight to discuss.

C. Lee Harrington: While soap viewers were among the first groups to migrate to the Net recreationally, as Nancy Baym discussed in Tune In, Log On, they were slower to create the type of user-generated content currently associated with media fandom, in part because the frequency (daily) and longevity (the average age of US soaps is 40 years) of the "primary"' text created less need for viewers to fill narrative gaps in between episodes or installments. Over the past few years, soap fans have become increasingly engaged in vlogs, video-sharing, fan fiction, podcasts, and mash-ups, while much of soap fans' energy remains devoted to the ongoing daily criticism, discussion, and fan activism which takes place in online forums and the blogosphere.

Roger Newcomb: Fans are connecting on social network sites like Facebook and Twitter and continue to interact on various message boards. The fans seem to be more tech-savvy these days, so the number of message boards and Facebook pages has grown by leaps and bounds. In some ways, this has splintered the online audience, with more websites and social network sites dedicated to particular actors, characters, or soap couples. We Love Soaps TV receives almost 10 percent of our hits from Twitter and, in many cases, from fans who tweet and re-tweet our features. Twitter has become the fastest way of spreading information about soaps around the web.

Julie Porter: Be careful what you wish for! To me, that's the warning label that should be placed on the desire to raise viewership at any cost. The race for ratings - and ad revenue - has had an unintended consequence along the way: a decrease of conflict in storyline. The intense competition for audience share gives soap viewers a powerful amount of clout in determining how stories are resolved - and, generally, they want favorite characters to be happy, and want to see their characters' conflicts resolved. But is that what they really want? Accelerated storytelling satisfies the short-term viewer but weakens the long-term story. Conflict makes for anxiety, but quick resolutions make for an awfully boring soap, long-term. Once, it might have taken three years to resolve a complex story in a big reveal. That's storytelling. But, these days, if the focus groups say to wrap it up - well, it gets wrapped up quickly, and there's short-term satisfaction but a lot of opportunity for story and character development is lost. Faster-paced storytelling throws characters into a revolving door of reaction; the storyline rules, but deep character development is almost nil. And so the viewer who wanted a quick resolution also quickly loses interest. The willingness of networks to give focus groups and online campaigns a strong role in the decision process also leads to a bad end: It places creative control in the hands of executive management rather than writers, and fan feedback becomes the tail that wags the dog. The soap that has evolved into a marketing tool isn't nearly as satisfying as one that does what soaps were intended to do: explore the feelings and lives of people, and their ups and downs.

QueenEve: I think, in the past, you might have a discussion with a neighbor or friend about the soap or the "girls" in the dorm, but fandom was fairly generic. Now, with the internet, you have both a gathering place and a divisive means of organization. That is, people generally check in on the internet to find fans of the characters or couples they like, to the exclusion of a more general audience. It has led to "board wars" in the past, between couple fans especially. The Sonny & Brenda versus Jax & Brenda fans of the 90s on General Hospital was a good representation of that, as were the Robin & Jason fans versus the Carly & Jason fans. So, on the one hand, the internet allowed fans to find each other on the internet and connect while, on the other hand, it leads to divisive and heated fights.

How do the teams who make these shows take into account the fans' feedback and mindset, from your perspective?

Abigail De Kosnik: I know for a fact that the shows do pay attention to soap fans' feedback, to some extent. The contributors to our book who work in the soap industry verified this, and I have heard soap actors often tell fans who want to see changes on their favorite shows that they must write or call in to the network to voice their opinions. One of my e-mails to ABC, urging them to portray professional women - the female nurses, doctors, lawyers - in a more positive light on General Hospital, got quoted almost verbatim by ABC Daytime exec Brian Frons in an interview he did with one of the soap magazines back in 2003. But, on the other hand, I think many fans, and I am one of them, are frustrated by the fact that, although the Internet permits for a much greater flow of feedback from soap viewers to soaps' producers, the shows don't seem to be able to take effective action in response. Several of our industry contributors have told us that, with soaps, time is a huge factor in this - of course, feedback on a storyline comes in well after months of that story are written and shot - but, also, I wonder if the case of soap operas, in which we see this enormous wave of feedback going to TV shows and not that much difference being made, just illustrates the fact that television is a creative industry and, probably on any television program, whether daytime or prime time or a miniseries, the writers just can't care too much about what the audience thinks about a particular storyline or character. I mean, Mad Men showrunner Matthew Weiner doesn't think about what fans want, or what they've liked about past episodes, when he puts a new season of Mad Men together, except in the most general way (I think he once mentioned that one reason for an increase in child character Sally Draper's air time was that many viewers relate to Sally the most, she's their "way in" to the show, since they were about Sally's age in Mad Men's time period.). So, maybe the frustration of soap fans is just indicative of the fact that online participation isn't a guarantee that "the people" can influence the power centers that much. The Web gives an illusion of what others have called "participatory democracy," but just sending a bunch of e-mails obviously isn't the way to change the minds of the minority who are the decision-makers. However, I do think that there are probably ways to use online connectivity to influence power centers, both in soap operas and in other arenas, like politics. And maybe soap fans can pioneer ways to use digital technologies to share feedback that really creates change, and then political fans and organizations can learn from those tactics!!!

C. Lee Harrington: From what I can tell, soap opera creators have waffled back and forth on this. The production team rightfully knows a projected story arc in ways viewers do not, and there is a longstanding perspective of "trust us to tell a good story," even when viewers are rejecting what they are seeing daily onscreen. The flip side of that is that, with the instantaneous feedback that the internet allows, production teams (or perhaps network honchos) can get too engaged with daily (or minute-by-minute) viewer reaction and respond accordingly, to the long-term detriment of the narrative. The heated debates about the usage of focus groups in...when did that start in daytime? Late 1990s?...preceded the current tension between short and long-term narrative and industry goals.

Roger Newcomb: I personally think, for the most part, the fan feedback online is disregarded. When there is a huge outrage over something (like the abrupt end of the Kyle and Fish storyline on One Life to Live), the shows and networks take notice, but, even then, it doesn't necessarily change the outcome. In general, there are so many opposing views from fans on storylines that it is difficult to know which is the majority. I've also directly heard from writers and producers of daytime soaps that they believe the online audience does not necessarily reflect the perspective of the total viewing audience, even when the online audience number in thousands, a greater number than a supposedly statistically sound Nielsen sample.

QueenEve: From my experience, they couldn't care less about fans' feedback and mindset unless it feeds their agenda and own personal likes and dislikes. Occassionally, the feedback is strong enough that it can change things, but I have seen more often them using the feedback as a means not to change things but rather to force a story even more firmly down the fans' throats. That is, if some new character is not going over with the fans but the show is highly invested, we'll see even more of the character, and we will get overkill of stories trying to make this character more sympathetic and hearing other well loved characters "pimp" and "prop" the new character endlessly.

How has the trend of an aging soap opera audience impacted the soap opera industry in the U.S.?

Tom Casiello: The networks continue to look for new ways to entice younger viewers to their shows, as they've always felt (with good reason) that these shows survive when passed down from generation to generation. However, I do believe we are seeing the first signs of a possible shift in that thinking. Those audience members over fifty are consuming far more than their counterparts from half a century ago did. Consumers with more income in older demographics are proving to be just as valuable as younger demographics. The key is to find a way to welcome new viewers into the fold while trying not to alienate older viewers...and it's a struggle all the soaps have faced for the last fifteen to twenty years, more so than ever as the generation gap grows wider.

C. Lee Harrington: As my chapter with Denise Brothers suggests, the aging of soap opera audiences had a major impact. The age of all television viewers is going up (as the global population ages), and soap viewership is no exception to this trend. However, the core demographic remains 18-49 year old women, which means soap viewers are rapidly aging out of network priorities. This is visibilized on-screen in terms of which actors/characters are prioritized (with vets moved to window-dressing or dropped from contract to recurring status), as well as the story content itself. The older viewers and actors we spoke with for our study are keenly aware of this trend and believe the genre is suffering for it. If soaps do not respond more fully to the aging of its viewership, an older demographic that is more economically powerful than the industry apparently appreciates, the genre will be in even more trouble than it is now.

