Otaku Culture in a Connected World: An Interview with Mizuko Ito, Daisuke Okabe, and Izumi Tsuji (Part Three)

Mimi, your own contributions to the book explore what motivates peer-to-peer production in the Fansubbing and Anime Music Video communities. How might this research contribute to a larger understanding of the motivations shaping noncommercial cultural production?

Mimi:

I think both cases help fill out the story about fannish motivations for production, and also add an important transnational dimension to the discussions of noncommercial production and P2P circulation. In the case of AMVs, in a lot of ways the community and the motivations for participation parallel other forms of fan remix and appropriation, whether that is the live action vidding, fan fiction, or fan art. What is unique about AMVs though is the fact that the practice centers on transnational cultural remix, that localizes foreign visual content to popular local music. So it definitely involves reframing, retelling, or digging deeper into a particular series, but it's also about making it speak to local cultural referents. For example, many editors talk about their work in terms of evangelizing for a particular series that might not be well known outside of Japan.

Or when an artist remixes a ninja series like Naruto to the audio of a Matrix trailer, he is making specific transnational connections around Asian martial arts and US cyberpunk culture.

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For fansubbers, the role of cross-cultural brokering is even more explicit. Unlike most forms of fan production, fansubbing is less about creativity and self expression and more about fidelity and very disciplined and often rote forms of work. I was first attracted to the community since I am bilingual myself and know just how hard it is to do translation work between English and Japanese. I was fascinated with why it was that fansubbers put in so much labor -- translating, subtiling, timing, distributing -- all on a voluntary basis. And many groups work in a tightly coordinated way on very intense timelines so that they can keep up with a series that is running weekly. It's really backbreaking work. I found, again, that there were a lot of similarities in motivations with other forms of peer production, like what we've seen with communities around open source software or wikipedia. People engaged in the community for learning opportunities, through a sense of broader mission, to build reputation, and be part of a community. But again, like with AMVs, the transnational component adds an important twist to this equation. Fansubbers are filling a unique void in transnational connection by providing a high value function of translation and localization. Thus their sense of mission, of making the media they love available to people who wouldn't have it, is very high. And it also helps that they can reach vast appreciative audiences because they are work faster than the commercial localization industry, and often sub series and in languages that the commercial industry won't localize.

Your title stresses the role of networked communications in these fan communities. Would the current Otaku culture have been possible in a pre-internet era? Why or why not?

Daisuke:

Otaku culture has used snail mail to send around fan zines before the Internet, so even without today's online networks, otaku culture has developed. By around 2000, however, in Japan it has become commonplace for otaku to upload their cosplay photos and fan comics, and to use online sites as archives.

Izumi:

As Daisuke suggests, the origins of otaku culture predated the Internet so there was definitely a pre-Internet otaku culture. It's more that the Internet speeded up the pulse of otaku culture that had been developing slowly over the years, becoming the trigger for a sudden flowering. Internet media radically changed how otaku could stockpile and circulate information. In the mid nineties, the knowledge and information that individual otaku were gathering became a shared stockpile in informationl spaces. Further, by sharing this information with the world, otaku culture became accessible. Since the 2000s, however, I feel like social media have made the flows too fluid and active, and there's not enough attention to information stocks. Otaku culture has become too lightweight. Put simply, I fear that social media and otaku are not well matched. At the end of the day, the value of otaku is in their individual stockpiling of information.

Mimi:

I think what Izumi is pointing to is that we are in an interesting transitional period where the Internet and otaku culture have become much more mainstream, accessible, and out in the open because of the scaling up of these networks and the advent of social media. In the early years of the Internet, it was much more geek and otaku centered, and felt like a match made in heaven, but I think today there's a different feel to the online scene in part because the commercial industries have also taken to online culture in proactive ways now.For example, I think the golden years of fan digisubbing are coming to an end now that your'e seeing commercial localization industries working with a more fansub-like online model. So the distinction between mainstream commercial media and fan networked media is much blurrier. I've really learned from your work in this respect Henry. We're definitely seeing the interplay happening in otaku culture too.

What do you see as the biggest disconnects between Japanese and American versions of Otaku culture?

Izumi:

I think the uniqueness of Japanese versions of otaku culture lie in the postwar origins and the stigma of a defeated nation. In my chapter on train otaku I describe the transition from military otaku to train otaku after Japan's defeat. In the manga world, whether it is Osamu Tezuka, Fujio Fujiko, or Leiji Matsumoto, the memories of wartime defeat are deeply etched. Coming late to modernization, Japan felt it needed to catch up to advanced countries like the US and England, and embraced romantic ideals in relation so science and the military. At the same time, young men could only direct these romantic ideals to fictional worlds, thus giving birth to otaku. I don' think you see this same backdrop to US otaku culture.

My understanding is that US otaku culture celebrate a somewhat more universal set of values. I sense this in Star Trek fans' embrace of multiculturalism or in the early MIT hackers giving birth to a global computer culture.

Daisuke:

I think the biggest difference is that American otakue are much more open that Japanese otaku.

Mimi:

When Daisuke and I move between conventions between Japan the US its always a bit of a shock to see US kids out in the costumes on the street and in local restaurants. You'd never see that in Japan except maybe in Akihabara. It's not considered appropriate to be in costume outside of the convention centers, where mainstream folk might see you. Even though otaku culture has become much more acceptable, there's still a lot of work that the community does to make sure that they stay under the radar. In the US, anime fans take pride in consuming a kind of cult media, but Japanese fans are reframing a local mainstream media form in ways that the mainstream doesn't always think is appropriate. They are seen as deviant and sometimes perverse consumers rather than cult consumers, and that continues to influence how the fandom operates.

Mizuko Ito is a cultural anthropologist of technology use, focusing on children and youth's changing relationships to media and communications. She has been conducting ongoing research on Kids' technoculture in Japan and the United States, and she is coeditor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life, coauthor of Hanging Out, Messing Around and Geeking Out: Youth Living and Learning with New Media, and author of Engineering Play: A Cultural History of Children's Software. She is professor in residence and MacArthur Foundation Chair in Digital Media and Learning at the University of California, Irvine.

Diasuke Okabe is a cognitive psychologist specializing in situated learning theory. His focus is interactional studies of learning and education in relation to new media technologies. He also conducts research on Japanese anime and manga fan culture. He is co-editor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life and a lecturer at Tokyo City University.

Izumi Tsuji is a sociologist specializing in the sociology of culture. He has conducted extensive research on Japanese fan culture, including a study of fans of young idol musicians and train otaku. He is coauthor of Sore Zore no Fan Kenkyuu-I Am A Fan, a book on Japanese fan culture. He works as an associate professor at Cho University in Japan.

Otaku Culture in a Connected World: An Interview with Mizuko Ito, Daisuke Okabe, and Izumi Tsuji (Part Two)

A recurring theme in the book centers around Otaku expertise. At times, it seems as if "geeking out" is perhaps the defining trait of the Otaku, while the space of interest-driven participation is more expansive than we generally consider in talking about American fandom. As several of the authors suggest, unlike the accounts we have in the west of subcultures as a form of working class resistance, the Otaku is often seen as a rejection within rather than outside the establishment. How do we explain the relations between Otaku expertise and subcultural resistance?

Izumi:

This issue links back to what we were discussing earlier about the origins of otaku culture. I would say that today's otaku culture can't be described as subcultural resistance, and is really something different. The period after WWII and the student protests of the sixties saw the the defeat of forms of resistance associated with upper class young men, and their power of imagination had nowhere to go except to fictional worlds. This was the origin of otaku. That's the process through which otaku culture became the destination for upper class men who fell of the status ladder. It follows that the origins of otaku culture can be found in elite culture, rather than cultures of resistance. Further, when the student protests, the focus of intergenerational warfare at the time, were defeated, there was the perception that cultures of resistance were impossible in this society. After the seventies, those who weren't able to find a place for themselves in the rising consumer culture came to be called otaku. This is a convoluted way of saying that otaku culture can't really be described as a culture of resistance.

Daisuke:

When I interview otaku college women in their twenties, they're very conscious of "real-ju" communities [girls that have lively "real life" social lives], "legitimate" girl communities, and "gal-like" girl communities [street savvy fashionistas], and talk about how "these communities are different from us." When they talk about other kinds of women, they do it in a self-deprecating way, that disparages themselves. I feel like women otaku communities are being constructed interactively with real-ju and gal girl communities, and isn't so much an issue of subcultural resistance. (Though if you speak to women otaku they will describe real-ju and gals as mainstream culture.)

Mimi:

It does seem like different clusters of otaku have different orientations towards subculture and resistance. Izumi draws out the important point that the early origins of otaku culture can be found in train clubs at elite universities, and a kind of upper class nerd masculinity. With the growth of girl otaku culture in the eighties and nineties, however, I think the focus shifted to more lowbrow media like anime and manga and a stronger working class orientation. As Daisuke suggests, for these young women, it is about carving out alternative spaces for subjectivities that are different from normative masculinities or femininities and more mainstream status hierarchies. When we turn to the case of anime fans in the US, the situation is different still, where as Lawrence Eng writes, otaku are "reluctant insiders" who have a marginalized but generally middle class subjectivity. In many ways, the otaku in the US have some similarities to the early otaku cultures in Japan, in that they tend towards well educated middle class youth who don't fit into the mainstream and "popular" gender dynamics, and are engaged in more of a subculture of appropriation rather than of resistance to power.

A key contribution of the book is its attention to gender-issues. How do women fit into Otaku culture? To what degree have they sought to define their own space and identities apart from those of male participants? What differences exist between the role of women in different forms of Otaku cultural production?

Daisuke:

Fujoshi [women otaku] often say, half-jokingly that "Society didn't create porn for women so we had to make our own." Romantic topics are a big part of women's interests and consumption, more than you see with men's content. Boy love content is an extension of this interest. Because they are women who are proactive about consuming romantic content, they are a good fit with otaku culture.

Izumi:

Even in the early years, I think there were women otaku. As Azusa Nakajima writes in Communication Zen Shoukou Gun [All Communication Symptoms Group], there were small numbers of women in the eighties and nineties who were readers of boy love genres in magazines like JUNE. This period was one where a women-centerd consumer and dating culture was at its peak, and there was no way that otaku with an interest in fantasy could be in the mainstream.

After 2000, however, we started to see consumer culture starting to loose its sheen with the bad economic times and declining interest in dating culture. Otaku culture began to gain attention as an alternative way of having fun. One symbol of this was the boom around Densha Otoko [Train Man] a popular story of a young otaku who was able to navigate a romantic relationship with the support of an anonymous online forum. After that, suddenly otaku had an image makeover.

Among women, the environment has shifted to become much easier to come out of the closet as otaku. Until recently, there was the stereotype that otaku were all young men who couldn't get a date, but more increasingly, women also began to feel that they were also otaku and started to claim the term. That's when you saw the blossoming of female otaku culture. Although male and female otaku are both a bit socially inept and have an interest in fantasy, what kinds of fictional worlds they pay attention to are different.

When male otaku look to fictional worlds, they focus on specific characteristics and components of beautiful girl characters, such as the shape of their face, or sexy body parts. This is why, as Azuma describes, they engage in "database consumption" in engaging with these different components. Women, however, rather than focusing on these individual parts, focus on the relationship between characters, such as who is dominant and submissive or the types of romantic pursuit, drawing more attention to the story and environments of the characters.

Because of these differences, female otaku started to identify themselves with the ironic term "fujoshi" [rotten women], and today fujoshi culture is in many ways more active then male otaku culture. One indicator of this is the fact that at Comiket (the largest fan comic convention in Japan), the first two days are centered on female content, and the last and final day on mens' content.

Another real strength of this book is its focus on cultural geography, on the "scenes" where Otaku culture gets produced and consumed. How might we understand the place of Akihabara in creating and sustaining Otaku culture?

Daisuke:

When I talk to young college student otaku in their twenties, a suprising number of them go to Akihabara. They'll go to get some electronic parts, materials to build their own anime figures, or to play card games in the Kentucky Fried Chicken there. And of course there are times when they go to purchase consumer electronics or to go to a maid cafe. It's not necessarily, however, because Akihabara is sustaining the core of otaku culture. It feels to me like young people are consuming Akihbara as source material for their communication. If we need to get electronic parts, we might as well go to Akihabara! Or if we're going to play card games together, how about we do it in Akihabara.

Izumi:

I also agree that Akihabara doesn't actually directly sustain otaku culture. It's already losing its centripetal force as the center of otaku culture. One reason is that Ikebukuro's Otome Road has become a different center of female otaku culture. Another reason is the rise of social media, which has led to otaku gathering more in online space rather than in real life.

Originally, as an electronics district producing models and machines, it was a place for science-oriented young men to gather before it was a place for otaku. (The mecca of train otaku's Transportation Museum was located there until 2005 too.) That was the basis for it transforming into an otaku mecca from the later nineties through the mid 2000s. After that, stores selling hardware starting converting to maid cafes. In this way, stores shifting from selling hardware and things to selling communication as a way of making Akihabara distinctive, and suddenly the sense of place became much more lightweight. Now with the growth of social media, Akihabara has lost its central role as a gathering spot for otaku.

Mimi:

I've also noticed a lot more mainstream media attention to otaku culture and Akihabara. When you go to Akihabara these days, it seems like there are more tourists and mainstream folk wanting to consume and observe an exotic subculture rather than the place being dominated by actual hardcore otaku. It feels like a theme park for fan culture, which is fun in a way, but also different from being the real core site of otaku activity. Ikebukuro and Nakano still have a bit of that more closeted and subaltern feel to it that Akihabara used to have though, so maybe the scene is just evolving to accommodate more variety in how people want to engage in otaku culture.

Mizuko Ito is a cultural anthropologist of technology use, focusing on children and youth's changing relationships to media and communications. She has been conducting ongoing research on Kids' technoculture in Japan and the United States, and she is coeditor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life, coauthor of Hanging Out, Messing Around and Geeking Out: Youth Living and Learning with New Media, and author of Engineering Play: A Cultural History of Children's Software. She is professor in residence and MacArthur Foundation Chair in Digital Media and Learning at the University of California, Irvine.

Diasuke Okabe is a cognitive psychologist specializing in situated learning theory. His focus is interactional studies of learning and education in relation to new media technologies. He also conducts research on Japanese anime and manga fan culture. He is co-editor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life and a lecturer at Tokyo City University.

Izumi Tsuji is a sociologist specializing in the sociology of culture. He has conducted extensive research on Japanese fan culture, including a study of fans of young idol musicians and train otaku. He is coauthor of Sore Zore no Fan Kenkyuu-I Am A Fan, a book on Japanese fan culture. He works as an associate professor at Cho University in Japan.