Roger Newcomb:Obviously, the aging soap audience is one of the contributors to the decrease in viewers. As longtime fans have passed, they weren't replaced by new fans of the genre. Even though the average age of soap viewers is the mid-50s, the shows have continued to focus on younger characters to a large degree. But there have been some shifts in the past year. Days of Our Lives features more over-50 contract actors today than ever in the history of the show. One Life to Live has recently shifted the focus to the veteran actors on the canvas. There seems to be a better mix between younger and older characters, and this may be due to the networks finally realizing who their audience is.

QueenEve: Not at all. The shows keep trying to write for an audience that isn't there -- 18 - 34 -- and are losing the "aging audience" that they simply do not value. It's insane really, because it's not just the soap opera audience that has aged -- it's all of society now that the baby boomers are aging. Why that audience isn't valued is a mystery to me.

What "surplus audiences" outside the target demographic should soap opera producers be paying attention to? What can they learn from these audiences?

Tom Casiello: Diversity is a major issue daytime needs to address. This isn't just a Caucasian versus African-American issue. In a perfect world, these shows would also represent Latino characters, Asian characters, Jewish characters, homosexuals/bisexuals; there's no end to the types of characters these shows should involve in their long-term stories--while always striving to find a balance between honesty and stereotyping, walking that fine line between truth and cliche. All of these demographics can play vital roles in front-burner stories and can present just as many interesting character dilemmas as a middle-aged, Caucasian, heterosexual character can...probably with an added layer of nuance, an original perspective that puts an entirely new spin on the storyline.

C. Lee Harrington: As I noted above, I believe older viewers should be repositioned from "surplus" to "core," given demographic projections. To engage the US viewing population as fully as possible, soaps would benefit from greater diversity in characters and storytelling overall--more LBGTQ characters, more characters of color and immigrant characters, more characters of lower socio-economic classes etc. There are genre-specific risks to this, of course (I have published several articles on the generic challenges that gay and lesbian characters/stories present to daytime), but narratives that better reflect the US population as a whole may engage a wider audience. I also echo Radha O'Meara's call below for greater attunement to audiences in other parts of the world, given the still-central role that serial narratives play in global import/export patterns. As Denise Bielby and I wrote in Global TV (2008), The Young & the Restless and The Bold & the Beautiful has been particularly smart in writing narratives for multiple geographic/cultural audiences, avoiding lengthy on-screen legal trials and certain types of humorous stories that may be perplexing to non-Americans, for example. I'm not sure the extent to which other programs are following suit, but, if not, they should.

Roger Newcomb: The soaps have targeted women 18-49 and 18-34 for decades. Men make up 20-25% of the total viewing audience, but you do not see commercials for men on any of these shows. African-Americans also make up a large portion of the audience, but characterizations of African-Americans are few and far between on daytime soap operas. Gay audiences, targeted by networks like Bravo, would have been a potential goldmine for soaps, but, with the cancelation of As The World Turns, there is only one regular gay character on daytime now--Bianca on All My Children. Targeting various niche groups would seem to be a more lucrative alternative for soaps than the current one-size-fits-all model.

QueenEve: I think the soaps should go back to the beginning and start writing compelling stories about characters of all ages and stop writing for the "sweeps explosions." I think people like the soap opera genre. If they didn't, the genre's serial aspects would not have been adopted by primetime TV and be so successful there. It's ironic because, as soap operas tried to be more like primetime with big explosions, fights, special effects, and adventure, they became less successful. While, as primetime became more like soap operas with ongoing stories that build throughout a season (Lost, Desperate Housewives, Grey's Anatomy, ER, etc.) they became more successful. Daytime soaps are bleeding viewers not because the soap opera genre is dying but because it is being executed so poorly, compared with primetime TV. People want a better product.

Radha O'Meara: I'm most interested in international surplus audiences for US soap operas, and my contribution to the collection was about the Australian audience for Days of Our Lives. I think that the focus on US audiences for US productions is particularly strong, commercially and critically. If producers and creators give more serious consideration to international soap audiences, they might learn from different strategies and priorities in scheduling, episode duration, and attracting niche audiences, including young people. This might help them to attract greater audiences globally and domestically. I find the strong focus on domestic distribution and audiences for US soap operas in American media studies a little troubling. Although US scholars are cognizant of international distribution and audiences, they seem to maintain a strong emphasis on the US as the principal audience. From an antipodean perspective, it seems American media studies could be more open to the implications of plural global audiences.

Given that many soap operas have long histories with international audiences, there is a wealth of experience and data on which to draw. The broadcast of US soap operas in international markets can highlight the potential of alternatives for scheduling and attracting niche audiences. For example, the most popular US daytime soap opera in Australia is The Bold and the Beautiful. It is broadcast on weekdays on the Ten network in the 4.30 p.m. timeslot. This has allowed the show to garner a significant number of young viewers, who watch it after coming home from the day at primary or high school. Since loyalty to soaps can be so enduring, this early attachment can lead to a lifelong connection. I began watching the show regularly after coming home from high school several decades ago and still enjoy it.

I suspect The Bold and the Beautiful's half-hour format is a significant part of its appeal as the highest-rated U.S. daytime soap in Australia, and indeed the world. This is a contrast to many other US daytime soaps which run for an hour, and particularly those which are screened in Australia (Days of Our Lives, The Young and the Restless, General Hospital). The half-hour format might be more appealing to Australian viewers, as Australian viewers are more accustomed to popular half-hour soaps made in Australia and Britain, such as Neighbours, Home and Away, Coronation Street, EastEnders. Throughout the long history of US soap operas, program duration has consistently expanded. Early radio and television soaps often ran for 15 minutes, including a single commercial break, but most television soaps expanded in the 1950s to half-hour and later to full hour programs. A few even tried 90 minutes daily. In today's fast-paced world, perhaps US soaps could experiment with episodes of shorter duration. Rather than cancelling soaps with falling ratings, US producers might consider what shorter episodes could do for both international and domestic audiences.

Producers and scholars should consider what makes particular soap operas popular in different regions and the implications this has for definitions of soap opera as a commercially successful genre. Soap opera in the US is much more clearly defined by US programs and by local emphasis on the scheduling and audience distinction between daytime and primetime. These distinctions are much less significant for international viewers. Many Australian soap fans follow daytime and primetime US, UK, and Australian soaps. Despite obvious differences, they often have no trouble grouping them together as soap operas, which share common family traits. In fact, Australian audiences are often unaware of the "original" features used to define programs in the US: US daytime soaps have been broadcast here at midnight, and primetime soaps have been broadcast during the day; daily soaps have been broadcast weekly or bi-weekly, and weekly soaps have been broadcast daily. This means that producers and scholars can learn more about what audiences seek in soaps by exploring broader definitions of the genre and its audiences. According to Christine Geraghty, Australian soaps have influenced British soaps to integrate more male characters, young characters, and "masculine" storylines over the past few decades (Women and Soap Opera: A Study of Prime Time Soaps, Polity 1991). Perhaps US soaps might also consider such changes.

In my contribution to the collection, I wrote about an unusual rupture in soap opera broadcasting. After screening episodes of NBC daytime drama Days of Our Lives in a continuous sequence for over thirty years, in 2004, Australia's Nine Network skipped approximately one thousand episodes. The Nine Network continued to broadcast the program daily, but most Australian viewers missed four years' worth of episodes. An interesting tension arose from this fissure between those who understood the Australian audience as a component of a global, homogenous audience for Days of Our Lives centered on the US, and those who understood the Australian audience as a unique, local experience. Scholars and producers should both consider their positions on this tension. Similarly, this rupture of Days of our Lives for Australian audiences raised questions about the nature of soap audiences' enduring commitment to particular programs. It highlighted how significant parts of the audience seemed to value their own history with and experience of the program more highly than a wider, communal experience. This deeply personal connection is something that producers presumably want to foster, and new distribution methods may impact on these experiences in even more divergent ways. These are some of the lessons US soap opera producers can learn from international audiences, and they may even help them maintain their domestic audiences.

The Survival of Soap Opera (Part Three): New Trends In Production and Distribution

The third section of the The Survival of Soap Opera examines how soap operas have been experimenting with both production and distribution, from new ways of taping and editing soaps to the use of transmedia storytelling. Below, several of the contributors to this part of the book answer some questions about these new trends for daytime dramas. Ernest Alba is a graduate student in anthropology at the University of Texas at Austin whose previous work on soap operas can be found at MIT CMS: The American Soap Opera and through the MIT OpenCourseWare initiative. He co-authored a piece for the book with Bernard Timberg, entitled "'The Rhetoric of the Camera in Television Soap Opera' Revisited: The Case of General Hospital.

Patrick Erwin is a freelance writer and journalist who has written for the soap opera genre for Marlena De Lacroix's site and at his blog, A Thousand Other Worlds. His essay in the collection is entitled "Guiding Light: Relevance and Renewal in a Changing Genre."

Racquel Gonzales is a Ph.D. candidate at the University of California-Irvine and a graduate of the University of Texas at Austin Radio-Television-Film Master's program whose research into the soap opera genre includes reception studies of online and offline fan communities and industry history. Her essay in the collection is entitled "From Daytime to Night Shift: Examining the ABC Daytime/SOAPnet Primetime Spin-off Experiment."

Erick Yates Green is an assistant professor of media production in the School of Communication at East Carolina University and a director and cinematographer. His piece in the book is entitled "The Evolution of the Production Process of Soap Operas Today."

Deborah Jaramillo is an assistant professor in the Department of Film and Television at Boston University, where her research focuses on television as a complicated collocation of culture, aesthetics, commerce, and politics. Her essay in the book is entitled "It's Not All Talk: Editing and Storytelling in As the World Turns."

Elana Levine is an associate professor in the Department of Journalism and Communication at the University of Wisconsin-Milwaukee who has written about soap operas in her book Wallowing in Sex as well as in Critical Studies in Media Communication, Flow TV and in the anthologies Beyond Prime Time and Convergence Media History. Her piece in the collection is entitled "'What the hell does TIIC mean?' Online Content and the Struggle to Save the Soaps."

Emma Webb is a doctoral student at the University of Kansas whose work focuses on fan influence and online message boards, including multiple academic projects on U.S. daytime soaps and soap opera fans. Her essay in the book is entitled "The Evolution of the Fan Video and the Influence of YouTube on the Creative Decision-Making Process for Fans."

What do you feel have been some of the most successful or compelling experiments in telling soap opera stories, or distributing that content, in the past few years in the U.S.?

Patrick Erwin: I do think that the Guiding Light experiment I describe in the book was compelling and important. I've said before that it's a case of "the operation was a success, but the patient died." It may have been too much change for an existing show that had a very defined visual palette. But I believe it was incredibly important in terms of defining what's possible. As we move increasing towards narrowcasting on TV and the Web, programming will need to be made on a more economic scale.

Racquel Gonzales: Two experiments I found promising and expanding the possibilities of the medium were the SOAPnet Night Shift series (as I've explored in my contribution to the book) and the popular, nostalgic past episode blocks featured on SOAPnet and most recently on ABC (though their "past" episodes hardly delve into the so-called "golden era" of soap history). These two share a key element crucial for contemporary resonance with audiences: acknowledgment and embrace of a rich soap past. Soap fans, more than any other TV viewer, can have years and even decades of memories with the same storylines, characters, fictional families, and fictional locations. So much soap viewing pleasure comes from those historical and memory ties between the audiences and the soap themselves and our ability to make those complex narrative connections with the texts. When the soap industry can bring about these moments of remembrance, even in experimental ways like the Night Shift spinoff, they can tap into a shared history of viewing and a soap viewer's memory of watching. Of course, this can always create a backlash where, for instance, viewers watching a General Hospital episode from 1996 on SOAPnet lament the good ol' days in comparison with current GH!

Erick Yates Green: The innovative webisode series entitled What If that was aired on ABC.com and SOAPnet.com that brought together central characters from different and established soap operas is innovative. Like previous webseries Imaginary Bitches, Family Dinner, Gotham, and Venice, What If was developed as a series (in this case, 10 webisodes) and was originally aired on July 12, 2010. You can find additional information on the series here and here. Like feature films and TV primetime broadcasting, the world of soap operas distribution is VERY dynamic in our contemporary media playing field. What If, at least, is dealing with the divergent media distribution venues not only with programming that goes first to the web as well as broadcast, BUT, interestingly, as they experiment with divergent distribution, they also experiment with bringing together characters from their different primary shows into an experimental melodramatic melting pot as well.

Deborah Jaramillo: I ran into a great Mexican telenovela this summer on Univision, which, as I sadly noticed at NCA, mass communication scholars continue to forget is a U.S. broadcast network. One of the most amazing things about this novela, Soy Tu Dueña (I Am Your Owner), was that it actually broke into the top 25 broadcast programs in the late summer of 2010. And Univision has recently been beating the English-language broadcast networks in the competition for 18-34 year-olds. Soy Tu Dueña would never have appeared on my radar had it not been for the World Cup in May. Even though the audience for the Mundial is probably more male then female, Univision still promoted the hell out of Soy Tu Dueña during the matches. Soy Tu Dueña features an all-star cast, including Lucero, who sings the title song with Joan Sebastian, and Silvia Piñal, a veteran of Buñuel films ("la primera actriz," the credits boast). Soy Tu Dueña is actually a remake of La Dueña, produced by Televisa in 1995. This was the complete package--pre-sold product, big stars, an excellent theme song--that rode on the coattails of the biggest sports event in the world. Sports...not exactly novela territory. It was a great experiment, and it worked.

Elana Levine: I've seen a few particularly compelling experiments in recent years. One is . While the first season of the series seemed to stretch the GH writing staff too thin and resulted in boring, even unpleasant takes on the daytime program's characters and stories, the second season (which used a new-to-daytime head writer) was truly remarkable. Drawing on GH history by including favorite actors/characters from years past, introducing a diverse array of engaging new characters, and balancing some hospital-centered, more episodic storytelling with serialized tales featuring the core cast, it was a pure pleasure for GH fans and, I believe, would have been enjoyable for new viewers as well. I don't know that it was an economically sustainable project in SOAPnet's eyes, however. In the more promotional realm of webisodes, I have found ABC/SOAPnet's What If... webisodes to be a fun and engaging means of promoting the shows and appealing to viewers. These webisodes feature characters from different ABC soaps encountering one another, allowing fans to see new combinations of characters they know well but think of as existing in separate universes. But perhaps the most significant new development in distributing soap content in recent years is what has come to seem standard practice--the streaming of soap episodes online. Daytime soaps came to this distribution window later than prime time programming, but I believe that increasing viewers' access to the shows serves their continuation well.

What have been the biggest failures?

Ernest Alba: I recently gave a lecture to a classroom of 50 undergraduates at the University of Texas at Austin based on the essay by Bernard Timberg and myself in The Survival of Soap Opera. During the discussion, I discovered a few surprising things about young people and their relationship to soap opera - primarily that they think they know all about soap operas, don't like it based on what they know, and they have several misconceptions about them. Based on the discussion of soap opera in that class, I would say that the biggest story is of the failure of soap opera to communicate its value as entertainment to a young audience.

When I posed to them the question, "What are some associations we have with soap people who watch soap operas?" I received several different responses: "Old people," "My grandma and my grandma's friends watch it," "Anyone that has free time during the day watches soaps," and my favorite: "Lonely people watch soaps." This class of mostly freshman students associate soap opera not with their parents but with their grandparents! One student related that she watched them with her mother who watched them to learn English. It is clear that young people associate soap opera with people that they perceive as being diametrically opposed to them in their viewing habits and lifestyles.