"It's 2012. Do You Know Where Your Avatar Is?": An Interview with Beth Coleman (Part Two)

You reference your own avatar many times across the book but you do not tell us much about why you chose this self-representation or how you relate to your avatar. So, what's the story?

Henry, it's a tale of two cities, one academic and one engaged. Practically speaking, I had to make an avatar to do research in Second Life, as I would with any social media platform. In the same way, I had to have actual experience with the augmented reality and alternate reality games I describe in the book. So, on the one hand, my avatar is a simply a device, a way into the different platforms and communities I investigate. In a sense, my avatar is like a microphone. I need to have it to conduct research.

With that said, I am glad to be upfront about how my avatar functions because it has everything to do with me--who I am in my different facets as academic, artist, etc. So I will describe Hapi, my Second Life avatar, as an example of this positional Jujutsu. Hapi is a cute, white robot diminutive in size and genderless in affect that designed with Jenny Mu, a graphic artist and game designer from Parsons School of Design. From my point of view, Hapi was happily free of race, gender, or even humanness and that's how we had intentionally designed that avatar.

In my experience, the highly identifiable avatar bodies of MMORPG and other graphical virtual worlds could carry a serious burden of identity. It felt heavy to me to have to represent so exactly a gender or race or even species. Additionally, I needed to find an avatar that other avatars would talk to in neither an overly aggressive nor sexualized way. So, I landed on a cute robot, which is a figure personally near and dear to me. In other moments, you and I have discussed the place of race and gender in the contemporary world, where we both find ourselves liberated from some forms of the historical trappings and, yet, also recreating them. And so, I saw my avatar persona not so much as an alternative or different me, but as a strategic extension of myself.

You include an interview where Cory Doctorow describes himself as "offloading" reading to his students and playing to his wife. I realize he is to some degree joking, but it does raise the question about whether one sentient being can function as an "avatar" for another under your definition. How much control must we be able to exert and how much identification must we feel in order to see something as an Avatar?

Cory, as we know, is scrupulous researcher and a person intensely committed to seeing through to completion the project of a networked open-source world. With that said, he is also an avatar of economy. He makes part of his work the work of outsourcing to the right sources. Alice Taylor, his partner, is an accomplished gamer; Cory will never be that. Thus, free riding over her shoulder is his best education. Boingboing.net, the massively popular blog site of which Cory is one of the founders is based on the premise that other people find the stories on which the blog posts are based. The bloggers of Boingboing do not do "original" research in the traditional sense; they aggregate information (one of the exceptions to this is Xeni Jardin and Cory's first hand reports from Occupy Wall Street last winter). Cory describes this process of managing what would be for most of us information overload. He has tagged something about the aggregated now--the avatar effect as it were--that we need to attend to in moving forward. As for his students, Cory is pretty clear that he gives away books and asks students to report anything interesting. The students become proxy readers, but in a way that seems mutually beneficial and relatively transparent. If you think about the medieval formulation of the university and how graduate students are apprenticed, this seems like a relatively ethical approach.

What roles do you think telepresence plays within participatory culture?

Telepresence, or what I am calling copresence (the sense of being present with someone via mediation), is huge for participatory culture. We are moving unerringly toward a more graphic and increasingly real-time mediation. One of the things I underscore in the book is the idea that people in their everyday engagement of networked media create all kinds of innovation and intervention. I cite your work and that of Stefana Broadbent and Mimi Ito to support this point. I see copresence as one of the critical factors in how we move forward.

If my ideas of X-Reality hold--that online and worldly engagement become increasingly meshed--then copresence is a critical aspect of that progression. We feel each other across the networks. We strategize for regime change or denial of service attack or group buying power across these networks. The more vividly we feel each other's presence the more effectively and passionately we can work together to achieve our ends.

What do you see as the distinction between "users" and "agents"?

Users, as I quote scholar Wendy Chun, get used. Agents are activists. I don't mean exclusively political activists but, rather, the profile of one who engages. You yourself have talked about the importance of avid fan networks in the transitional state of moving from active viewer to active maker. I see this formulation of agency as the critically important to the theories of network society and open-source models that we find in influential thinkers such as Manuel Castells, Yochai Benkler, and Lawrence Lessig. In One Way Forward, Lessig's most recent book, he takes as a given that We the People are agents, the authors of our destinies. He also says that that We the People is a sleeping giant that needs to awake to its power. I agree that we need to awaken to the power of networked agency. In my mind, X-Reality and copresence are tightly bound up in a notion of twenty-first century agency.

You use various metaphors - especially "supplement" and "augment"--to describe the ways we use digital communications in relation to face-to-face contact. Both of these imply a complimentary rather than oppositional relationship between the two. Elsewhere, you make the claim that human agents are "not entralled by technology." How would you respond to critics who think we spend too much time in "virtual worlds" or in front of "screens"?

We spend a lot of time in front of screens. For my two bits as a media designer, I want to see us take these screens outside as often as possible, and I would like to see as much heads-up engagement as we can muster. What I see is people making the technology work for them by any means necessary. I invoke the Malcolm X adage because it is crucial to our sense of freedom and agency that we control our network outlook--our avatar.

I say this because of the data battles on the horizon. We have a shockingly new and powerful economic model where our data flows fuel the engine of Google or Facebook or other social media sites. We are at a moment when we need to consider seriously how we use network media to augment our lives--create greater opportunity for real-time and copresent exchanges. We are also at a moment when we need to reclaim our avatar

imprint, our data trail, as our own.

In this sense, my concept of augmented reality and mediation as a supplement to face-to-face presence are not metaphors at all. We actually use these mechanisms as we would a pair of glasses or a cane--we use them to see ourselves and each other more clearly. Think about whether you would rather lose your computer or your cell phone.

Most millennials would say without hesitation junk the computer. The hardware is nothing. The pervasive connection is everything.

You attempt to update Sherry Turkle's discussion of people as "cycling through" virtual identities. What do you see as having changed since she wrote her book, Life on Screen?

I don't think people cycle through. I think people use their online personas to extend, augment, and help actualize who they are in the world. I see what has historically been called "the virtual" as a contemporary aspect of augmentation. We don't think of a telephone call as "virtual;" we think of it as extending connectivity beyond geographic limits. I am suggesting that online engagement should be thought of in the same way.

For business people whose only engagement with "cyberspace" in the 1990s was their Blackberry connectivity, this has always been the case. Today for teenagers using mobile and social media to make status updates in real-time, this is also the case. There is no

separation between the "virtual" and the "real."

You compare your "virtual cannibal" with "Bungle the Clown" in Julian Dibbel's classic essay, "A Rape in Cyberspace." What has changed about "transgression" in online communities since Dibbel wrote his essay?

When Julian wrote that essay in the early 1990s we were both working as copy editors at the Village Voice. I saw in that piece and in that moment Julian framing a generational experience: we were the first generation of networked users to play wildly and freely in this undefined space of online. Subsequently, post-deluge, there are multitudes of us online. Julian translated a boutique experience to many.

Now, as I describe with the virtual cannibal, anyone can embark on a quest to find the edge of comfort and culturally acceptable behavior. There are two main points for me in understanding the experience of the virtual cannibal. First, we can Google extremist cultures and fairly easily join in the rumpus; in effect, as all things are more findable,

the historical idea of marginal cultures changes. The global jihadist movement illustrates this vividly. So does the sustained glee of the burners (Burning Man participants).

Second, the things we experience in simulated or virtual space are actual events in our lives. Julian's story of Mr. Bungle has often been interpreted as a cautionary tail of the raging id of online life. I see it in a different way. I think "A Rape in Cyberspace" tells us, from very early one, that our actions online have clear, connected impact on our lives in the world. I think he tells one of the first proto-X-Reality stories, even if it has not been generally interpreted as such. The difference now is that transgression is normal, not exceptional, in an era of avatars and that everyone can be Mr. Bungle. 4chan certainly figured that out.

You end the book with a discussion of alternate and augmented reality games. What do these experiences teach us about living in relation to "x-reality"?

I think the most important technologies we see coming online today augment reality in some form or another. Whether it is a game played across a city (an alternate reality game) or a handheld-device with real-time feeds, we are experimenting and rapidly prototyping technologies of augmentation. We see a profound augmentation of reality in how movements such as Occupy Wall Street or the occupation of Tahrir Square or even the Tea Party all use network media for collective action. This is X-Reality in action. But I still hold near and dear to my heart (and my analysis), the everyday use of avatars as augmenting reality. X-Reality describes the way in which people right now make manifest a collective power and individual agency. I know, it's a tall order. Nonetheless, it seems that we have amazing, vivid examples of this kind of heroism all around us.

Professor Beth Coleman believes in the power of storytelling to transform the world. She works with new technology and art to create transmedia forms of engagement. She is the director of City as Platform, Amsterdam, a Faculty Fellow at Berkman Center for Internet & Society, Harvard University, as well as a professor at the Institute of Network Cultures, Hogeschool van Amsterdam. From 2005-2011, Coleman was an assistant professor of comparative media studies at MIT. As an artist, she has a history of international exhibition including venues such as the Whitney Museum of American Art, New Museum of Contemporary Art, and Musée d'Art moderne Paris. She is the co-founder of SoundLab Cultural Alchemy, an internationally acclaimed multimedia performance platform. As the newly appointed co-director of the Critical Media Lab and a professor of English Literature and Languages at the University of Waterloo, Ontario Canada, she continues to work internationally with collaborators in through Africa, Europe, and Asia. Her book Hello Avatar is published by the MIT Press.

Otaku Culture in a Connected World: An Interview with Mizuko Ito, Daisuke Okabe, and Izumi Tsuji (Part One)

Over the past several decades, there has emerged a significant body of academic research in Japan which looks at Otaku culture -- that is, the culture of a technologically literate segment of the population which is characterized by their impassioned engagement, skilled reworking, and intellectual mastery over elements borrowed from many aspects of popular culture, including not only anime and manga, but also games, popular music, digital culture, even history or trains. So far, relatively little of this work has been translated into English, which means that Fan Studies as practiced in the United States and Otaku Studies as it has developed in Japan have largely been autonomous fields. In practice, they have much to learn from each other, including forcing scholars to be more attentive to the cultural specificity of various fan practices, identities, aesthetics, and ideologies. This is why I was so excited when I saw an advanced copy of Fandom Unbound: Otaku Culture in a Connected World, edited by Mizuko Ito, Daisuke Okabe, and Izumi Tsuji, and bringing together works by leading Japanese and western researchers interested in Otaku culture as both a national and transnational phenomenon. In many ways, the book represents a bridge between the western work on participatory culture and networked publics (represented by the kinds of work shared here by Ito and Lawrence Eng, among others) and work from Japan which has tended to be more rooted in critical sociology and postmodernism.

The collection represents a surprisingly diverse range of different kinds of fan practices -- from the previously mentioned train watchers to cosplay, fan subbing, music video production, model building, and amateur comics publishing. A strong strand running through the book concerns the different locations (geographically, culturally) and networks (material and digital) through which Otaku culture unfolds. Given the three editors' ongoing interests in forms of informal learning, there is also a strong focus on how these cultures reproduce themselves, how they recruit and orientate members, how they pass along core knowledge, and how they share resources towards common ends, all of which can add to a larger discussion about the nature and motivations for participatory culture. A solid introduction helps to situate these essays in larger critical conversations about Japan and its cultural impact on the modern world.

The three editors have graciously agreed to be interviewed for this blog, so over the next three installments, I am going to share some of their core insights about the project of Otaku Studies and the place of Japanese fan and geek cultures in an era of transnational cultural flows.

The term, Otaku, is clearly a contested one and each chapter adds some new nuances to our understanding of it. Yet, it seems important to have at least a starting understanding of the concept to help frame this interview. What do you see as some of the unifying features of Otaku culture?

Mimi:

Yes, otaku is a clearly contested term, and one that has continued to evolve over time, and as folks overseas have taken up the term. In our book, Lawrence Eng has a chapter that looks extensively at how the term was first introduced to the US.

Izumi:

The conventional view of otaku is that are people who have a high degree of affinity with fictional worlds depicted in media, and that they are poor at relating with people in the real world. Until recently, otaku culture was dominated by men.

Mimi:

As otaku culture has become more mainstream and more international, I think it is slowly beginning to be seen in a more positive light.

Daisuke:

Personally, I like Toshio Okada's definition of otaku culture as "a culture that enjoys the craftwork involved in artistic works."

Mimi:

I've thought of otaku as inhabiting the space between what in the US we associate with "fan" and "geek" culture. It's a media-centered geekdom that exhibits fannish enthusiasm and the pursuit of esoteric knowledge, a strong orientation to remix, amateur DIY making, digital technology and P2P communication. There's a focus on the media types of manga, anime, and computer games, though as you'll see in our book, there are other kinds of otaku culture that might be less familiar for US readers such train otaku, political media otaku, and the game arcade scene.

Many of the essays capture a sense of "shame" or "uncertainty" about the status of the Otaku, especially when read against the more empowered or defiant discourse of American fandom. Why has the Otaku been such a troubled figure in Japanese culture? And how do we reconcile this sense of shame with the scope and scale of Otaku activities? American fans would dream of a more or less dedicated fan district (Akihabara) in a major American city!

Izumi:

Otaku culture has been a destination for upper class young men who have fallen off the status ladder. In the postwar period, at least until the period of rapid economic growth in the sixties, I don't think that it was shameful for men to have otaku tendencies. Young men who were not very oriented to the opposite sex, attracted to fantasy and the imagination, and highly knowledgeable were actually called with respect "Hakase-Kun" [Mister Professor]. An orientation to knowledge and expertise was considered valuable in the pre-war period for the work of the empire building, and in the postwar period, for economic development. After the growth of consumer culture in the seventies and beyond, however, certain forms of masculinity started to become irrelevant. Those folks who couldn't quite adapt to these new social changes, and continued to embrace prior masculine values, began to be labeled as otaku.

Mimi:

After the shift to a more consumer and media centered otaku culture in the eighties and nineties, we saw otaku culture being associated with more lowbrow and feminine cultural forms with a much stronger skew towards fan culture, manga, electronic games, and anime. We also saw the growth of depictions of what many people would consider "alternative" forms of sexuality, including a strong fantasy component or in the case of girl culture, "boy love" genres that resemble slash genres in the US. In the eighties, there was also a high profile case of a rapist-murderer who targeted little girls, and was involved in anime porn. All of this has contributed to a sense of otaku culture being deviant or shameful. At the same time, the esoteric, alternative and subcultural dimension of otaku culture is also part of the appeal. It has become a kind of zone of cultural tolerance for non-mainstream imaginative life. This is why it is such a thriving subculture that is increasingly out in the open in the urban districts like Akihabara and Ikebukuro, even as individuals may hide their personal involvement in it. As Daisuke describes in his chapter on girl otaku, there's often great guilty pleasure to be had in sharing insider references with fellow otaku, but hiding their identity from their family, boyfriends, and mainstream peers.