Furthermore, it seems that they are confused about what soap opera is and how it can be an enjoyable experience. They seem to believe that soap opera is a less realistic form of storytelling than other television formats, like the primetime drama or the reality show. One student made the audacious claim that House M.D. is a soap opera. Immediately a cacophony of protests rose from the class. The way they distinguished their conceptions of soap opera from House was that House had better acting, less exaggerated plots, Hugh Laurie (a single, strong male lead), more comedy, and other things to draw you in as opposed to "sappy" and "exaggerated" drama. The student finally threw up her hands in defeat and said, "Apparently, a lot of people like House and don't want it to be associated with soap opera." Despite their acknowledgement of the fakeness of television drama in soap operas, they are unwilling to associate their dislike of "fakeness" with their favorite shows, which are also clearly scripted, staged, and unrealistic depictions of reality. It is this attitude of defining soap opera primarily as that which is antithetical to anything they value that allows them to participate in the tradition of denigrating soap opera as a form of entertainment.

If there is one thing that gives me hope, it is that only two students raised their hands when I asked who had never watched an episode of a soap opera. A full quarter (about 13 or 14 people) raised their hands when I asked if they'd regularly watched a soap opera at some point. One student listed four or five soaps she watched regularly when she was younger. The students know that soap opera exists and some understand it quite thoroughly, but many hold common misconceptions about soap opera because it doesn't play a role in their life and plays a role in the life of people they don't consider their peers. They use those misconceptions to further dissuade themselves from watching soap operas.

Patrick Erwin: For me, I think the change in narrative from a more character-based narrative to more of a traditional soap/action adventure hybrid is the biggest failure of the last decade. Even when GH had the Luke and Laura/Ice Princess type of stories, they worked because the narrative was still rooted in the reality of what happened to those people. Soaps have alienated their existing audience and demographic by chasing the youth demographic and have implemented closed-ended storylines that buy short-term attention at the expense of long term fan investment.

Racquel Gonzales: It is difficult to pin these down in a bullet point style, but, broadly, the soap industry has been disconnected with the desires of its audience for a while, and that gap has only gotten wider against the many TV and network changes throughout the 1990s and 2000s. On a very basic level, there are numerous cringeworthy experiments and sensational storylines whose aims were to entice new viewers and keep long-time viewers interested, but their results generated disinterest and audience ire. As a soap fan and scholar, the most disappointing and frustrating failures have been those manipulations of soap history and viewers' investments for quick fixes on ratings because the soap audience investment in these various often fantastic storylines depend on character continuity, recognizable relational ties, and simply a day-to-day viewing that makes sense.

Deborah Jaramillo: With regard to As The World Turns, I was very disappointed with the quicker pace and the elliptical editing that made my program resemble an hour-long drama rather than a soap. I am not against formal experimentation in any genre--my piece in the anthology elaborates on this theme--but much of the pacing and editing decisions seemed to stem from an atmosphere of panic and not from artistry. I constantly complain to my students (especially when they started to get impatient with Lost several seasons back) that no one knows how to appreciate the beauty of serialized programming because no one watches soaps anymore. So many people deride television viewers' short attention spans, but watching an old-school soap opera was a daily exercise in patience. We've lost those conventions that make us wait and anticipate. We've lost process in favor of product, and this has contributed to a spoiled audience.

Elana Levine: As my essay discusses, I think ABC's character blogs revealed a poor understanding of fans' investment in soaps. Because these blogs did not do much to expand or delve into the thoughts and experiences of their character-authors and so rigidly reproduced the preferred meanings of current storylines, they revealed themselves as baldly promotional efforts, with no real interest in exploring show history or character depth.

Emma Webb: The first is not distributing free content online earlier. ABC didn't begin to distribute their soaps this way until 2009, even after they had been making prime-time shows available this way for over a year, and even though many of the networks had been partnering with Hulu since it's inception in 2007. The second is the lack of investment in production of soaps. As Sara Bibel points out in her chapter in the book, as the ad revenue for each soap has gone down, costing-cutting measures like eliminating breakdown writers and the actors' rehearsal time (so that each show can speed taping). This has resulted in a change in what I believe is most critical to soaps: the stories. The stories that now show up on screen often have continuity issues, focus on new characters that the audience does not know (as unknown new actors are significantly cheaper to feature than veteran actors that the audience does know), and actors (based on what has been said at personal appearances) are often confused about the direction of the story and their character's motivation. It is a downward spiral. It appears, based on the rating trends, that, as soaps cut more costs, the quality of each soap goes down, and more viewers tune out, resulting in less ad revenue and more cost cutting.

What lessons can we learn from both these successes and these failures?

Ernest Alba:While I find it encouraging that soap operas like General Hospital and Young and the Restless still have strong ratings, I find it discouraging that old warhorses like Guiding Light and As the World Turns have been cancelled. The biggest failures of soap opera from my perspective are that they have failed to capture a new young audience. It is clear that many students are able to pinpoint some of the strengths of soap opera - emotion, drama, and multi-character narrative structures - but they perceive them as weaknesses. Still, other strengths - longevity of characters and complexity in family structure - are mysteries to them. In our essay for the book, Bernard Timberg discusses the ways in which the camera rhetoric in soaps conveys meaning to an audience. These camera movements and ways of editing and framing a scene are unique to soaps in that they are not the same ones used in serial dramas and do not convey the same meanings. In the way meaning is constructed by the camera, we have argued that soap operas have changed little. But, if the potential audience has changed so much that they are unable to decode the meanings in soaps, it might be time to change the way in which soap opera is filmed and edited so that new audiences who are used to reality shows and documentary-style filmmaking can decode the camera's rhetoric and, if not understand the intended meaning of the narrative, at least understand the intended meaning of the shot. Some experimentation in this vein has obviously already taken place in several soaps, but the traditional way of filming and editing still dominates. My one suggestion is that we must look/research to ensure that audiences still understand how to decode the stylistic conventions of soap opera filmmaking or begin to encode meaning visually in a different way.

Patrick Erwin: I think it's important that serialized storytelling return to basics, whether it's classic TV soaps or new Web soaps. The audience may be smaller, and I don't think we've quite figured out the equation that can make money on the Web, but, again, we need to move from broadcasting to narrowcasting, and soaps need to learn not to try to be everything to everyone....but rather be who they were, and are, proudly.

Racquel Gonzales: It is a difficult road to anticipate the current and future viewing audience, a road soaps have been on since they began on radio. And thinking about what does or doesn't work right now in soaps really sparks wider questions about contemporary TV viewing in general, especially since seriality has been embraced as a potential element of current "quality TV."

Deborah Jaramillo: If soap operas are on their way out--if everyone involved in As The World Turns knew the clock was ticking--why mess with the formula? Why try to attract an audience that isn't going to come? Why not go back to your roots and just celebrate the genre, the form? This is not to say that all changes in soaps happened recently--all genres are static and dynamic--but, if you're going to pander to an audience, pander to the one that's stuck with you across generations.

Elana Levine: The first lesson would be the importance of story, of the writing. The second season of Night Shift worked because it was well written by someone (Sri Rao) who understood the rhythms and appeals of soap narrative and who respected and drew from GH history. This seems an obvious set of principles on which to base soap writing, but, too often these days, the insular community of soap writers ends up failing to take advantage of these core generic traits. The disappointments of the ABC character blogs further enforce this point. I believe that these platforms did not provide the kind of attention to history and the pleasures of soap narrative that they might have, and thus they turned off rather than drew in many viewers.

How has transmedia storytelling impacted the U.S. soap opera (or not)?

Racquel Gonzales: Soaps have been exploring transmedia storytelling for quite a while, particularly in print, with different characters' "diaries" being made available in book form. While these avenues provide alternate revenues, they also create more fragments for audiences to piece together for storyline continuity.

Elana Levine: I don't think transmedia storytelling has had an important role in US daytime soap opera thus far. Most attempts along these lines have been pretty obviously promotional and not particularly interested in expanding or further developing the story worlds in any substantive ways. Perhaps the current format of US daytime soaps demands so much of both the production staff (churning out so many episodes so quickly) and of viewers (watching five broadcast hours a week in most cases) that there is little time or interest in expanding those story worlds in additional ways.