What can you tell us about the context in the Japanese academy that these essays emerge from? There is now a thirty year plus history of American Fan Studies research. Is there an equally long history of Otaku research in Japan or is it a relatively new field?

Daisuke:

I think we can probably peg the start of otaku research to the publication of Shinji Miyadai's Dismantling the Subcultural Myth. Before that, there were commentators like Akio Nakamori and Toshio Okada, but academic fan studies is about twenty years old. Since then, we've seen otaku research get some traction in sociology, cultural anthropology, psychology, media studies, and communication studies. It's been in the past five to ten years that we've seen it becoming less rare for a graduate student to want to do their thesis on otaku culture. Today, otaku studies is flourishing, but it is a relatively new field.

Izumi:

As you see in the essays in our book, otaku culture research has developed largely out of sociology. There's two reasons for this. One reason is that otaku were seen as antisocial and as a social problem, so they were taken up as an issue for communication research. Conversely, although people are beginning to recognize the value of the content of otaku culture, it took some time before it was taken seriously as an object of academic study. Even today, scholarly humanistic study in Japan centers on more traditional cultural forms, and content associated with otaku culture is generally taken up by more journalistic commentators. As a result, sociological approaches have tended to take the lead in Japan's otaku culture research.

One key body of trailblazing work was conducted by a team led by Shinji Miydai in the nineties, which involved survey work among college students. They were able to demonstrate, though quantitative research, that the youth-centered consumer culture gave rise to both the street and fashion-savvy consumerist _shinjinrui_ [new breed], as well as the anti-communicative otaku.

Compared to fan studies in the US, Japanese otaku culture research has become fragmented. I feel it's a problem that we don't see the development of broad and systematic research. Sociology has taken up the problem of communication, literary studies has taken up the content focus, and internet researchers have taken up the topic of online media, but very little of this work is organically linked. Many famous otaku theorists who followed Miyadai, such as Hiroko Azuma and Tsunehiro Uno, have conducted sociological research but are not trained as sociologists. Since the nineties, work has been sporadic and dominated by one-off studies, and while there have been some exemplary works (some of which are represented in our book), but no single systematic "otaku theory" that unified this work.

The fragmentation of research based on different characteristics of otaku culture, and the fact that historically there has not been an organic link between this works, seems to be a difference with US fan studies. One reason for this weakness may be that Japan has few anthologies like the book that we have just put together.

Mizuko Ito is a cultural anthropologist of technology use, focusing on children and youth's changing relationships to media and communications. She has been conducting ongoing research on Kids' technoculture in Japan and the United States, and she is coeditor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life, coauthor of Hanging Out, Messing Around and Geeking Out: Youth Living and Learning with New Media, and author of Engineering Play: A Cultural History of Children's Software. She is professor in residence and MacArthur Foundation Chair in Digital Media and Learning at the University of California, Irvine.

Diasuke Okabe is a cognitive psychologist specializing in situated learning theory. His focus is interactional studies of learning and education in relation to new media technologies. He also conducts research on Japanese anime and manga fan culture. He is co-editor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life and a lecturer at Tokyo City University.

Izumi Tsuji is a sociologist specializing in the sociology of culture. He has conducted extensive research on Japanese fan culture, including a study of fans of young idol musicians and train otaku. He is coauthor of Sore Zore no Fan Kenkyuu-I Am A Fan, a book on Japanese fan culture. He works as an associate professor at Cho University in Japan.

"It's 2012. Do You Know Where Your Avatar Is?": An Interview with Beth Coleman (Part One)

I first met Beth Coleman when she spoke at the first Race in Digital Spaces conference, one of two joint events hosted, curiously enough, between MIT and USC in 2001-2002. I wrote at the time, "

Cyberspace has been represented as a race-blind environment, yet we don't shed our racial identities or escape racism just because we go on line...The concept of 'digital divide,' however, is inadequate to describe a moment when minority use of digital technologies is dramatically increasing. The time has come to focus on the success stories, to identify examples of work that has increased minority access to information technologies and visibility in digital spaces."

Coleman was there as an academic speaker on one of our plenary panel and in her guise as Dj Singe from Soundlab Cultural Alchemy, she performed alongside DJ Spooky and others. This helped to cement in my mind the image of Coleman as a gifted theorist/scholar, artist/performer, and activist, who was going to help teach us to think in new ways about digital experiences and identities.

Flash forward to the present moment. I brought Coleman to MIT to be a colleague in the Comparative Media Studies Program where she taught for many years. She's continued to do cutting edge work not only in sound design but also in transmedia and locative media experiences. And she's just come out with a hot new book, Hello Avatar: Rise of the Networked Generation, which is making people's heads explode.

You may think you know all about avatars and virtual worlds: this was what we were talking about with great anticipation five or six years ago, and what has fallen from grace once everyone got past the buzz about Second Life. But, Coleman is turning this concept on its head, getting us to think about what she calls "x reality" which lies at the intersection between our digital and physical identities, thinking of our new social media as themselves places where we construct and deploy avatars, and thinking about new forms of information and entertainment which are going to be part of our fused identities in the not so distant future. I had watched the book develop over time, but nevertheless was surprised and intrigued by some of the reframing of its core concerns which had taken place in the past few years. It's a short book but it packs a wallop, as I think will be suggested by this interview.

Reading Clay Shirkey's introduction, I am reminded of our three way exchange about the future of Second Life which was conducted via our blogs. You and I were far more optomistic than Shirkey about the long-term impact of this early virtual world. What are your thoughts reflecting on the issues of that debate with 20-20 hindsight?

In a nutshell, Clay was right. Second Life was too hard to use and too

essentially dorky in its "sexy avatar" ethos to achieve and sustain a broad

popular interest. Although it aspired to be a kind of Facebook, where people

would use it as hub for information, it was not that for multiple reasons. That said, Henry, I think that you and I got the spirit of the thing right. We were both pointing to the aspirational uses of the site, where people as represented by their avatars strove to create often utopian spaces. I am suggesting that those utopian space (even when they come in rather dystopic forms like my virtual cannibal) present actual events in

peoples' lives that they use, often, as a point of leverage to transform themselves. And that is what I argue in the book. Sure, Second Life was a powerful chapter in the innovation of graphic networked engagement. But the big change in network engagement is what I am calling X-Reality: the sense that all our worlds, spanning the simulated to the bodily, are working toward a greater sense of an avatar existence. In short, we are neither "virtual" or "real" but rather these networked creatures whose technologically mediated exchanges directly impact our worldly experience. The #occupy movement, the Arab Spring, even Obama's election campaign make it achingly clear that we are now occupying X-spaces in a way that we were not at the turn of the century or in the 1990s. I think Linden Lab (the creators of Second Life) got their own message wrong. If they were creating a cyber-escape from reality, then they did not realize what

century they were working in.

Given what we now know about Second Life, what do you see as the likely future of virtual worlds?

We will only see more graphically rich interactive spaces. In my definition of virtual worlds, I include Facebook and other kinds of social sites where we create by text, image, and sound the image of ourselves--the avatars as it were--that we use as our public faces. This type of "virtual" representation is not new. In the book, I talk about the concept of "persona" in ancient Rome, where one's reputation as citizen was based on how one crafted a public face.This crafting of a public face is happening at a global scale today with the support of social network platforms. In this sense, the virtual worlds of our

network persona are now a part of daily life. And the scale at which we engage

this type of virtual world is immense.

In terms of the traditional, more narrow definition of a virtual world as a walled garden of text or graphic space....well, small, distinct user communities will always populate these platforms. But for the real future of the virtual world, we have to think about the value of shared, real-time visualization tools applied to the pressing issues of the day. Mapping radiation levels in Japan, crisis mapping across Kenya...these are recent historical events that illustrate the value of shared real-time graphical/informational tools. It is

no longer a virtual world. It's a networked one.

A key concept running through the book is that of "x-reality." What do you mean by this term and how does this approach differ from some older ways of talking about online experience?

At base, I use the term X-reality to signal that we are no longer role-playing online, trying out identities as it has been proposed, but, rather, that we have harnessed the power of online networks to build the world we would like to see. That it is a real world we are building is clear; that this real world includes all kinds of technological mediation is also clear. In this sense, X-Reality is a break from prior theories of online engagement.

Historically, and here I am thinking of Sherry Turkle and Julian Dibbells' seminal work in the 1990s exploring online communities (but we find the same perspective in the cyberpunk of William Gibson, the technofuturism of Wired, and the libertarian hacker ethos of the code writers and legal activists of the "free" Internet), cyberspace was a space away from the rest of the world. It was a place of adventure, play, and marvelous experimentation for the few who learned how to engage in that technologically compelling and difficult space.

So it is a moment of legend, where hackers were cowboys and everything was up for grabs as long as you left the body and any ideas of embodied experience out of it. Now, some twenty years after launch of the World Wide Web as the popular (and graphical) adoption of the Internet, we see a different world. In my estimation, it is an X-reality world. I mean by this idea of X-reality that we, as networked subjects, as people who engage in mediated communication of many sorts all the time, live our daily lives somewhere between what had been the virtual and what had been the real. In other words, when you send me a text message or follow me on Twitter, you are using all manner of real-time mediation without even worrying about the fact that we are reaching each other in what might reasonably described as "cyberspace." As with the telephone and other real-time media technologies we have incorporated into our lives, we have reached a point with online networks where the distinction between the virtual of mediation and the real of embodied experience mash up into each other. In other words, increasingly we understand our world to be a porous one where the events of online exchange influence the events of the physical world. We are neither virtual nor real but a mix of theses states. And this is what I am calling X-Reality. One of the things I am grateful for is that we do not see a strong first world-versus-emerging world bias here. This is not about reliving the PC revolution of North America and Central Europe of the 1990s. The shift to X-Reality is a global one.

Another core concept here is that of the Avatar which you descirbe as a "figure of transition." How are you defining avatar in this book? What roles do avatar play in social and mobile media as opposed to in virtual worlds?

As I discussed a bit above, I think that we all engage in deep avatar play, regardless of the platforms we use. So, for example, in a classic virtual world, you will have a little figure running around a graphical or textual world that represents you, one way or another. But the space for greatest cultural shift around avatars has not so much been virtual or game worlds but the pervasive use of social media. We are everyday using mediated forms to represent us as proxies. Avatars are figures of transition in the sense that we have already arrived at a moment where it is normal to have your Twitter persona or your Facebook page convey important information about who you are. Essentially, I think James Cameron got it right with his vision of science fiction jungle utopia. In the film Avatar, the avatars were figures of transitions, conduits to a fuller self for the protagonist Jake Sully. In our everyday experience of avatars we may not be blue, giant, or quite as magical, but we are increasingly recognizing the power of our connectivity and how we might transform ourselves. The transition I see is the shift from an idea of role-playing online to the instantiation of avatars as ambassadors--the networked presence that precedes or augments the face-to-face encounter.

Professor Beth Coleman believes in the power of storytelling to transform the world. She works with new technology and art to create transmedia forms of engagement. She is the director of City as Platform, Amsterdam, a Faculty Fellow at Berkman Center for Internet & Society, Harvard University, as well as a professor at the Institute of Network Cultures, Hogeschool van Amsterdam. From 2005-2011, Coleman was an assistant professor of comparative media studies at MIT. As an artist, she has a history of international exhibition including venues such as the Whitney Museum of American Art, New Museum of Contemporary Art, and Musée d'Art moderne Paris. She is the co-founder of SoundLab Cultural Alchemy, an internationally acclaimed multimedia performance platform. As the newly appointed co-director of the Critical Media Lab and a professor of English Literature and Languages at the University of Waterloo, Ontario Canada, she continues to work internationally with collaborators in through Africa, Europe, and Asia. Her book Hello Avatar is published by the MIT Press.

Watching the Internet: An Interview with Jose M. Alvarez-Monzoncillo (Part Two)

What aspects of the Long Tail theory do you find convincing as a means of explaining what kinds of content will thrive in a networked culture? What do you see as the limitations of this model?

I don't believe the Long Tail exists, neither socially nor economically. The Net has permitted the emergence of a certain unsatisfied demand, but it is very small. The physical barriers to analogue distribution are greater on the Net. Added to that, the most difficult barriers to break down are the social, cultural and psychological ones. For example, World Cinema in the United States: before it was not possible to see these films because they weren't distributed, but even with the Net, the viewing of them has not increased. This is spite of them being free in many cases (P2P or Megaloud).

Some have imagined that user-generated content will eventually displace commercial media content (seeing this either in terms of a liberation or a decline). Yet, you seem to be suggesting that different kinds of content will co-exist on the web for the foreseeable future. In such a world, what mechanisms will need to exist to help viewers find content which is meaningful and pleasurable to them?

It is a Utopia. I think that the UGC will grow considerably in the next few years, but will coexist with professional content. The new viewer will be omnivorous but we can't generalize, it is necessary to distinguish. A film is not the same as an application for an iPhone or a poem. There is content which will greatly develop but it is difficult to imagine that USG will substitute professional content. This needs a large investment of capital which needs to be translated into income or corporate earnings.

You are generally dismissive of what you call "the utopia of free-of-charge." Yet, many have wondered how they can develop business models to get people to pay for content given these expectations. What steps do you foresee which might enable a transition from "free" to "paid" content models on the web?

Small subscription payments and advertising cannot sustain the current investment in content. It's impossible. The content should be more attractive to people to the point where they are willing to pay. I think we should maintain the neutrality of the Net and wait for innovations from the users and the logical evolution of the social networks. Facebook and Google set the standard. New business models will also appear with low profits and prices which are more attractive to users. But, advertising investment in the internet is still small and, added to that, all advertising which exists on the Net is not going to finance content (yellow pages).

Much of the book is spent describing some of the risks that television content producers face in the digital era, yet you also identify some advantages of operating across these media platforms. What are some of them?

The risk for the content producers is the difficulty they have in making money from the internet. The use of the internet is on the rise and the income from it is not increasing at the same rate. The advantages come from the fact that the net is a cheap and efficient system of distribution. It can unite producers and consumers and thereby exclude the intermediaries from the supply chain. I sometimes dream about millions of consumers in the world who can pay a little to watch a hit film, an episode of a series or to read a newspaper at a price which is much lower that what they are paying today. For the rest it could be free. This would be a good business for the producers. It is economy of scale.

Throughout, you seem skeptical of some of the claims made for collective intelligence emerging via networked communications. Where do your reservations come from?

For me it is very difficult to understand the concept of collective intelligence. The example of Wikipedia is usually given, but the management of the information demands time for it's organization and structuring. A company can do this much more efficiently than an army of net surfers. I am also not convinced by the idea of giving our individual know-how for free for the benefit of the collective. At the root of it is work. Although I also believe in the free-time productivity of the net users. We will see over the next few years how this matter develops.