Emma Webb: I think one of the failures of soaps has been the inability to successfully integrate transmedia storytelling into their shows. There have been attempts (as with Robin's blog on General Hospital, as described by Elana Levine), and characters writing books (for example, As the World Turns' Katie Peretti "writing" Oakdale Confidential), but they don't appear to have been successful. This may have been because, as Levine points out in her chapter, often times there is the temptation to move the character's motivation and thoughts from the screen to another other media outlet, leaving viewers frustrated and confused at a character's on screen motivation rather than providing an alternate entry point for lapsed or new viewers. However, while soaps' attempts at transmedia storytelling does not appear to have been successful, fans' attempts at transmedia seems to be more so. For example, in 2005, As the World Turns paired the characters of Lucy and Dusty together, and, in an attempt to help educate potentially new or lapsed viewers, many fans created video synopses of the two characters' history and storyline together. These videos provided an entry point for those viewers who had not been watching the show. And this type of video could provide a way for lapsed or returning viewers to get a recap of a character's storyline which could make it easier to catch-up.

How have alternate distribution outlets changed the way fans find and share U.S. soap opera content?

Racquel Gonzales: YouTube has been an amazing tool to bring together shared viewing memories, though I'm not sure the networks themselves appreciate the site like soap viewers. Moreover, in uploading old VHS recordings of soap edits on YT, soap fans have created an invaluable archival resource for fellow soap viewers and soap scholars. The medium makes it impossible to provide a simple DVD set of a soap. Just imagine how many discs would be required to just capture a month of One Life to Live from 1988. On YT, some of these episodes have been made available by fans for fans, while the comments section provides (as I've said previously) a shared space of viewing memory.

Debrorah Jaramillo: I'm going to continue with the topic of the Mexican novela on U.S. television, not to be stubborn, but because it presents an interesting complication with regard to transmedia fandom. Unless a novela is an original production of a network like Univision, it is being aired in the U.S. after it has completed its run in its country of origin (or it simply could be delayed by a few weeks). In both cases, it becomes nearly impossible to engage with the novela within the transmedia landscape. I'm terrified to search for Soy Tu Dueña online because I don't know if it has actually completed its run in Mexico. I don't want to know what happens, and I don't want to run across fan commentary. My relationship with this novela is completely untouched by the internet and even print magazines. I feel like I'm watching this in the 1980s, even though the image is in beautiful HD.

Emma Webb: Making soaps available online (either through the network's website, YouTube, or other sites) has been the biggest change to the way that fans share soap opera content in the last few years. Unfortunately or fortunately, depending on your perspective, this also means that fans don't need to set their DVRs or watch the show's broadcast in order to keep up with their favorite soap opera. Another interesting development is that, when the content is considered to be bad or uninteresting by a group of fans, fans often ask their fellow fans if "today was worth watching?" And there are alternatives for fans who don't want to sit down and watch an entire episode. If a fan thinks that their favorite soaps are boring but still wish to see select scenes, they can easily go to YouTube and watch the scenes that interest them in what is often 10 minutes or less. With these new distribution outlets, it's even easier for a fan to catch-up if they have become a lapsed viewer. Fans can easily go back and find key moments from a variety of sources. However, this also means that, because this content is available online, fans' attention to detail about individual characters seems to have become more heightened. So, as soaps struggle with diminishing production values as they cut their budgets, the fans are even more likely to notice the slip in production values.

The Survival of Soap Opera (Part Two):The History and Legacy of Serialized Television

The second section of The Survival of Soap Opera looks at the deep history of the stories and characters on U.S. soap operas and the unique ways this genre draws on a show's backstory (or, in some cases, does not make good use of such history). This part of the book includes multiple reflections on the similarities and differences between serialized primetime genres and daytime serials. Below, several of the contributors to this section answer some questions about how contemporary U.S. soaps relate to their backstories. Kay Alden is co-head writer of The Bold and the Beautiful, a former consultant for ABC Daytime, and the former head writer for The Young and the Restless, a show for which she wrote from 1974 to 2006 and won four Daytime Emmys and two Writers Guild of America awards. The book includes a piece based on Sam Ford's interview with Alden about what makes the soap opera genre unique.

Sam Ford is Director of Digital Strategy at Peppercom Strategic Communication, a research affiliate with the Program in Comparative Media Studies at MIT (where he conducted Master's thesis work on soaps and taught a course on the genre), and an instructor with the Popular Culture Studies program at Western Kentucky University (where he is teaching a class on soaps) who has published work on the genre for Fast Company, Portfolio, and Transformative Works and Cultures. Ford co-authored the book's introduction, "The Crisis of Daytime Drama and What It Means for the Future of Television." He also wrote an essay for the collection, entitled "Growing Old Together: Following As the World Turns' Tom Hughes through the Years."

Lynn Liccardo is a longtime soap opera critic and active member of the online soap opera fan community who has written for Soap Opera Weekly and currently writes on the genre at her Red Room member blog. Her essay in the book is entitled "The Ironic and Convoluted Relationship between Daytime and Primetime Soap Operas."

J.A. Metzler is a lifelong soap opera viewer who runs a boutique marketing and communications consultancy and formerly participated in a daytime writer development program. His essay in the collection is entitled "Did the 2007 Writers Strike Save Daytime's Highest-Rated Drama?"

Christine Scodari is a professor of communication and multimedia studies and a women's studies associate at Florida Atlantic University who has written numerous pieces of scholarship on issues of gender and age in soap operas, including her book Serial Monogamy. Her essay in the collection is entitled "Of Soap Operas, Space Operas, and Television's Rocky Romance with the Feminine Form."

Why is the history of U.S. soap operas so vital to their continued survival?

Sam Ford: U.S. soap operas may be one of the most hyper-serialized forms of storytelling in history, but it certainly does not "own" serialization. As many essays in our book point out, there are many ways in which primetime television and other types of storytelling are often "doing serialization" better than daytime serial dramas these days. Yet what sets the U.S. soap opera model apart not only from primetime serialized television shows these days but also from telenovelas and other adaptations of the soap opera genre is their history. As soap operas look to compete in an increasingly cluttered media landscape, the industry's answer is often to adapt what they have to offer to what it seems audiences want: thus, we hear discussion about the MTV-ization of our culture or else reality television's effect on audience expectations, and many people in the soap opera industry start thinking and talking about how soap operas need to adapt to these changes. My response is quite the opposite: that soap operas have to stick to their major points of differentiation in storytelling style, even as they change with the social stories of the times. In short, rather than trying to tell their stories more quickly to compete with primetime serialization, soap operas have to think about what primetime cannot do. Primetime shows can do CGI better than daytime dramas because they have bigger budgets. Primetime has a better chance to do location shoots these days. What primetime can't do is tell stories with characters who people have been following for decades, with such complex backstories and generations of fans who have grown up watching these shows.

As soap operas concentrate on quick-fixes to jump start the genre instead of leaning on the history that sets the genre apart, these shows run the risk of distancing themselves from their very points of differentiation. For instance, my work has concentrated on the now-cancelled As the World Turns, a show that maintained one of its core families for its entire 54-year run and had multiple actors who had been in the same role for up to five decades. My essay in this collection focuses on the character of Tom Hughes, who audiences watched from birth in 1961 to the show's cancellation in 2010. No other form of entertainment can accomplish that sort of storytelling, and the rich history and complexity such storytelling drives cannot be duplicated elsewhere on television. (I've made the argument elsewhere that narrative worlds like the super hero universes of Marvel and DC, the pro wrestling narrative world, or the "real" worlds of various sports leagues or political news might rival the "immersive story worlds" of soap operas in their longevity and depth.) In our collection, Jason Mittell's piece points out the many ways in which primetime serialized television differs from daytime soaps, rejecting the notions of many who feel that complex primetime television narratives are a direct descendant of U.S. soaps. And, elsewhere, Jason writes about complex primetime television shows as having a high degree of "drillability," with dense texts that have multiple layers of meaning to unpack. Soap operas achieve complexity as well, but--to Jason's point--in a much different way than primetime shows. Rather than a (relatively) small number of episodes that are quite dense, soap operas achieve their complexity through accretion--by telling the daily stories of characters over the course of decades and thus relying on collaboration with their audiences in comparing any current moment in the text with the deep history of those characters. Primetime television shows cannot provide those pleasures, and yet daytime soap operas very rarely take full advantage of the types of stories only they can tell.