What do you see as the biggest threats to the hopes for the web remaining a more participatory medium than previous forms of broadcasting?

The interests of traditional companies: media, Hollywood etc. This is a medium that they do not control and from which they do not obtain sufficient profit. They lose more than they earn (those who read the press on paper Vs those who read it digitally, a cinema goer Vs a net viewer). The most successful companies on the net are those which do not have content: Google, Facebook, iTunes, Amazon etc. Companies will try to question the neutrality of and to limit the freedom which exists on the net. The signing of the ACTA agreement by different countries is a clear signal of the danger. They are also going to defend the current system of control of content, that's to say, conventional distribution via different methods (cinema, video, cable, etc.). They are reluctant to release content using the new global distributors such as iTunes, Netflix, Facebook or Microsoft with the XBOX etc.

Another big threat for the internet as a participatory medium is the privacy control of personal information on social networks. Also, the collection of data regarding people's surfing habits which other companies are interested in, in order to target their marketing campaigns, as the press highlighted days ago.

I am also a great critic, perhaps unfairly, understanding that their thesis could be more pertinent than mine. But the majority of people don't have much to say. It is the convenience of passivity and the lack of "habitus" which was highlighted by Bordie. To be an expert takes a lot of work. There have always been social networks. When the Bastille was stormed the internet did not exist.

Jose M. Alvarez-Monzoncillo is Professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid. In addition, he currently holds positions as the Vice Rector for European Harmonisation and Convergence and Director of the International Doctorate School of URJC; Course Director for the Master's in Television Journalism; Coordinator of the Masters in Film, Television, and Interactive Media Studies; and Director of the INFOCENT research group. Professor Alvarez has written and co-written thirty0six books and more than twenty papers for scientific journals on the economy of communications, the cultural industries and new information technologies. Some of his works include The Future of Audiovisual Media in Spain (1992), The Film Industry in Spain (1993), Premium Images (1997), The Present and Future of Digital Television (1999), The Future of Home Entertainment (2004) and Cultural Policy Alternatives (2007).

Watching the Internet: An Interview with Jose M. Alvarez-Monzoncillo (Part One)

This summer, I am embarking on an extraordinary adventure -- a 20 city lecture tour of Europe. I have been long overdue paying a visit to the Continent, not having visited there since Convergence Culture has been translated into a host of different languages, and this will be my chance to visit academics, public intellectuals, cultural leaders, and transmedia producers, and learn more about the ways these various nations have responded to the shifts in the media landscape which my works describe. I am excited at the prospect of meeting many new thinkers there. I am still struggling to decide how to deal with this blog while on this exhausting journey but in the long run, it should allow me to bring more perspectives to you. Jose M. Alvarez-Monzoncillo, a professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid, will be one of my many hosts on this trip, and he shared with me the English translation of one of his recent books, Watching the Internet: The Future of TV?, which takes up many of the issues we like to discuss through this blog. I asked him if he would be willing to do an interview and share some of his takes on the intersection between old and new media as seen from his perspective, as a veteran of the old media industries and as someone deeply immersed in a Spanish context.

Early on, you quote Gilles Lipovetsky's description of "the unstoppable process of individualization." What factors do you think are leading to the individualization and personalization of our media experiences? How does this personalization impact the existing models shaping the entertainment content industries?

I think there are two distinct, though closely related tendencies. On the one hand there is a tendency towards social individualism which is referred to by Lipovetsky, and on the other hand there is that which refers to the experience of the media. I think the first is indisputable, at least in Europe. "Close relationships" have diminished considerably in recent years (going to church or to the cinema on Sundays, chatting on public transport, talking every day to the person who sells you your newspaper or to the one who serves you coffee in the neighbourhood where you live etc.. There is a great demand to escape from "social control" or anonymity. With regard to television or the cinema I think there is also a trend towards individualism. The concept of the family sitting together in front of the television has disappeared and groups of friends who go to the cinema are doing so less frequently.

However, social networks allow a new social relationship that is replacing the previous ones. I do not agree with Lipovetsky when he argues that virtual communities will eventually destroy the real community, the direct encounter, collective bonds. This is a new form of social relationship that overlaps with the previous ones.

The factors which explain the new socialisation process are very diverse and profound: changes in the family, the design and planning of cities, new forms of social relationship with the arrival of the internet etc. Nobody is denying that the Internet is a powerful tool which allows a new form of socialisation, although it also has the opposite effect: for example, parents have fewer opportunities to have a relationship with their children as they are using social networks or mobiles. The content industries are already taking into account the personalisation and individualism of nomad entertainment. More and more variations of different products are being made to be used on different devices and in different locations: from the cinema to tablets. I think there is still much to be done in this area.

Others, myself among them, argue that television viewing has in fact become more "socialized" as people respond to and debate what they are watching through formal and informal social networks. Would you agree?

Yes, I agree in general terms as people are talking, expressing their opinions, debating and sharing much more than in the past. However, I also believe that television audiences have become much more fragmented in the last few years. The mass audiences of the past are more divided. Broadcasting vs narrowcasting. New digital divides are being created (in their use of the net), economic and social (between the rich and poor), generational (young people, the middle aged and elderly) and cultural (technophobes and technofiles). Inside every group, however, a larger socialisation has appeared. For example, television is more "collectivised" and the dreamed of interactivity of the past is starting to become reality

.

You write, "The social functions once fulfilled by TV are in crisis, while new ones have yet to be defined." Does this imply that television is in crisis? Should a medium survive if it has outlived its social functions?

In Europe, yes. The television of the masses which emerged during the previous century to inform, teach and entertain and was controlled by the State has died. All of the public television stations are in crisis and commercial television, though highly competitive, is losing audiences and advertising. Young people are now deciding how to do these three things. That form of television is changing at the hands of the internet. The logic of demand is changing to the logic of choice. It is the viewer who decides what he wants to see.

Is the "new television" television, and if so, how do we define this medium? Is watching a television series on Hulu television? Is watching a web series? What about playing a game on our television set? What defines the nature of this medium -- the content, the delivery technology, our modes of consumption, its social functions?

This new concept will be created by all of us. But for me, what defines television is the content. When we watch an HBO series, we are watching television. It doesn't matter what screen we are watching it on or the type of telecommunication (cable, satellite, ADSL etc) .The day the internet produces content, things will change. We will then have to invent new concepts. Hulu will always be a joint venture.......

As you note, the rate of change has been uneven across countries and later, you point out that Spain has one of the lowest level of creative participation in net culture in the world. How would you describe the current state of participatory culture in your country and what factors do you think contribute to its relatively slow rate of creative sharing?

This has more to do with what the statistics say than with my opinion. Spain is the leader in pirating and, traditionally, a culture of sharing has not existed, to the point of defrauding the tax office being well looked upon. The Spanish are individualists, in contrast to what is usually supposed. However, I believe that little by little the UGC is catching on among young people, but more slowly than in other countries.

To what degree do you think television will become a global rather than a local, national, or regional medium in an era of networked communications?

Global television for big events (sports, news programmes etc) will continue for a time and will coexist with regional and national television. The Net will complement and start to integrate with television. The internet offers a fascinating complementary opportunity.

Like many others, you speculate that the BRIC countries may become dominant players in the audiovisual culture of the future. Since I have many readers from those countries, I wondered if you might spell out a bit more what you think their impact is going to be and what factors might lead to their increased visibility in the global media market.

I don't believe so. The global mainstream will be North American. It will be difficult for them to break into China but they will manage it in the end. My position is very similar to that of Frédéric Martel. We are moving towards "standardised diversity". We are not faced with a value system that wants to impose itself on the world, rather a "hydra" of companies that feed off each other and know how to adapt themselves to circumstances. The power of the USA on the net and in the production of content makes me think this. Without doubt, styles and vanguards from other cultures will be incorporated, just as happened during the 20th Century. The size of the American national market will help to provide high production costs which will make it very difficult for other cultures to compete.

Jose M. Alvarez-Monzoncillo is Professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid. In addition, he currently holds positions as the Vice Rector for European Harmonisation and Convergence and Director of the International Doctorate School of URJC; Course Director for the Master's in Television Journalism; Coordinator of the Masters in Film, Television, and Interactive Media Studies; and Director of the INFOCENT research group. Professor Alvarez has written and co-written thirty0six books and more than twenty papers for scientific journals on the economy of communications, the cultural industries and new information technologies. Some of his works include The Future of Audiovisual Media in Spain (1992), The Film Industry in Spain (1993), Premium Images (1997), The Present and Future of Digital Television (1999), The Future of Home Entertainment (2004) and Cultural Policy Alternatives (2007).

The Past and Future Histories of Books: An Interview with Ted Striphas (Part Two)

You trace the surprisingly long history of Barnes and Noble as a book store which has transformed itself many times across the 20th century.  Given this nimbleness, why have we seen so many brick and mortar bookstores close over the past decade or so? Is this simply the next stage in their evolution or does it represent a more fundamental shift in the place of bookstores in our lives?

This is a wonderful and challenging question, Henry, because bookstores mean so many different things to different people. The best way for me to answer it is to think about what Amazon.com has done to the idea of a bookstore. The company has succeeded for many reasons, chief among them a commitment to low prices. But it's also succeeded, at least with books, because it's taught consumers that many of the things people liked best about physical bookstores could be reproduced online, often algorithmically. I wish I had a dollar for the number of memoirs I've read about readers and their relationship to particular (often independent) booksellers. They often wax nostalgic for how their favorite bookseller just seemed to know which books would most interest them. Well, along comes Amazon, which can perform more or less the same service but without direct human intervention. That may be a drawback for some, but many people avoid buying books about sensitive issues -- say, sex, mental illness, or divorce -- for precisely that reason. What Amazon has done so successfully is to create a bookselling environment that mimics most of the strengths of traditional bookstores while at the same time throwing their many drawbacks -- most of which people just accepted as the status quo -- into sharp relief. Oh...and Amazon is always open.

I don't have any grand prognostications about the future place of bookstores, beyond wanting to sound a note of caution about Amazon. It wasn't all that long ago that Amazon deleted pirated copies of George Orwell's 1984 from its customers' Kindles. Can you imagine another (physical) bookseller breaking into your house in the middle of the night to reclaim a pirated copy of a book you'd just legally purchased? Amazon says it will never do something like this again, but because every Kindle is "tethered" to the company, it will always possess the capacity to do so. Similarly, that Amazon accidentally de-listed gay and lesbian themed books from its product catalog a few years ago, re-indexing them as pornography, tells you something about the delicacy of its computer systems. What are the implications of delegating the curatorial work of culture to databases and computer algorithms? That's a question I'm pursuing in my current book project, on the topic of "algorithmic culture," and have posted about at length over on my Late Age of Print blog.

When you ask about "a fundamental shift in the place of bookstores in our lives," these are the types of questions that arise for me. And they're not exactly the kinds of questions we've had to ask about bookstores in the past.

You see the introduction of the ISBN code as a key moment in transforming our contemporary relations with books. What led to this innovation and what impact did it have?

I had the good fortune of receiving a very positive review of The Late Age of Print when it first came out, in UK's Guardian newspaper. The reviewer admiringly called me a "distribution nerd" because of my enthusiastic discussion of the ISBN. I haven't lost any of that exuberance, as you and your readers are about to discover!

The ISBN is a simple, elegant, and effective code, one that tells you just how wired the book industry is. In fact, it's one of the things that tells you that book publishing was among the first wired industries, period, despite the fact that people tend to think about it as behind-the-times.

Basically, in the 1960s, a British bookselling chain confronted a practical problem: how to inventory all of its books and coordinate stock among its numerous stores? The company's management team studied the issue and later convinced a trade organization to agree to a book coding standard -- what was called the "Standard Book Number," or SBN, later to be known as the ISBN when it was adopted internationally. Originally it was 10 digits long; in recent years it's grown to 13 digits. With this you can electronically communicate a book's language or country of origin, as well as its publisher, title, edition, and binding. That's an astonishing amount of information to convey in such a tiny amount of space.

I see the development of the ISBN as a technological counterpart to advertising, public relations, and other types of "ideological" work that the culture industries routinely engage in. So much of the story of popular culture in the United States in the 20th century focuses on how "captains of consciousness" -- people like Bernays and others -- helped to square capitalist production and consumption through their work. And yet, their work would have amounted to little had there not also been an adequate infrastructure in place for book publishing and other industries to coordinate the distribution of their products. It's much sexier to talk about "swaying the masses" than it is to discuss product coding, and yet the latter is no less significant to the story of popular culture than is the former.

You discuss the debates around the contribution of Oprah's Book Club to contemporary print culture, but now, Oprah is off the air. To what degree was the impact of this institution linked to the nature of broadcasting? Could Oprah's book club have functioned the same way in a digital environment? If not, what kinds of digital practice might be encouraging people to read more rather than less (as seems to be the fear of many cybercritics)?

I really appreciate how you've inflected this question now that "Oprah has left the building," as it were. One of the reasons for the success of Oprah's Book Club was Winfrey's repute and notoriety, but celebrity alone can't explain why a TV personality became such a major force in the book world. One of the claims I make in The Late Age of Print is that Winfrey and her producers cleverly tapped elements of the televisual medium to make the Book Club successful. So, for example, they were sensitive to the seasonal dimensions of television viewing; recommendations for long books tended to coincide with the end of the regular television season in May, thereby giving readers plenty of time to read the selection before the new season of Oprah began in September. Similarly, Oprah Book Club shows were carefully segmented in such a way that even those who hadn't read the latest selection wouldn't feel left out. It was an extremely adept, decade and a half-long example of how to marry books and television, happily.

What the Oprah example suggests, moreover, is that printed books and printed book reading can be encouraged in digital environments given the right type of strategy and, more importantly, the right sensitivities to the affordances of digital media. That's already emerged, in fact, around Goodreads, which is a site combining social networking and online conversation about books. Amazon, too, is experimenting with a social network, its version architected around the Kindle. Readers can opt to share passages they've highlighted in their Kindle books with people who have decided to follow their feeds. You can opt to Tweet those passages, too, complete with ready-made hashtags meant to encourage response.

The intention seems to be to virtualize and deterritorialize the traditional reading group. The question critics are now starting to ask is, can you have a meaningful conversation about a book in settings mediated by hardware, software, and code as opposed to, say, paper and one's living room? These digital systems are still in their infancy, so in my view it's too early to tell. Having said that, I don't see why, perforce, you cannot have a deep and intelligent discussion about books online, even in installments of 140 characters or less.

Given the centrality of Harry Potter as a case study in the book, I wondered what you thought the Pottermore announcement suggests about the ways that, as you write, "printed books and electronic media can complement each other"?