Have you seen examples of today's soap operas in the U.S. taking advantage of their histories in powerful ways that you believe exemplify what the soap opera genre is supposed to do?

Sam Ford: There were certainly elements of the end of As the World Turns which played on the rich history of those characters and the show. In particular, bringing back longtime show favorite Dr. John Dixon after several years of absence from Oakdale was a fantastic nod toward fans, as was featuring several of the show's most enduring faces more prominently in the show's final months. Meanwhile, while I didn't watch it myself, I heard many great things about Days of Our Lives' treatment of the death of show matriarch Alice Horton in 2010 after portrayer Frances Reid's death. J.A. Metzler's piece in our book highlights The Young and the Restless' renewed focus on longtime character Katherine Chancellor as a sign of how that show gained some traction by recalibrating its focus through the writer's strike, and The Bold and the Beautiful writer Kay Alden writes in her piece about how that show has retained focus on four central characters from its premiere to the current day. These examples are stark reminders to fans of why they still watch soap operas in particular and the pleasures that soap operas provide that cannot be found elsewhere. My suspicion would be that it is these moments, periods, eras, and elements which keep millions of U.S. viewers still dedicated to a genre that is clearly in decline.

Why do these soap operas ignore or not properly make use of that rich history?

Sam Ford: Writers too often see the history of soap opera story worlds as a point of risk rather than a strength, especially as writing teams move from one show to another and thus have decades of history to catch up on. That leads to new writing regimes bringing in new characters and downplaying those characters they are afraid they can't write so well. Rather than seeing fans' desire for continuity as a way to engage with them and draw them in, it's seen as a negative: to avoid fan complaining, writers just stay away from history they don't know that well. I've had head writers of shows complain to me in the past about how difficult it can be to come on board a new show and try to catch up on storylines of years gone by, especially now that these shows have several decades of history. Much of the problem has to do with resources: many shows don't have digitized or easily accessible archives to review history and, even if they do, there is so much history to catch up on, and writers are expected to write 260 original episodes each year. So, if you aren't already steeped in the history of the show you write for, it's extremely hard to get caught up. In my mind, that means knowledge of and history with the franchise should be a requirement for being hired to write for a soap, but it's typically not.

J.A. Metzler: As ratings for all soap operas have eroded over time, I think that soap producers and writers have sought to find alternate ways to build a viewing audience. I think many producers/writers have been trying to "recreate the wheel" instead of relying upon the tenets that have long made serialized storytelling popular: character consistency; evolution of a character or set of characters over time; and a certain feeling of familiarity that comes with "visiting" with these characters on a regular basis. I think too many have tinkered with the older, more tested formula, ignoring their shows' rich history and consistency in order to try and evolve to a new formula driven by a faster-paced, plot-based type of storytelling with a revolving door of younger, unfamiliar characters, in the hopes of engaging a new audience of viewers who they believe have a limited attention span for slower-evolving stories based on character and continuity.

In what ways are contemporary U.S. soap operas failing to use their history in compelling ways?

Lynn Liccardo: There was great excitement among As the World Turns fans when word leaked out that Julianne Moore would be briefly reprising her breakout role of Frannie Hughes. Her appearance was to celebrate the 25th wedding anniversary of Frannie's father and step-mother (and aunt), Bob and Kim Hughes, which coincided with the show's 54th, and final, anniversary this past April 2nd. As it happens, on April 2nd, I was in St. Louis, presenting my essay for The Survival of Soap Opera, on the Capitalizing on History panel at the Popular Culture Association/American Culture Association conference. You just cannot plan that kind of irony.

Had I not known of Moore's appearance two episodes hence, and, had I not seen a clip somewhere online of her lifting a glass to toast her parents, the April 1st episode might have given me false hope for how the show would close out its 54-year run. The episode opens with Kim and Bob celebrating their anniversary over champagne at the Lakeview. Kim gives Bob a framed photograph of their cabin, which she had redecorated. She tells him that she's made sure that his schedule was clear so the two of them could spend a long weekend together. But Bob's schedule had changed, and he wants to postpone their getaway. With the conflict in place, the stage was set for the kind of story that could have - make that should have - been the linchpin for the show's final months. Instead, it was all over in three short episodes that barely scratched the historical and emotional surface before all was resolved.

While ATWT had used the short-arc format extensively in 2008-9, after the show's cancelation was announced in December 2009, the writers had returned to soaps' more traditional narrative structure. Why the show chose the short-arc for Kim and Bob's anniversary reveals great deal about TPTB's attitudes towards both longtime fans and the show's history. Before I get into why, a little bit of background about the couple. Bob Hughes was a young boy when ATWT began in 1956. He may well have been the first character to be SORASed (soap opera rapid aging syndrome) when Don Hastings took over the role in 1960. Kathryn Hays began playing Kim Sullivan (Reynolds, Dixon, Stewart, Andropoulous, Hughes) in 1972. The admitted doppelganger of ATWT's creator, Irna Phillips, Kim proceeded to seduce Bob, who was married to her sister (Frannie's late mother, Jennifer). For more than a decade, Kim and Bob suffered the consequences of their indiscretion. But, by 1985, the couple was deemed sufficiently rehabilitated to marry and assume the role of tent pole characters previously occupied by Bob's parents, Nancy and Chris.

In recent years, ATWT had abandoned its traditional intergenerational storytelling in favor of more isolated storylines (see here). So the flashbacks interspersed in the second episode of the arc filled in the backstory for newer viewers. For this longtime fan, it was an exercise in ambivalence: while I was delighted to see the show's glorious past, those flashbacks were also a bitter reminder of just how much had been lost. The emotional depth so apparent in the flashbacks stood in stark contrast to the superficial, even trivial, manner in which Kim and Bob's story was playing out.

There were no good guys or bad guys here. Both characters' points-of-view were valid and easily understood. Bob was reluctant to give up his profession and concerned about the legacy he would leave; Kim, worried about the serious health issues both had dealt with the previous year and tired of playing second fiddle to Bob's career, wanted to spend more time with her husband. In fact, the tension between Kim and Bob mirrored aspects of the tension between Bob's protègè, Reid Oliver, and legacy character Luke Snyder as the two embarked upon their short-lived relationship.

This brings up another issue. When fans complain about soaps' lack of intergenerational storytelling, TPTB often point to the budget restrictions that limit the number of actors per episode. Okay. But Kim and Bob were on fairly often in the final months, so the actors were already getting paid. However, with Kim and Bob's problems so quickly resolved, the characters' only purpose was to prop Reid and Luke and their son Chris. Tom was right when he said of his father and Kim, "If they can't make it, what hope is there for the rest of us?" How much richer the story would have been if all the couples trying to find their way back to each other could have learned from Kim and Bob's troubles.

And the conversations: Kim with her niece, Barbara, and daughter-in-law, Margo; Bob with his sons Tom and Chris and grandson Casey. The old rivalries referenced: Bob's first wife and Tom's mother, Lisa, and the impact being a child of divorce had on Tom, for instance, or Bob's affair with Susan Stewart, the mother of Casey's girlfriend, Alison. All of that could have been spread out and fully examined over the show's final months. Instead, some of the interactions reduced characters to farce: both Lisa and Susan trying to seduce Bob as a test to prove that he really loves Kim. Really? Now, of course, maybe if this had been a facet as the story evolved the course of several months...

Not to belabor my almost morbid fascination with Executive Producer Christopher Goutman's psyche, but I have to say that, like the train wreck that killed Reid Oliver; the first time Luke and his first love, Noah, made love, and the death of the show's matriarch, Nancy Hughes, there was a perfunctory quality - even patronizing, and almost spiteful - about how Kim and Bob's story was shoehorned into these three episodes. It was almost as though Goutman was taunting longtime fans: "Look how we remember the show's history, and, yes, we actually do remember how to lay out this kind of story and write these kinds of scenes; but three episodes is all you're going to get. So, be satisfied, and don't complain." And, for the most part, that was exactly the response from fans and the soap media. Other than a few laments about the story's brevity, I don't recall see any critical comments on the boards. It seems that fans have been conditioned not just to accept these crumbs, but to be grateful for them - even if TPTB make a mockery of the show's history in the process.