The Pottermore site, J. K. Rowling's new digital hub for selling Harry Potter e-books, encouraging fan involvement, and promoting Harry Potter more generally is probably the biggest thing to happen with the boy wizard since I published The Late Age of Print. And, sure enough, it does certainly suggest the complementarity of atoms and bits, paper and pixels.

Having said that, Pottermore also seems to me to point to something even more interesting: Rowling's desire to maintain what you might call "end-to-end" control of the Harry Potter franchise. She's been deeply involved in the production of the film adaptations, even going as far as to have Steven Spielberg removed early on in the process because he wanted to Americanize the stories (for example, by transforming Hogwarts School of Witchcraft and Wizardry into "Hogwarts High"). She's also active in policing Harry Potter copyrights, trademarks, and related indicia, something the Harry Potter Lexicon copyright infringement case from a few years ago made clear. Moreover, until Pottermore, Rowling refused to make e-editions of the Harry Potter series available, fearing for the ease with which digital copies not in her immediate control might end up being pirated. (A footnote: I find it naive to think that anyone can control a digital copy of anything, even if it's digitally rights managed. When I worked at a hardware store in high school, my boss was fond of saying, "locks are for honest people.")

What Pottermore tells me, then, is that Rowling aspires to become book publishing's equivalent to Apple Computer -- something she's quite well positioned to do. And, as with Apple, that type of end-to-end control will undoubtedly have its plusses and minuses, its benefits and frustrations; you get a great product, but it's significantly on another's terms.

Your Harry Potter case study is very much about "piracy," the creation and circulation of unauthorized versions of the book in the developing world, yet many of my readers are also interested in fan fiction as the unauthorized expansion of the Harry Potter universe by its fans. How does this kind of publishing fit within the book's discussion of print culture practices?

Piracy is an issue with a tremendous amount of gray area, one that too often gets presented as if it were simply black and white. Whenever we want to talk about piracy, I believe we need to imagine it as existing along a continuum that includes, at minimum:

1) officially authorized derivative works (e.g., the various novels in the Star Wars series sanctioned by George Lucas);

2) officially tolerated derivative works (e.g., unauthorized vanilla fan fiction that adheres closely to existing narrative universes);

3) possibly tolerated derivative works (e.g., unauthorized fan fiction that pushes the boundaries of or even departs from the standard narrative universe, as in the re-narrating of Harry Potter and Ron's Weasley's relationship as homosexual); and

4) allegedly infringing derivative works (e.g., unauthorized materials that are usually intended to be sold commercially, as in The Harry Potter Lexicon, the Russian Tanya Grotter books, etc.).

What this means, ostensibly, is that almost anyone whose creative work piggybacks on that of another is a pirate, at least to greater and lesser degrees. I realize that's a controversial claim, but at some level it gets at the nature of the creative process, which is all about marshaling and remixing existing cultural resources. That's also in part why, for instance, J. K. Rowling herself has been accused multiple times of plagiarism and copyright infringement, the Willy the Wizard suit being the most recent example. However fresh and captivating her stories undoubtedly are, they nonetheless draw on some of the deepest resources of Western culture, including the narrative of the hero's quest, the genre of the British boarding school novel, and much, much more. (The fact that Rowling has deep, deep pockets is also a major factor here -- let's be clear.)

One of the things that most intrigues me in talking to the students of my "Cultures of Books and Reading" course, where we read my Harry Potter chapter from The Late Age of Print, is the tension that exists between categories (2) and (4), above. I'm always fascinated to hear my students debate where they think the line should be drawn in terms of what constitutes illicit (piratical) appropriation. Most are generally okay with officially authorized derivative works. Some, however, become very upset at works that end up in category (4), even as they admit to being readers and sometimes producers of fan fiction, typically of category (2) and on rarer occasion, number (3). I'm not sure how to reconcile this tension other than to point out that many have framed the piracy issue as a clash between "powerful" and "grassroots" media producers. But there is also significant tension that exists among the grassroots -- which is to say nothing of all of the suits and countersuits that routinely occur among the big media producers.

The bottom line for me, then, is to begin thinking more deliberately about the ways in which law and legal concerns increasingly mediate people's experiences of culture -- this alongside the work you've done in terms of identifying the frameworks that fans and even more pedestrian consumers use to judge the legitimacy of particular cultural goods.

Ted Striphas is Associate Professor in the Department of Communication & Culture, Indiana University and book review editor of the journal Cultural Studies. He research and teaching interests include media history, the digital humanities, and the future of scholarly communication. He blogs about books and digital culture at The Late Age of Print. You can also find him on Twitter: @striphas.

The Past and Future Histories of Books: An Interview with Ted Striphas

Ted Striphas's The Late Age of Print will change how you think about books. Most of the ways we've been taught literature seek to make the print medium itself disappear. We are left thinking about the text as pure expression removed from the material conditions by which it is produced, distributed, and consumed. There is, to be sure, a strong history of work on the history of print and of books, but it still remains highly likely that you can get through most high school and college Literature classes and never really engage with books on that level. Yet, the prospect of delivering these texts through some other medium -- digital, perhaps -- may make many of us passionate defenders of the book as a vehicle for communicating knowledge, as a medium which shapes our experience of reading. So, that's where Striphas starts, with the recurring anxiety that books and book culture may be endangered, but he does not stop there, taking us deep into the history of book stores, book publishing, even the routing process by which books reach consumers. And the result is utterly fascinating.

I had a chance to meet Ted Striphas, who is a professor at Indiana University, when I gave a lecture at Bloomington this past fall, and there we hatched a plan to bring an interview about his book about books to this blog. Throughout this conversation, Striphas gives us a sense of print -- not as a medium at risk, but certainly as a medium in transition.

You titled your book "the Late Age of Print" and your book begins by looking critically at some of the claims being made right now that print culture is in crisis or in active decline. What do you think such writers get right? What do they get wrong?

First, Henry, let me thank you for kindly inviting me for an interview on your blog. What a delight to dialogue with you.

One of the principal claims we hear reiterated about books is how electronic media are, for lack of a better word, their competitors. First it was radio, then it was television, and now it's the internet, video games, and other digital technologies: they're slowly siphoning off the audience for books because of their flash, interactivity, and verve -- or at least that's the story. The upshot is that electronic media are causing books and book reading a slow and agonizing death. This is basically the conclusion that the National Endowment for the Arts reached in its widely cited report from 2004, "Reading at Risk," although similar claims had been made countless times before then in a host of venues.

What the alarmists get right is an appreciation for how books exist within a densely packed media sphere, where more and more media seem to vie for our attention each day. Unfortunately, they tend to glance over just how complex this relationality actually is. Pick up a paperback book and turn it over. What do you see? Endorsements, a summary, maybe a few words telling the bookseller where the volume ought to be shelved. Now look closer, to the part of the book you're not supposed to focus on: the International Standard Book Number (ISBN) and Universal Product Code (UPC). These machine codes tell us that the distribution, selling, and ultimately consumption of books all rely significantly on digital technologies. In other words, the very technologies that are supposedly killing off books also facilitate their consumption. That's a fact that most traditional bibliophiles have yet to work through.

Was print culture ever stable in the sense that these writers seem to imply?

Never. In fact, the claims you've asked me about follow in a long line of fears about new technologies edging out the old, either in terms of the technologies themselves or the capacities they're purported to encourage in human beings. Plato bemoaned the technology of writing for making us stupid, because he saw it as an enfeebling prosthetic for our memories. Rousseau said almost exactly the same thing 2500 years later. During the first century of print, scribes bemoaned printed books for being devoid of the mark of the human hand, suggesting that they were existentially inferior to manuscripts as a result. Ditto Martin Heidegger, who made a similar claim in reference to the typewriter in his lectures on Parmenides.

One of my favorite examples, though, comes from a Massachusetts librarian named J. M. Hubbard, who, in 1884, had this to say about popular novels: "This...is our danger in this day of public libraries and cheap literature, that the mental strength of our youth will be weakened through...too much reading of a multitude of books." In other words, it wasn't all that long ago that the very media form we now hold up as sacred -- printed books, or at least a particular genre of them -- was the one being accused of diminishing young people's moral and intellectual wellbeing.

The book historian Elizabeth Eisenstein probably said it best in an essay of hers appearing in The American Scholar called "The End of the Book?": "Premature obituaries on...the end of the book are themselves testimony to long-enduring habits of mind. In the very act of heralding the dawn of a new age with the advent of new media, contemporary analysts continue to bear witness, however inadvertently, to the ineluctable persistence of the past." In other words, the feeling of crisis you've pointed to may well be the only constant in the history of books.

A key theme for you is the "everydayness of books," the ways that they have become incorporated into familiar routines and patterns of our lives. Why is this stress on the "ordinary" so important to your analysis?

One of the questions I ask in The Late Age of Print is: how did books become a prevalent-to-the-point-of-being-banal part of people's lives? This strikes me as a crucial starting point, because it compels us to think about the myriad ways in which books have been incorporated into people's daily routines beyond, say, the reading of them in literature classes. So much of what we know -- or think we know -- about books is premised on a model of literary education from the 20th century, where people are expected to pore over words and interpret them for meaning, symbolism, artistry, and so forth. That's all well and good, but what else do people do with books? I have a bunch of books right now propping up a damaged bookcase. What does that tell you about the uses of books? In the 1970s, Barnes & Noble operated a bargain-basement store called the "Sale Annex," where customers could purchase books by the pound. Were they actually reading them? Maybe. More than likely, though, they were buying them in bulk to fill up what would otherwise be empty bookshelf space.

The point of thinking about the "ordinariness" or "everydayness" of books is to expand our understandings of what books, as cultural artifacts, are or actually do. They're literary objects, to be sure, but they're also space-fillers, positional goods, tools (ever killed a bug with a book?), and more. Unless you start from the everydayness of books, you're apt to write a one-dimensional history of a technologically and culturally complex object.

On a more intellectual-historical note, the concern for "ordinariness" derives from my interest in the work of the cultural studies scholar Raymond Williams. His essay from 1958, "Culture is Ordinary," is one of the key theoretical touchstones of The Late Age of Print and indeed of my larger body of scholarly work.

At San Diego Comic-Con last year, there was a panel on "Comics Without Borders." In years past, this title might have refered to the transgressiveness of underground comics, but this year, it refered to the anxiety caused by the closing of a major book store chain and what that means for the comics industry's hopes for more mainstream (non-speciality shop) distribution. This is one of the biggest changes since you wrote the book. How has the collapse of Borders impacted American book culture?

It's difficult to be sure, since it's only about a year since Borders filed for Chapter 11 bankruptcy protection, following a year or two of shuttering unprofitable stores. Having said that, there's at least one immediate effect that's clear: more than 500 retail book superstores disappeared from the American landscape within the space of about two years. That's more than 12 million square feet of bookstore space, to put it in another perspective. What that also means, following the closure of many independent bookstores in the late 1990s and early 2000s, is that there are now just two major players on the bookselling scene: Barnes & Noble and Amazon.com (although we shouldn't forget the so-called "non-book outlets" where printed books are also sold, e.g., pharmacies, discount department stores, etc.). This winnowing is alarming, if for no other reason than it suggests something of a return to the era of mass culture, at least where books are concerned. Together, Barnes & Noble and Amazon possess unparalleled leverage in terms of book distribution and selling, which means they can place extraordinary pressure on publishers to do their bidding.

The collapse of Borders was also something of a wake-up call in terms of getting the book business to begin thinking seriously about the long term viability of its mainstay, printed books. The latter are cumbersome, consuming lots of space and natural resources -- all very costly on a number of levels. And in this, publishers, distributors, and others were reminded of the collapse of two comparable institutions: Tower Records, once an icon of super-sized music selling and now a mere memory, a casualty of (among other things) the explosive rise of digital music in the early 2000s; and Blockbuster Video, whose stores once dotted almost every suburban landscape. Many in the book industry now seem convinced that "efficiency" and "competitiveness" can only mean "digital," a message Amazon in particular is only too happy to reinforce.

I'm not sure this is the absolutely correct conclusion, however, and I think Barnes & Noble may be right in terms of hedging its bets. The company has decided to pursue an aggressive digital strategy while maintaining a more traditional paper artifact/physical bookstore approach. Borders' woes, though related to the rise of digital books, had much more to do with years of mismanagement, including a string of ineffective CEOs who knew next to nothing about books and how to sell them. Again, it's not entirely clear whether digital and paper media are sworn enemies, and whether, then, the new must drive out the old.

Your book mentions several times the crisis in publishing experienced in the early 1930s. What can we learn about today's anxieties around print by looking at this earlier transitional moment? How did the book industry respond to that crisis?

The crisis in books of the 1930s was precipitated largely by the 1929 stock market crash and subsequent Great Depression. With millions out of work and with less disposable income, the book business suffered, as did most major industries of the time. The downturn forced the book industry to get really creative in its approach to promoting books and reading. For instance, a group of New York publishers began working with the public relations guru Edward L. Bernays, who concocted a clever scheme designed to stigmatize people who loaned their books out to friends -- a practice that must have become all the more commonplace given the economic conditions of the time. Bernays organized a contest in which the readers of several major New York City papers were asked create a neologism -- a put-down, really -- to describe people who, in passing on their books, were depriving authors and publishers of sorely needed sales and thus furthering the Depression. The winning entry was "book sneak," and though it never really made it into the American English lexicon, it's nonetheless a fitting reminder of the indirect -- you might even say backhanded -- ways one might promote book buying.

Bookselling isn't experiencing a complete slump today, although the current economic downturn has affected it negatively, to be sure. And as I mentioned before, many publishers now seem to think that a digital strategy will be the turnkey solution to all their problems. To me this demonstrates unimaginative thinking, as the Bernays example shows. Why not encourage home builders to install bookshelves in new homes, as Bernays also did? Why not try to figure out how to connect books better with readers, as Oprah Winfrey did? Apropos, one of the most interesting things Winfrey did through her Book Club was to avoid reinforcing the longstanding distinction between fiction and non-fiction, which seemed irrelevant to many of her viewers. Still, book publishers persist in categorizing and marketing books in this way, because, in their view, these categories are sacrosanct. All that to say, book publishers and book sellers need to question everything they think they know about the book business, beyond the very obvious distinctions to be made between atoms and bits.

You cite a cartoon from The Chronicle of Higher Education which said "the problem with e-books is that they are e-books." Why do so many intellectuals seem to have a problem with the idea of e-books? What do current sales patterns around the Kindle and the Nook suggest about the future impact of digital technology on books?

I have to confess to being one of those intellectuals who has a problem reading e-books. I'm not a fan, although having forced myself recently to read the Kindle editions of Group Genius: The Creative Power of Collaboration; Moneyball: The Art of Winning and Unfair Game; and the Walter Isaacson biography, Steve Jobs, I'm becoming more comfortable than I once was.