Kim and Bob's truncated story was a far cry from how ATWT's sister show, Guiding Light, closed out its 72-year run in 2009 with the marriage of Vanessa and Billy Lewis. Both were long characters, to be sure, but not nearly as deeply-woven in Springfield's canvas as Kim and Bob were in Oakdale's. And, while, as a couple, Vanessa and Billy had their fans, theirs was not a manifest destiny. In fact, there were a few on the boards who would have preferred that Vanessa remarry another former husband, Matt Reardon. But Kim and Bob were forever.

Funny story: I came across the questionnaire I filled out for C. Lee Harrington and Denise Brothers' essay for the book, "Age and Aging in Soaps." Here's what I wrote back in 2007: "What I'd really like to see is a former love come into the life of a vet...(but) I'm not interested in seeing a marriage - Tom-Margo, Bob-Kim - threatened." While I'm sure I meant it at the time, I would have so loved for As the World Turns to have ended its 54 years showing Kim and Bob fully confronting their conflicts, secure in the knowledge that they would, indeed, resolve them.

What is the relationship between these soap opera and other forms of serialized television drama in the U.S., such as reality television or primetime scripted dramas?

Kay Alden: When reality TV descended upon us, unlike some others, I did not view this development as the harbinger of the death of the soap opera. Instead, I argued that the sudden popularity of such programming increased the likelihood of the survival of the soap opera, in that these reality shows inherently draw their support from the innate human desire to know "what happens next," which is our stock in trade in soapdom. I believed at that time that the enormous popularity of the reality shows would not sustain because of the lack of knowledge the audience has of the characters, unlike in soap opera, where viewers have known these characters often for many years. I believed that this type of programming is inherently formulaic, and, between that fact and the lack of well-known, well-drawn characters, I did not believe that reality TV, over time, could compete with what we do in daytime television via the scripted medium. I did hope, however, that seeing a new public interested in this type of serialized drama might somehow transfer to a new, younger demographic available for daytime serials. Regrettably, such transference has not occurred.

It is interesting to note that, in many reality programs, more attention is now placed on the characters - who these people are whose lives have been brought together for the duration of the program; who will form alliances; who will be the successful manipulators? Reality TV has learned the lesson well, that in order to succeed, an audience needs to care about the characters involved. Choosing the cast of Dancing with the Stars has now become a significant facet of the show, as producers hope to cement viewer involvement with their "characters" even before the season actually begins. Survivor promotes the characters in their upcoming season as the primary draw for viewers to tune in. Thus, I maintain, reality TV has learned what we must always remember in our soap opera world: daytime drama is a character-based medium. It is the characters, far more than clever plot twists, which keep viewers tuning in again and again. In reality TV, the plots are simple. The drama is the contest: who will win the game. But the relationships among the characters, the friends and foes that develop, the alliances, the manipulations...these are the facets that keep viewers involved. Now, the question is: what can we learn from this new venue that has so successfully entered our realm and captivated the viewing public? Immediacy, surprise, fresh plot twists...all these are important. On The Bold and the Beautiful, we have recently tried to find ways of adding more of the "reality" perspective, with our real-life shows among the homeless of Los Angeles and subsequent additional reality segments we will be featuring on the show. But, above all, we in soap operas must continue to concentrate on our well loved and well understood characters. This is where we in daytime drama have the supreme advantage, with shows that have been coming into viewers' homes for years and characters our audiences know and love. In the quest to reach out and garner new audience, let us always remember that it is our beloved characters which provide our first and foremost draw for loyal viewership.

Christine Scodari: I've seen it dozens of times, whether I'm casually perusing online forums devoted to primetime dramas or systematically investigating them for my research. "Why must every show have a romance?" a fan queries. Another chimes in, "I'm tired of them shipping the male and female leads." Then, almost like clockwork, there's the rub: "This is not a soap opera!" Not only do such exchanges refer to something essential (but not unique!) to the soap opera genre (developing romantic relationships or, in fanspeak, "ships" between ongoing characters) but implicitly to another ingredient that makes the first one possible and, perhaps, probable--serialization.

Before 1978, when Dallas (CBS, 1978-1991) debuted, there had only been a couple of short-lived soaps in prime time. Except for these and one or two series in which the leads were married from the start, there were no developing romances between ongoing characters in U.S. primetime dramas during network television's first three decades. Prior to the 1980s, nighttime dramatic series were structurally episodic, and save for maintaining the basic premise, setting, and slate of regular characters (anthologies, of course, didn't even have these), each episode was its own mini-movie. Guest players entered and left the canvas within the hour, including villains and objects of affection for the primarily male heroes. Thanks to an amnesia-inducing reset button, whatever guest characters the regulars loved, or fought, or mourned in the previous episode would conveniently be forgotten the following week. Star Trek's (NBC, 1967-1969) Captain Kirk may have had his disposable girl-on-every-planet, but, while Della Street pined for the title character in the legal drama Perry Mason (CBS, 1957-1966) and Miss Kitty Russell eyed Marshall Matt Dillon in Gunsmoke (CBS, 1955-1975), these long-suffering regulars never got to first base.

The show most credited with ushering in the hybridized, serial-episodic primetime drama and the related phenomenon of developing romances between ongoing characters is Hill Street Blues (NBC, 1981-1987). However, neither it nor its many imitators are true soap operas. As Thompson notes in From "Hill Street Blues" to "ER": Television's Second Golden Age (1996), Hill Street's creators were ordered by the network to insert at least one plot each episode that would begin and end within the hour. And that they did, usually by bringing one or more professional storylines to closure while attenuating the personal ones. Such series were showered with Emmys and lauded as innovative and gutsy for their long-term character arcs and sink-in-your-teeth acting, with nary a nod to the much-denigrated genre that actually pioneered such storylines (albeit in low-budget fashion).

Since then, mushrooming media options and accompanying audience fragmentation have made serial and serial-episodic primetime dramas into riskier investments for the major commercial networks. Viewers who miss a week or two of complex plotting become frustrated and often drop off. As a result, such series fare worse in both first-run and syndication than episodic, procedural dramas such as those associated with the "Law and Order" and "CSI" franchises. Daytime soap opera viewership has, logically, declined for many of the same reasons. The new model for serial-episodic drama series in prime time is one that is more episodic than serial. Its epitome is CBS's The Good Wife (2009-present), in which a long-term arc anchored in attorney Alicia's troubled relationship with her politico husband and flirtation with a partner at her law firm very sparsely peppers each installment, while the "A" plot of each episode is one open and quickly shut legal case. Meanwhile, daytime dramas languish as their numbers dwindle, their business model insufficient to address today's realities. In a spate of experimentation to see what, if any, primetime traits might be emulated in order to improve its prospects, daytime has lately dabbled in storylines sampling every dramatic subgenre from the occult to organized crime to high school musicals and forayed into reality TV territory, in part by incorporating talent and other contests into its plots. These gestures have one thing in common; they are efforts to nestle shorter-term storylines within longer arcs, just as competitive reality series tell a weekly tale of which contestant will be eliminated in the course of weaving a seasonal narrative about who the ultimate victor will be.

Even for soaps, then, it seems that serialization and the intricate, patiently plotted character stories it can engender are becoming suspect. The pivotal contribution daytime made to the development of "high quality" primetime drama has been persistently overlooked, and now this very feature--serialization--is one to be gingerly employed, if not drastically curtailed, wiped away like that soapy ring around the tub. Perhaps the anti-shippers need only wait--wait until soap operas themselves fade away and inflexibly episodic series are again so dominant in primetime that elegantly evolving relationships between regular characters are virtually impossible to assemble.

I, on the other hand, would mourn that eventuality.

Lynn Liccardo: My focus has been on the relationship between daytime soaps and primetime scripted dramas - hence the title of my essay for the book, "The Ironic and Convoluted Relationship between Daytime and Primetime Soap Operas." So, it's no surprise that, as my daytime soap viewership came to an end with the final episode of As the World Turns this past September, I was looking at several primetime shows to take up the slack, one in particular: the CW's Life UneXpected. But as the wise Yogi put it so well, "It's like deja-vu, all over again."