For me, the resistance to e-books (and I don't think, as a humanities scholar, I'm alone in this) has everything to do with the intensive way in which I interact with paper books. I underline and takes notes on key passages as I go. You can do that on a Kindle, but you cannot then do what I also do: create an alternative index based on my idiosyncratic trajectory through the book; separate my "brainstorms" from my bootstrap index and marginal notes; and start an additional list of notes in some other location of the text for purposes of, say, leading a class discussion.

The more e-books I read, the more I begin to realize that: (1) Kindles, Nooks, and other e-reading devices are engineered around a conception of what the book industry calls the "general reader"; and (2) academic readers -- especially those of us in the humanities -- are atypical in terms of the ways we read and relate to texts. What that also tells me is that we're still very much in a "one-size-fits-all" phase for e-books. Their growth has been explosive in recent years (assuming we believe Amazon's many unverified claims), but, truth be told, at this point e-book sales have nowhere else to go but up. Eventually the adoption of e-readers will reach some type of limit, which is going to leave companies like Amazon, Barnes & Noble (assuming it survives), Apple, and others scrambling to find new, more specialized markets (Apple may already be doing this through its recent iTextbooks initiative). Maybe then e-readers will become even more full-featured and better able to accommodate the needs of weird readers like me.

Ted Striphas is Associate Professor in the Department of Communication & Culture, Indiana University and book review editor of the journal Cultural Studies. He research and teaching interests include media history, the digital humanities, and the future of scholarly communication. He blogs about books and digital culture at The Late Age of Print. You can also find him on Twitter: @striphas.

What We've Learned About Games and Learning: An Interview with Kurt Squire (Part Three)

In the book, you discuss, in relation to Montessori Schools, the concept of "normalization," to explain why some learning environments support students in their natural desires to learn. Yet, implicit in that critique is the recognition that some of this desire to learn has been trained out of the current generation of students through standardized testing and other familiar schooling practices. Given this, what steps would we need to take to create a mind-set among students which would allow them to fully benefit from the kinds of playful, participatory and passion-based modes of learning you describe in the book?

Absolutely. In writing the book, I became captured by how profound this idea is that learning should involve a cycle in which people 1) develop an interest or curiosity, 2) engage in activity to satiate that curiosity (usually developing skills in doing so) and then 3) wrap up and reflect upon that work. For Dr. Montessori, that was the core "game play cycle" of learning, and it works for me. To really embrace this, we'd have to acknowledge that any time you're learning something "for school" or "for a test" it's arguable whether or not you're learning.

As an example, James Wertsch did some excellent studies around the fall of the Soviet Union in which he asked if History had to be believed to be understood. Wertsch was interested in to what extent Estonians "bought" the history of the Soviet Union that they had been taught along side their own family histories. It turns out that Estonians didn't fully resist Soviet sponsored history but didn't entirely buy it either.

And that's a good metaphor for what happens in school. Studies of students' experience in history, chemistry or physics reveals that they can parrot back what they're supposed to know pretty well (more or less), but only when we're truly engaged does it make a change upon us as people. Restated, learners (perhaps adaptively) don't always make themselves available to being changed by formal schooling.

Playful, participatory learning to me does a lot of things. Play, as Eric Zimmerman describes, often times involves an invitation to come and try on a new mode of being. It suggests a mutually agreed upon suspension of disbelief. Participatory culture involves a commitment that if you invest in this activity, you can and should have opportunities to shape its outcomes, including the rules by which it operates.

To make this vision a reality, I think we need to acknowledge that learning requires something like Mimi Ito's cycle of hanging out, messing around and geeking out. We need spaces in which there is low stakes involvement in new ways of being, and then clear trajectories toward becoming fully functioning participants. I don't think it's feasible to reorganize schools tomorrow by this logic by any stretch. However, we can use the edges of the system (summer school, extended school days) to introduce spaces for hanging out and then (ideally) use more formal, organized periods for geeking out.

All of this involves the assumption that learners are autonomous, sense making agents who organically seek out learning experiences, though.

When people talk about bringing games into the classroom, they often act as if there were only one kind of game. Yet, throughout the book, you are attentive to the issue of genre, both in terms of the affordances of different kinds of games for teaching different kinds of content, and in terms of different kinds of gamers having preference for different kinds of game play experiences. How central do you think issue of genre should be to discussions of games-based learning?

One of the first questions I remember asking you, Henry, when I got to MIT was about genres. Educators are not trained to think about genres. Social scientists tend to think about stable lists of features inherent to fixed categories. Genres, in contrast, are historically contextualized and serve as one mechanisms to organize communication across cycles of production and consumption. Without them, we have only horrible art film that no one understands or cares about unless they are paid to do so. Genres also embody crystallized patterns of story, character, interaction and so on that are known to work which provide designers springboards to work from. Hopefully I didn't bastardize your position too much.

Educators designing games need to understand and use genre in very specific ways. Educators struggle with the fact that our audiences have differential experiences with game genres. As an example, I can't assume that every student in a class has played First Person Shooters and intuitively understand the genre's controls or tropes (such as move through spaces to clear it of enemies). If you've never done it, it's fun to sit down with someone new to a genre and watch them puzzle through the most basic of ideas (why can I interact with one object but not another?). Genre knowledge is a bizarre and interesting thing, and it makes you re-realize one more reason people enjoy parody.

As the lead of a design shop, we use genre all the time in very strategic ways. For example, we're currently working on a game about stem cells that we hope will some day teach most every adult the basic concepts of what stem cells are (and are not) and how they might contribute to a science of regenerative medicine. Our designers, Mike Beall and Ted Lauterbach had this brilliant insight that you could build a game around stem cells through "virtual life mechanisms" represented through a Bejeweled type interface (see figure 1).

Building on Bejeweled bought us a lot of things for free. If you see this interface, already you know that you're going to be manipulating symbols that might interact with one another toward building an overarching pattern. This is a form of computer interaction that 10,000,000s of people know about. We can use it to communicate ideas, much as documentarians use the mystery genre to tell stories in history or science.

Other times, we want to be in the business of inventing new genres. Trails Forward is a game that tries to take the rhythm and timing of fantasy sports, as well as sense of playing with reality, and create a new genre of "real life data prognostication" (or something like that). Basically, we're experimenting with the idea that the world is full of data that makes an excellent game board. There should be game experiences we can build by giving people compelling choices on top of these data systems, and then as researchers we should be able to study what they do.

We'll see how it works, but both examples capture the idea that you always design in terms of genre, but sometimes you're trying to reach a goal (reach a lot of users, sell a lot of games) which requires using well understood genre conventions, and other times, you're trying to innovate which means building on genres but also being open to new ideas.

In terms of building teams, I think it's crucial to have people who share a common love for certain genres but who secondarily are well versed across them. Games borrow across genres so rapidly and productively that you can't afford to have a group locked into one.

Your phrase, "replaying history," is interesting because it implies both reimagining the past through "what if" scenarios and it also implies replaying the game, changing variables, and seeing how they impact the outcome. Both seem to have been part of the practice when you brought Civilization 3 into a world history classroom. Both imply an understanding of history as a process, a logic, a system, rather than as a body of content. How does this relate to current understandings of how history should be taught?

Current thoughts on History tend to focus on moving away from names and dates and toward understanding history as cycles of interacting systems. Definitely history as a process (and, geography as well) are key to how people think about it in those domains. My own thinking with Civ is colored by the idea that world history is a unique challenge in that the world across 6000 years not bounded by nation states requires letting go of organizing categories, which isn't easy to do.

One key difference may be that history as a field is very wedded to the concept of narrative. History through games involves narratives but not in the same ways. Some of the most interesting work in history seeks to use tools like AR engines to get kids playing and building historical games.

One common concern about bringing games into the classroom is that they are still heavily gendered outside of school with boys more likely to be heavy gamers. What insights has your research brought us into the different experiences of girls and boys working with games-based learning?

So far, our research has shown that consistent with broader research in education, games themselves aren't as important (as a medium) as the content of the games. Meaning, building a game that involves non-obviously stereotyped genders in which players use science to make a difference in the world tends to increase girls self efficacy. For example, we built a game in which players are doctors analyzing CT scans to help patients. In our studies, girls began with lower self efficacy than boys but after playing the game, passed them along several measures. These results match results others in science education in which teaching science in the service of helping others tends to promotes girls' development. (Oddly, we also found that girls did better with Supercharged).

So far, counterintuitively we're seeing that games tend to work better for girls, compared to boys.

One thing I'm reminded of as we do these studies is that school, as a game, really stinks for girls (especially in middle school). The classes we observed with Supercharged involved girls mostly trying not to stand out during class discussions for fear of being branded a nerd. Games disrupted this to the point where they were able to participate along new lines in which they were much less at risk for being socially ostracized.

As I look at games and education for girls, I'm much less struck by how this medium will systematically exclude girls and much more by how gender in our schools advantages and disadvantages boys and girls in different ways at different periods in time. I'm especially concerned with the plight of low income boys (including whites) who construct identities entirely oppositional to schooling and how games could be a route to re-engage them. Poor boys (including whites) aren't especially beloved in this society, and reports abound at how they are gumming up principal offices and sucking up teacher time through behavioral issues.

Games offer an opportunity to speak to each of these populations and potentially tailor learning experiences to each. We're a long way from getting there, but disruptive technologies like the iPhone, iPad and disruptive forces like iTunes suggest that the predominant order of schooling could change sooner rather than later.

Kurt Squire is an Associate Professor of Digital Media in Curriculum & Instruction at the University of Wisconsin-Madison and Interim Director of the Education Research Integration Area at the Wisconsin Institutes for Discovery. He is the author of over 75 workson digital media and education and most recently Video Games & Learning: Teaching and Participatory Culture in the Digital Age.

What We've Learned About Games and Learning: An Interview with Kurt Squire (Part Two)

In the design world, "fail and fail often" has become a mantra. What were some of the most instructive failures you experienced working on the first phases of the Games to Teach project and how did they inform later developments in games-based learning?

Oh, there are so many. I have to start with Supercharged, though, which I still get requests for to this day (and the longer it sits, the better it becomes in my memory). We de-emphasized art production and style prioritizing the real-time simulation, for reasons including too few artists at MIT, the fact that scientists didn't really care if it looked good but did care if it was an accurate simulation, and funders' interest in having a fully 3D game. We could -- and probably should -- have prototyped much more in 2D and put the story and fiction through more cycles of refinement.

The biggest failure, though, is that we weren't up front enough about these limitations and failures. The nature of academics (in this area, at this time) required foregrounding successes (which we had). I wish, though, we had been more candid about our failures and implored our colleagues not to make the same mistakes we did.

This is one area I gain inspiration from the game developer's community. It's not uncommon to see a game developer throw down at GDC and challenge designers to stop making the same mistakes. In fact, they create a space for it through sessions such as the game designer's rants. I can easily imagine Harvey Smith or Eric Zimmerman threatening to disown any colleagues who repeated their mistakes. We don't have any space for that.

A few things we did right: Offering a suite of games instead of "one game to rule them all". Mapping out genres and affordances. Using academics as a chance to explore concepts like Augmented Reality. Experimenting with commercial game engines and tools like Neverwinter Nights to understand their potential for education. In retrospect, I wish we would have been even more daring. The work on Environmental Detectives has blossomed to the point where there's now a Spanish class at the University of New Mexico that uses iPods to get kids in their community learning Spanish, and there's a direct line between a conversation between Eric Klopfer, Walter Holland, and Philip Tan at MIT and a classroom full of kids who realize that they can learn Spanish by becoming actively engaged in Spanish speaking neighborhoods, and that's pretty cool.

Throughout the book, you address the constant push for "evidence" that games-based learning works and for measures to assess participatory culture's value in the classroom. What is the current state of our knowledge about the success of such practices? What criteria should we use to evaluate the kinds of projects and programs you are describing?

The current state of the evidence is that we've privileged certain questions (i.e. "Is this working to meet educators' learning goals) over basic questions such as "Is this a good game, when judged by the standards of participatory culture?" We haven't had, that I'm aware of, an educational game that has inspired fan fiction, for example. We need to stop evaluating games primarily by evidence for learning gains along relatively constrained measures and develop more robust measures to understand whether games are inspiring interest in target domains, connecting learners to new social networks, or leading them to produce things.

These critiques aren't wholly new, but I think as educational researchers, we may have copped out on answering these questions. It's easy to blame No Child Left Behind or even Race to the Top, but the real challenge and opportunity is to design a game that might, say, connect youth to more wide reaching social networks and then to empirically demonstrate how a game succeeds in doing so. (Fortunately, the geographically-based nature of school districting and "sequestering" model of educational assessment ensures that schools will look relatively weak as comparisons).

I want to see mechanisms for measuring if playing an educational game inspires youth to create a work of fiction, a film, or build a game. We need to develop longitudinal research programs that analyze youth development over time and begin to model how youth who participate in such a game playing (and production) network differ from those in more traditional environments. This means getting beyond statistical models borrowed from agriculture (which involve simple causality), and looking more broadly toward areas like data mining or machine learning. These kinds of analyses happen now in marketing through sites like Facebook; let's hope it finds its way to education.

Early in the book, you cite Will Wright as saying that anyone who wants to design an educational game should "start with systems." What do you see as the value of games for teaching systems-thinking and why is this approach so central for redesigning American education?

Most games can be productively understood as simulations -- representations that seek to depict systems evolving over time. It's one thing that games (especially Will's) do that other media do less well. Even relatively linear fighting games include fighting "systems" that must be mastered to excel. You might argue that even adventure games -- the most linear of games -- require players to take a step back and to understand the game as a system in order to succeed.

The importance of systems understanding is something near and dear to me personally. My own undergraduate education was in Interdisciplinary Studies, and my course work involved studying natural and social phenomena as systems rather than as discreet disciplines. The world itself does not naturally occur by disciplines, which is something I think we often forget the longer we live with categories such as biology, chemistry and so on. Research on the cutting edge of each of these disciplines crosses over into others as we try to understand phenomena.

The global challenges we face today -- from global warming to poverty to the Middle East -- won't be solved by single solutions. The painfully simple, yet still instructive September 12th game arguing that a war that kills innocent civilians only breeds new terrorists is a good example of something games do more easily than other representational systems.

We have to guard against fetishizing systems thinking, I think, just as we need to guard against computational, design, logical, procedural, metacognitive, or critical thinking, all of which at one point or another were offered as "the new Latin" (or the new Algebra, or more recently Logo). There is no panacea, but there certainly are models of thinking that are of increased importance in today's work. So far, none of these ideas has itself cured the world's problems. We might also go too far in dismissing how Latin / Algebra / Logo may not have solved all of society's ills, but they can be robust ways of thinking (or toolsets) that people employ. I've met many people who trace their love of language to an inspiring Latin teacher or their love of programming to Logo. But I digress.

As you note, many teachers express concern that games are not "perfect simulations," that there are built in biases in the ways they represent the world. How valid is this concern?

I don't see this as a valid concern, any more than the concern that a book would have authorial bias or that a filmmaker would employ a frame. We need more, not less critical understanding of how particular media shape the kinds of messages they tend to produce (to paraphrase McLuhan). I'd rather see a teacher use a horribly biased game and use it as a springboard for conversation than to treat a text as the ultimate authority.

You advocate passion-based learning, such as that which surrounds games, yet, as you note, many educators insist that learning is a discipline and that students should value learning for learning's sake. How can we resolve this disagreement about the role of pleasure and personal interest in schooling?

My wife, Constance Steinkuehler likes to distinguish between "learning for learning's sake" and "learning the things that I want you to learn for learning's sake". Meaning that when pushed, even the most liberal educator who wants to inspire a love of learning may not be entirely comfortable with a student who loves learning about monster trucks or bow hunting. Indeed, it's hard to separate the ideal of learning for the intrinsic value of learning from the content itself.

For example, the scientists I've met working at the Wisconsin Institutes for Discovery, for example, tend to describe their work in terms of a passion for understanding the universe, or even unraveling the mystery of how stem cells form IPS cells and then somehow know how to self-organize into tissue and organs. They don't, however, spend a lot of time talking about learning for learning's sake although many (not all) come across as genuinely inquisitive.

So, we have evidence that most people will throw themselves into passion-based learning, whether it's a passion for bow hunting or a passion for writing fan fiction around The Gilmore Girls, which schools usually don't recognize. We have a set of values that are recognized in formal schooling, although it often doesn't match up well with what people in the world care about.

I like the idea of promoting genuine inquisitiveness as a value (or passion) that schools should produce. I can't think of any better way to kill inquisitiveness than No Child Left Behind, which depending on the day, I might chalk up to being an unfortunate consequence of that legislation or a designed attempt to stifle independent thought.

Either way, we need to acknowledge that most people organically develop passions for things. These passions may not be the same that parents, teachers, or society might want them to have. Liberals like me tend to offload this concern toward a general "love of learning" without really considering that there are certain things we "want" them to love or develop passions for. I think we'd be much better off if we did, and asked, "What kind of a curriculum would truly inspire a love for history, biological systems, or an inquisitiveness toward the world?".

To borrow a page from James Paul Gee (and yourself Henry), we do (in America at least, I think) have an uneasy relationship with pleasure, particularly with kids. Perhaps it's our Puritanical roots, but Americans seem peculiarly suspicious of pleasure, which in most cases I've studied, is wrapped up in learning (as is perhaps pain). Pleasure is often something to be denied (especially so for women, who are socialized to care for others before themselves). One of my favorite political thinkers, Al Giordano often challenges his (very liberal) readers to fully embrace pleasure, and you can almost see them wince at this challenge to simply do things that make them happy. Fortunately, Henry, this isn't a quality I associate with you.

Kurt Squire is an Associate Professor of Digital Media in Curriculum & Instruction at the University of Wisconsin-Madison and Interim Director of the Education Research Integration Area at the Wisconsin Institutes for Discovery. He is the author of over 75 workson digital media and education and most recently Video Games & Learning: Teaching and Participatory Culture in the Digital Age.

What We've Learned About Games and Learning: An Interview with Kurt Squire (Part One)

In his new book, Video Games and Learning: Teaching and Participatory Culture in the Digital Age, which is one part memoir, one part research report, Kurt Squire -- now one of the country's top researchers on games, learning, and society -- tells the story of how we met. Squire, then a young graduate student from Indiana University, working on games-based learning, "crashed" a salon I was hosting at the Game Designer's Conference, and struck up conversations with Will Wright, Brenda Laurel, Randy Heinrichs, and Warren Spector. Over the course of one heady evening, he demonstrated to all of us that he was someone who was on the cutting edge of thinking about the challenges and opportunities of bringing games into the classroom. We met at the right moment, because back at MIT, we were launching Games to Teach, a Microsoft-funded initiative to explore what kinds of games for what kinds of subjects might have an impact on American education. Half way through the night, I went up to Alex Chisholm, the red-haired wonder who was my primary advisor in those days, to ask "Who is that guy?" and by the end of the night, Alex came to me to suggest we seriously hire him to be the research director for our serious games initiative. To this day, I think we all hold up that night as an illustration of the importance of seizing every opportunity that presents itself and being ready when there's an opening in the conversation to share what you know.

In this book, Squire recounts his own remarkable history at the intersection of games and learning, going back to when being an expert player of Pirates! bailed him out of a tough spot in a history class, through the work he did at MIT as the driving force behind Games to Teach, through his projects at the University of Wisconsin-Madison, where he helped to establish the Games, Learning, and Society conference, now the keystone event in the movement to explore the many different models for how what we learn through games might be brought into formal education.

The Games to Teach Project started with the idea of developing conceptual prototypes for a wide range of different kinds of games which might be pedagogically valuable, exploring different disciplines, different game genres, different contexts where gaming could be deployed. We wanted to jump start the conversation. At the time, the models for learning games seem impoverished, and we thought if we could create vivid "thought experiments" that might inspired people to start building actual learning games. As it happened, when we were done mocking up screen shots and developing design documents for these imaginary games, they were so vivid that people found the documentation on line and tried to order the games for their classes. Moreover, the game designs were so forward thinking that we still get such requests, although fewer of them, down to the present day.

The thinking became so vivid for all of us that Microsoft was soon pushing us to build actual games -- not part of the original grants as written - and giddy with excitement, we tried to build some stuff despite not really having at the time the full technical capacity to create what we envisioned. As a result, we built two (barely) playable games -- Supercharged!, which was focused on electromagnetism, and Revolution, which was focused on Colonial Williamsburg.

The efforts at MIT evolved into the Education Arcade, which has now succeeded in completing games like Labrynth which is very much out in the world, under the direction of Eric Klopfer and Scot Osterweill. And Alex Chisholm is one of the leaders of the Learning Games Network, a non-profit organization that aims to support innovation in the design and use of games for learning. Another book about a subsequent Education Arcade venture, iQue, will be appearing later this year.

Squire's book, Video Games and Learning, is incredibly engaging and enlightening -- both in terms of its account of how games-based learning took shape as a paradigm in American education (the guy has a knack for being at the right spot at the right time and pushing things forward) and about why and how games might inform a shift in how we think about the learning process. If you've been wondering what all the fuss about games is about, the book is for you, but I have to say, as someone who has been invested in this space for more than a decade, there was much that I also learned by reading through this book (even about our own projects!)

In the following interview, which I plan to run over three installments, Squire explores what we have learned across the past decade plus of research, what the current state of the field is, and where the next phases of development may lie. As always, Squire is bold, original, provocative, but also deeply grounded in both gaming culture and educational research.

Throughout the book, you draw on your own experiences as a gamer, designer, and teacher to help construct your arguments. In what ways has your approach been informed by being part of the first generation to grow up playing Super Mario Brothers? Will the views of teachers and parents towards games shift as more and more of them also played games in their youth (if not now)?

Thanks again for inviting me to do the interview, Henry. That intermingling of gamer/ designer/ teacher was indeed deliberate, somewhat stolen from you.

It remains to be seen how the Nintendo generation ultimately will react, but my suspicion is that the overall constraints of schooling select out people interested in promoting participatory learning from the teaching profession, with the exception of select mavericks. The evidence so far (consistent with other research on teacher practices) suggests that many teachers initially teach the ways that they themselves were taught. The surveys we've done reveal that it's a unique breed who enters the teaching profession straight out of school. If you like computers, mobile devices, or social networking, it's often times the last place you go. Those who enter and stick with the profession often times align with the values of schooling as it exists.

There are these windows of time for those who make it past that 3-5 year window where we find teachers who are incredibly creative and do wonderful things with games that surpass anything I'd ever do. We worked with Tina Kurz and teachers in Oconomowoc Wisconsin who, for example, took our stock "game curriculum" and built an entire course around kids building games for mobile devices based on their local community. Jeremiah McCall has a wonderful book, Gaming the Past that is the clearest discussion of how to teach with games that I've seen. A team of teachers and principals here in Madison recently took a games course and redesigned their school to be all about place-based inquiry -- not turning it into a school about games -- but rather remaking their school to be both responsive to local needs and the broader reality of participatory digital culture.

One interesting historical footnote (I think) is that many of us exploring games and learning actually were raised with Atari, and then after the crash in the 1980s, moved to the Commodore, Apple, or other computers, when there were no more games available. Computer gaming post Atari (which Steven Kent covered nicely in The First Quarter, featured an organic oscillation between game play and game creation as we bought books teaching us to program games in BASIC and then modified them to do more interesting things. Alex Games and I wrote about this in "History of Computer Games in Education" and tried to capture how during that brief window, games for learning existed and thrived, but more importantly, digital gaming had this real sense of tinkering associated with it. I think a lot of people who have used games for learning actually came from that era, and it provides a good template for both thinking about consumption and production as well as authentic participation.

The logic of the book follows the shift in the field of games-based learning from designing games for use in school (or bringing existing games into the classroom, as you have done with the Civilization series) to developing games-based literacies which encourage kids to think of themselves as designers. What do you see as the advantages and disadvantages of each approach? Can you explain some of the factors which led to this shift in emphasis?

One advantage to teaching with games that already exist is that creating a fun, engaging game is no easy task, and when you work with an existing game, you (should) have something that is capable of developing and sustaining interest. Many good teachers actually use this as their starting spot: Give me a good engaging game that is about the content and I'll create the contexts to help kids go beyond the game.

The down side is that few games are connected well to particular theories of learning or pedagogical goals in a domain, so it's actually a lot of work for teachers. Something Jeremiah McCall does, which I like, is to treat games as interpretations that students are challenged to critique. This move immediately positions students as critical consumers of information and opens the door to design, which is just brilliant. Many of us hope, though, that some day a suite of games will capture the intrinsically interesting aspects of academically valued domains and / or require thinking in those domains to play them well right out of the box, which requires a mature field of educational games.

One of the interesting historical tensions, I think, is that in the learning sciences, there's an inclination to design learning interventions based on theory as a way to test that theory (see Ann Brown's excellent work on design research), but relatively little explicit value for elegant design. No one design necessarily flows logically from theory, and good designs often have connections to multiple theories. I think James Paul Gee's work does a nice job of demonstrating how good commercial games can be understood through a variety of lenses (to pick up on Jesse Schell's metaphor of lenses). Most games even use Skinnerian reinforcement schedules in the service of more intrinsically driven learning, which suggests how what works in the wild may actually be captured by quite a few theories of learning.

Through our work on the Games to Teach project, we were among the first to map what games-based learning could look like. What do you see as the biggest changes in the space of games and education over the past decade plus since we did our initial prototypes? Why do you think we still have so few functional models of what games that teach look like, despite the enormous interest which has been focused around this topic at both games and learning science conferences?

Now we have multiple groups that take for granted that we should design educational games in direct conversation with entertainment games. Many educational games employ entertainment games tools, build on entertainment game design processes, and seek to map game mechanics on to ways of thinking. Although none of them have been a runaway hit, we can point to games like Resilient Planet, Labyrinth, Game Star Mechanic, Kodu, iCivics, Dimenxian Algebra, Surge, and Cosmos Chaos (to name a few) are all legitimate learning games and operating in this space. We're way beyond Reader Rabbit.

We also understand games as media much better now. In 2002, Salen & Zimmerman's Rules of Play was just coming out, as was Gee's influential book. More recently, papers like the Mechanics, Dynamics, Aesthetics framework or books like Jesse Schell's Game Lenses and Traci Fullerton's Game Design Workshop have advanced how with analyze and build games. We now have designers in the field who read these works as high school students and undergrads.

The big challenge though is that we still underestimate design and aesthetics. Too few educational designers do what The Education Arcade did and brought someone like Scot Osterweil into a design team so that you have talented game designers, educators, and pedagogical experts working side by side. Many funders would considering it "wasting money" to invest in such talent. On a basic level, University HR, which has to approve such hires, often times will reject such a hire because it doesn't fit their models of academic staff. Further, the funding mechanisms for games research systematically devalues design expertise, treating design as an afterthought, existing only to serve the research.

We also don't invest in groups enough over time, instead treating projects as one offs. We need groups (and communities) to work collaboratively over time to build on ideas, test them, iterate and improve upon them and then release them to the public. As an example, there is a constellation of ideas around role playing to learn science where you can trace a real intellectual lineage connecting Chris Dede's River City, Sasha Barab's Quest Atlantis, Eric Klopfer's role playing games, Filament Games' Resilient Planet, and then our game Citizen Science, which is a collaboration with Filament. (Note that those project each involve dozens of people and are far from solo efforts). There's a model of civic engagement through multiplayer role playing games just waiting to be scooped up by industry, once the market is there.

Educators / Academics also don't understand the importance of what many in the industry call polish. What constitutes "good enough" for most educators wouldn't cut mustard in the competitive marketplace of entertainment games. Grant funding and the academic research enterprise systematically pushes against creating anything with polish (grants notoriously promise too much and are given too little, and then are asked to skimp on design and not cut corners on research).

I think that educators also systematically undervalue art and aesthetics. Educators (especially academics) most often thrive in text-driven cultures and rarely equipped to understand -- let alone build -- visual and interactive media. The approach I'm pursuing now is to really invest heavily in Art Production and Aesthetics, taking these ideas very seriously and seeing if we can't brand our lab for creating games that don't skimp on either of these areas. Whether it pays off remains to be seen.

Kurt Squire is an Associate Professor of Digital Media in Curriculum & Instruction at the University of Wisconsin-Madison and Interim Director of the Education Research Integration Area at the Wisconsin Institutes for Discovery. He is the author of over 75 workson digital media and education and most recently Video Games & Learning: Teaching and Participatory Culture in the Digital Age.

Inventing the Digital Medium: An Interview with Janet Murray (Part Three)

You suggest a broad range of design fields as important for addressing the core properties of digital media. I know you've thought a lot about the process of educating designers. Do you imagine expanding the curriculum so that all designers know at least something of these various fields or do you imagine building multidisciplinarity into the design process through collaboration across various expertise?

I do think that designers should know about all the contributory fields - such as visual design, human computer interaction, industrial design, computer science, media studies. These fields overlap one another and each one is already drawing on multiple other disciplines, so even those with a more narrow training have had some exposure to other disciplines. For me, the key thing is that we should understand design as a collective process of inventing a common medium - that all of these practices should be seen as contributing to a common design palette of conventions that are available for use by any application. For example, we can't think of information design as separate from game design, because game mechanics can be very useful in explaining complex systems, and information visualization can be very useful in offering an overview of a complex multiplayer world. The more we think of every artifact we make as occupying this larger potential design space, the more strategies we have at our disposal for making expressive, coherent digital artifacts.