Creator Liz Tigelaar's experience as an adopted child inspired the story of sixteen-year old Lux, who seeks out her birth parents. The show surely would have resonated with soap opera's creator, Irna Phillips, whose difficult relationships with her adopted son and daughter provided material for powerful stories on As the World Turns and Another World. Like Friday Night Lights and Mad Men, LUX (yes, the wordplay between the title and the title character is a bit precious) is one of those modest stories of the day-to-day lives of ordinary people. LUX was always a strange fit on the CW (a joint venture between CBS and the old WB), a fact the network acknowledged when the show premiered in January 2010:

The drama is unlike most of the CW's current schedule, because it's not about sexy high schoolers in Beverly Hills or sexy college students on the Upper East Side. Instead, it's a mature, adult drama.

The show has more in common with classic WB dramas like Gilmore Girls and Everwood, dealing with the relationships between parents and children. Not only is it the best new show of 2010, but it's certainly the best new show the CW has produced in its four years on the air.

Indeed it was, but that was then. Just before the second season premiere the very week ATWT left the air in mid-September, Tigelaar gave a candid - very candid (were that former ATWT executive producer Christopher Goutman as forthcoming about the network interference he had to deal with over his 11 years with the show) - interview detailing the changes the CW demanded before renewing Life UneXpected last spring. "I could tell tales about Baze and Kate and Lux and Ryan the rest of my life and not get bored. The CW would kill me and cancel my show, but I seriously could."

And I would happily watch Tigelaar's tales. Sad to say, the second season reminds me of what daytime soaps have become: a few beautifully written moments squeezed in-between what the network wanted from Tigelaar: "to introduce new characters, to provide more conflicts, foils, love interests to all the main characters." In the words of The AV Club's Todd Vanderwerff, "Can we maybe get some more superficial conflict in here?" So, for its second, and likely final, season LUX morphed from "a mature, adult drama" to one more CW show about a "sexy high schooler," in this case, having an affair with her teacher while thoughtlessly betraying her best friend.

Fan reaction was predictable. For ShellySue at TWoP:

Last night I was thinking, "This show is horrible. I can't possibly watch it anymore. It used to be a good show with so much potential. What happened?" At that same moment ShelleySueTeenDaughter said, "This show is great. I can't believe I ever didn't like it. It was so boring in the beginning. I'm glad they made it more interesting." So it's clear to me that I'm hating this show because it isn't written for me anymore (if it ever was). To bad, because I really used to enjoy it.

Tigelaar gets character - and she gets soap opera - "I love those conventions, I love those moments...I love those soap opera storylines..." She has worked on some of the primetime shows I've always believed embodied the ethos of your mother's soap opera: "an ensemble of fully developed, multi-generational, middle-class characters shown in open-ended, inter-connected, intimate stories, where the actions of one character reverberated for all," among them American Dreams and Dirty Sexy Money. Yes, yes, I know the Darlings were filthy rich, but, in the first season, the family relationships were grounded in emotional honesty. That is until ABC programmers started mucking around with the second season, then cancelled the show. The recent announcement that the CW was not ordering additional 2nd-season episodes beyond the initial thirteen suggests that Life UneXpected will soon follow suit.

The AV Club's Todd Vanderwerff speaks for many frustrated fans of these kinds of shows when he says:

If there's one thing networks believe in the very pits of their stomachs, it's that real life, life as it's really lived, cannot make for interesting and compelling television, despite the fact that the entire output of Marshall Herskovitz and Ed Zwick (thirtysomething, etc.), Friday Night Lights, and even the shows of David Simon suggest that writing small-scale stories about people living mundane lives can be really, really fascinating when done right

But the truth is, for the broadcast networks, the numbers simply aren't there for these kinds of small-scale stories. Friday Night Lights made it to five seasons only because of the deal NBC put together with DirecTV. Mad Men survives on AMC with fewer than two million viewers. So it's not surprising that there's a growing consensus that if serialized storytelling is to survive, it will be on cable - and not just premium cable.

In a recent article in the Wall Street Journal, Amy Chozick provides a clear and cogent explanation of how economics allow basic cable to take a chance on a show like Men of a Certain Age. CBS would have taken the show; after all, co-creator Ray Romano made the network a ton of money with Everyone Loves Raymond. But the network wanted changes - 30 minutes, more comedic - Romano was not willing to make. (For what it's worth: as mentioned above, CBS is one of the owners of the CW, which might account for what's gone on with Life UneXpected.) But Romano stood his ground, and Men of a Certain Age, which was well received by critics, returns for its second season on TNT on December 6th.

But it's not just taking a chance on a show: it's giving the show - and viewers - a chance. A cable show may get pulled after one season, but not before all thirteen episodes have aired - and in the same time slot. So, while a critically acclaimed show like Fox's Lone Star might not have survived more than one season, the show would have gotten a fair shot instead of being cancelled after two episodes. Losing Lone Star so quickly was particularly frustrating because the show had a fascinating, if edgy, premise - a con man leading a double life while trying to break with his past - with a cast that included Jon Voight and David Keith.

Of course, while Fox's decision to use Lone Star cannon fodder against ABC's Dancing with the Stars makes sense in the real world of broadcast networks - put your strongest show up against the toughest competition - why, when it predictably failed to beat DWTS, Fox didn't give the show a lifeline at FX is anybody's guess.

This is hardly a new phenomenon: Sam Ford and I had this conversation in 2006. The economic realities that force the broadcast networks to move shows around and pull serials after a couple of episodes have created something of a self-fulfilling prophecy; many viewers who've been burned before simply don't watch, or, if they do watch, don't allow themselves to become emotionally invested.

So maybe creators wanting to tell "small-scale stories about people living mundane lives" should follow Ray Romano's lead and not allow the broadcast networks to try to save any more of these shows by destroying the very qualities that make them so special. Had Liz Tigelaar gone to TNT or AMC instead of The CW when she was looking for a home for Life UneXpected, the show might be preparing for its third season rather than facing almost certain cancellation.

But, while cable offers hope for the future of serialized storytelling, there are challenges. The thirteen-episode cable season limits the depth of serialized storytelling. Fans on Television without Pity's FNL board were hungry for more; marnyh's comment was typical: "As much as I adore this show, it really was harmed by the abbreviated season. There was too much stuff I wanted to see more of, and too many characters I wanted fleshed out." As for Mad Men, on Ginia Bellafante's New York Times blog, one fan posited, "I'm sure we can all agree that Congress should pass a law that this show should be two hours, at least 40 weeks a year. Rest up, Mr. Weiner."

Then there's the question of gender. Because FNL, Mad Men, and, to a lesser extent, Men of a Certain Age, are about, well, men, or at least, manly pursuits, these shows are able to escape the "chick" label and, as a result, attract more media buzz. Witness Charlie Rose, one of the few places where in-depth conversations about popular culture take place. Rose's shows about FNL and Mad Men, have, with the notable exception of Connie Britton, have included only men. This is not to devalue the opinions of Matt Roush, Ken Tucker, and Bill Carter, but to suggest that people like Virginia Heffernan, Ginia Bellefante, and Alessandra Stanley, all of whom (and yes, I realized they're all at The New York Times) have written with great insight about these shows, and others, would enrich the conversation around Charlie's oak table.

Another example: Todd Vanderwerff's posted his observations about Life UneXpected on The A.V. Club, the entertainment section of The Onion. The A.V Club is a reference to "the olden times, a school's audiovisual club would be composed of a bunch of geeks..." Needless to say, AV clubs were largely populated by socially inept males. Hence, Michael Clayton's response to the Vanderweff post: "I think I grew an ovary just reading the first 2 paragraphs. Seriously though, I've never heard of this show. Why is AVClub covering it?"

As serialized storytelling continues its transition, there are questions that must be asked and answered: Who's the audience for these kinds of shows? How to identify potential viewers? And why is that audience so small compared to, say, reality shows? Since there is such and enormous range of serialized storytelling, exactly what do I mean by "these kinds of shows" beyond being "small-scale stories about people living mundane lives?" What about the web? I'm still working on that, so check my blog for the future of serialized storytelling, part 2...