But we need a way to unify these different approaches, which is why I suggest that we think of the digital medium as having four characteristic affordances (the procedural, participatory, encyclopedic, and spatial) so that we can understand the role of each of these contributory disciplines in helping us to maximize these affordances.

Of course curriculum decisions are always influenced by local configurations - by what departments are more open to change or to collaboration within any particular university. Digital Media is being taught in many departments, and degree programs are proliferating so rapidly that we seem to have a new faculty ad to post to our PhD students every day. My hope is that Inventing the Medium will make it possible for more people to teach digital media design from a wider range of disciplines. I'm hoping that humanities and arts faculty will be able to introduce the technical issues using the book, and that computer science and engineering departments will be able to use it to integrate media-oriented design questions into their teaching. And I've made an extensive Glossary in order to encourage professionals from varying disciplinary backgrounds to share a design vocabulary.

You write that "media expand the scope of our shared attention." Yet, the issue of attention remains a central one for critics of digital media. What relationship do you see between this idea of "shared attention" and the competing claims by Steven Johnson that "Everything Bad is Good For Us" and Nicholas Carr that "Google is Making Us Stupid"?

I think that Steven Johnson is right - more complex storytelling (as in the change in serial drama that he charts in that book) makes us smarter. And I see the digital medium as supporting more complex cognitive forms, not only story-telling forms, but also representations of the world as replayable simulated systems, so that we can look at how the same situation can be configured in multiple different ways, or how multiple causes can contribute to a single event. I thank that Nicholas Carr and other dystopian chroniclers of the digital era are correct in identifying the distracting effect of information overload, but they mistake the immediate situation for something that is intrinsic to digital culture. Right now, we have a growth in the quantity and variety of information that we can encode and deliver - a big growth spurt in inscription and transmission - but a lag in the conventions of representation that make information coherent. Google is making us much smarter in exactly the way that external media representation has always made us smarter: the new encyclopedic affordances of the digital medium lets us offload information that we no longer need to carry in memory, and to share information with one another that we no longer need specialists or personal contact to access. Google makes all this encyclopedic information retrieval on demand. Of course it is not as refined as we need it to be, but it has already made it orders of magnitude easier to find an address, identify an author, check on professional affiliations, etc. So it is absurd to say that internet resources reduce our ability to focus.

Now, it may be the case that people are less patient with self-indulgent prose, that people are less willing to submit to the long-winded authorial voice, to enter the trance of reading a longer work. But in some cases that may mean that we can convey the same information in more concise terms. For example, I needed to express the argument for Inventing the Medium in book form, but now that I have laid it out, I would love to make an ebook that segmented the same information in smaller chunks and allowed for multiple navigational paths.

Your book makes a strong case for medium specificity, critiquing the over-reliance on "inherited structures" from "legacy media." Yet, others have made the argument for media impurity, seeing real value in the cross-polination of different traditions and practices. And in your earlier work, you often saw such borrowings as necessary to help people make the transition into a new medium. So, how might designers think about when elements borrowed from other media are enabling or retarding the growth of digital culture?

Borrowing is a necessary feature of design. But designers should be aware of the provenance, the origins, of design features and think about the function they serve separately from the medium in which they live. For example the front page of a newspaper and the headlines on the page are very useful conventions for conveying a common understanding of what is news in a short time. But the sound bite and display behind the news anchor, the scrolling headlines at the bottom of the screen, the magazine cover, are similar conventions, and they all relate to the core cultural task of taking in diverse summary information in an efficient manner. If we are making a news site for the web, or for a mobile device, or for some future platform that operates from a chip in the corner of special glasses, we would have to think about the purpose served by the aggregation of headlines on the front page, and consider what we want to merely borrow the legacy conventions (or the web conventions when they become digital legacy) and what we will need to reinvent.

I don't believe that the digital medium is wholly new and separate from cultural history--quite the contrary. But I do see the need for designers to borrow, invent, and refine the appropriate conventions of the new medium in a way that is mindful of how earlier customs reflect earlier limitations (such as column size and page size and the fixity of paper) that we need not reproduce.

You focus here primarily on the work of designers. But, as you know, the digital has brought about a more participatory culture where lots of everyday people are designing and producing media. How do their "untrained" and "unprofessional" design decisions contribute to the process of inventing the medium?

That is a great question and of course one answer is that I rely on you, Henry, to tell me about that!

But I don't think designers can abdicate responsibility. It is our job to invent the conventions that scaffold popular invention. For example, the status line and hash tag are incredibly powerful organizing conventions, which then make possible the inventive uses (such as professional convention commentary, fan commentary, political organizing, even ironic pseudo-hashtags) that we value on a viral success like Twitter. People need a coherent structure in order to share focused attention and pool their creativity.

Janet H. Murray is an internationally recognized designer and media theorist, and Ivan Allen College Dean's Professor of Digital Media at Georgia Tech where she also directs the Experimental Television Laboratory. She holds a PhD in English from Harvard University and was a pioneer of digital humanities applications at MIT in the 1980s and 1990s, moving to Georgia Tech in 1999, and serving as Director of Graduate Studies in Digital Media from 2000-2010 during which time she led the redesign of the MS curriculum and the founding of one of the first PhDs in the field. She is the author of Hamlet on the Holodeck: The Future of Narrative in Cyberspace (Free Press, 1997; MIT Press 1998), which has been translated into 5 languages, and is widely used as a roadmap to emerging broadband art, information, and entertainment environments, and Inventing the Medium: Principles of Interaction Design as a Cultural Practice (MIT Press, 2011). At Georgia Tech, her interactive design projects include a digital edition of the Warner Brothers classic, Casablanca, funded by NEH and in collaboration with the American Film Institute; the Interactive Toolkit for Engineering LearningProject, funded by NSF; and a series of prototypes for the convergence of television and computation, created in collaboration with PBS, ABC , MTV, Turner, Intel, Alcatel-Lucent, and other networks and media companies. Murray is an emerita Trustee of the AFI and a current board member of the George Foster Peabody Award. In December 2010 Murray was named one of the "Top Ten Brains of the Digital Future" by Prospect Magazine.

Inventing the Digital Medium: An Interview with Janet Murray (Part Two)

You describe the digital as still an "immature medium." What would constitute a mature medium and what steps would still need to take place before the digital can reach this state?

Well, movies are a mature medium - we don't think about the devices by which the story is told - the placement of the camera or the acting style: all of that has become conventionalized and made transparent to the viewer and at the same time it affords the practice of virtuosity, of invention of the new within a stable expressive range of conventions.

And some parts of digital expression are more mature than others - web page design is pretty stable for example. But it is easy to think of changes in the inscription or transmission layer that will make current web design obsolete. For example, if 3D screens become the norm we might enter a period of exploring and refining some of the established film techniques - we can see that happening in Scorsese's Hugo for example, but all within the recognizable conventions of a Hollywood movie. But if 3D screens become the norm for interactive environments, then we will have to develop a whole new set of conventions for navigation along the Z axis, and we will see a rearrangement of archives into 3 dimensions (think of the tables of iTunes songs) and this will inevitably make us more eager to use gestural interfaces to reach in and grab things or send them hurtling back and forth. The disruption in inscription of a 3D screen would not just lead to 3D shooter games but to new genres and formats that would organize information and experience in ways that we cannot predict until we start messing with it. So this openness to disruption is a symptom of an immature medium.

What is the case for seeing the computer as a medium as opposed to a delivery mechanism for a wide array of different kinds of media formats and practices?

That is what I asked myself to prove in Chapter 3 of Hamlet on the Holodeck. It is a medium because it has its own affordances, particularly the procedural and participatory affordances that we recognize as "interactivity." But that does not mean that we can't think about videogames as a medium within the larger digital medium, just as newspapers are a medium within the larger print medium.

As McLuhan pointed out, the content of any new medium is an older medium, and Bolter and Grusin are right to call attention to "remediation" as a cultural phenomenon that is always going on: we are always transposing conventions from one medium to another.

But when we treat the computer as merely a wire for sending down packages of video or print in imitation of legacy formats then we are missing out on new expressive opportunities and often reinscribing the limitations of older physical structures.

For someone trying to make money in the short term from legacy properties then creating a DVD of a movie or streaming a TV show or an electronically delivering a PDF of a "book" seems like a win. But designers should think beyond this: they should ask what we are communicating with these legacy formats - what stories we are telling, what concepts we are explaining -- and then consider whether we can serve the same purposes in more powerful ways by drawing on the affordances of computation. For example, maybe it is time to replace all the physics text books with manipulable system models. Or to go back to a project you and I worked on at MIT some years ago, wouldn't it be better to teach film studies in a digital environment where you could access any film at multiple levels of granularity, comparing multiple examples of the wipe or dissolve? If we think about the digital medium as just a way of reinscribing the print-era text-book or other legacy media formats we will deprive ourselves of new strategies for expressing, sharing, and understanding human experience.

Though you write near the end about the importance of creating "more expressive machines," Hamlet on the Holodeck's concern with expression often takes a back seat here to issues of functionality and transparency. Does this suggest that you think the kinds of debates you used to have with Sven Birkerts and others have been resolved? Are you personally less interested today in the issue of whether the digital can be art or literature?

No, I am still interested in art which is one of the primary ways of exploring the expressive qualities of a new medium - of stretching the clay, so to speak -- and there are many expressive examples in the text, such as Camille Utterback's work, which I admire tremendously as well as a section in the last chapter on playfulness as a design strategy.

But the book does engage the nitty gritty conceptual work of shaping something in digital form: how to abstract experience into coherent procedures and structured documents, how to think about loops and metadata as the raw materials for expressive practice. To my mind, you must understand the specific materiality of the medium - the plasticity of code and data structures - in order to exercise creative power as a designer. That doesn't mean that everyone has to write their own code on every project, but you have to understand how to shape the bits in order to have a wide enough understanding of the design space. If you don't understand how code makes meaning then you can't imagine a wide enough range of possibilities to be a strong designer.

As for Sven Birkerts -- I was happy to see him announce that the journal he was editing was moving to the web just a few years after our debate. He was one of the first to express a kind of nostalgia for print, which I can sympathize with - I'm very fond of books and have just written a very fat one. What I still don't sympathize with is the notion that there is a hierarchy of media, so that anything in print is somehow better than anything on TV or in the digital medium. But Sven was very poetic in evoking the joy of print, which people will likely continue to do as we become more aware of media forms because of the changing landscape.

You rather quickly dismiss the concept of "transmedia" or "crossplatform" storytelling from your focus here. Yet, I know you have been working with the American Film Institute on various projects to think about the computer as a "second screen" in relation to film or television. What insights might you be able to share from this work with my readers who are interested in transmedia issues?

My etv group has been an important focus of my own research since I came to Georgia Tech. It assumes a convergence platform that combines everything we love about TV with all the affordances of the digital medium. This is what I predicted in HoH in 1997, and described in chapter 9. The home TV is converging with the computer, the game platform, and the telephone which is now a video telephone. The tablet has become a useful second screen and is very well positioned to replace the remote control. Our prototypes address these possibilities. For example, we assume that TV series are stored in an archive that is navigable across episodes and across series. Then we ask, what kinds of connections will viewers want to make? So we do prototypes that connect two American history documentaries that explore the Cuban Missile Crisis from Castro's perspective and from Kennedy's. Or we show how a long-form story arc, like Graham Yost's masterfully controlled Justified season, can be made clearer to viewers by scene-specific synchronized visualizations that do not distract them from the unfolding story.

I like your categories of transmedia very much and I know the term has been very energizing within the entertainment industry. I particularly like your calling attention to the need for a consistent storyworld across media instantiations. I have picked a friendly quarrel with the term "transmedia" on my blog and I am taking up the same issue in a keynote at Euro iTV next August, calling for a process of "transcending transmedia. " Instead of interactive environments as separate media from television, I want to encourage people to think about more complex storyworlds that integrate the affordances of the digital medium, such as documentaries that are indexed for multiple paths, or dramatic series that come with the ability to follow a single thread across multiple episodes or seasons, or fantasy dramas that support investigation and sharing of clues to mysterious forces without a sense of leaving one medium and entering another one. I'm more interested in the integration because I think that more complex storytelling is a human resource. It holds the power to make us smarter and more empathetic.

In the interest of continuing this "friendly quarrel," let me add a few thoughts about Janet's arguments about "transmedia" as a purely "additive" concept. She is in some senses rehashing arguments she made two decades ago against the concept of "multimedia," which she argued was like "photoplay" a transitional term which described our limited understanding of how media could be integrated together and that as better design principles emerged, we would see a richer deployment of the affordances of the digital, which included new understandings of the properties of once distinct media. I agreed with her then about multimedia, and still do despite the resurgence of the concept as a result of the iPad's appeals to more integrated media experiences (perhaps, a second stage in the integration process). I am less certain that transmedia is a transitory term in this same sense. Here, I see the gaps between media as a feature and not a bug. For me, transmedia is about creating meaningful layers, where much of the pleasure and agency is in making connections across texts and deploying them as resources in an ongoing social conversation. The gaps between different extensions encourage a more active engagement, accounting for the recurring interest in transmedia across the entertainment industry as Hollywood seeks models for what engagement-based content looks like. I do believe we will see more and more integration of the functions of transmedia as more and more content comes to us through digital platforms, but I also think something vital will be lost if all of the content becomes instantly available to us in a more integrated fashion. This is the moment where transmedia changes back into multimedia (which for me is media across multiple modalities but within the same platform). The result will be to make the layered texts associated with transmedia more popularly accessible, but potentially at the expense of the hunting and gathering (not to mention the social exchange and collective interpretation of content) which has made the transmedia model so effective at mobilizing buzz and participation around media properties. Janet anticipated some aspects of transmedia with her discussion in Hamlet on the Holodeck of the notion of "hyperserial." The key concept here is "serial." Transmedia is a kind of seriality. Serial fictions have a distinct aesthetic and economic function, which would not be achieved by simply integrating all of the elements into a mega-text, and I think the kinds of seriality represented by transmedia will have value even when it becomes technically possible to more fully integrate the extensions. My five cents worth.

Inventing the Digital Medium: An Interview with Janet Murray (Part One)

I first met Janet Murray when I arrived at MIT almost 25 years ago. At the time, she was working on her book, Hamlet on the Holodeck: The Future of Narrative in Cyberspace, while I was working on Textual Poachers: Television Fans and Participatory Culture. Murray, along with the members of the Narrative Intelligence Reading Group, was an early guide for me to the emerging realm of digital culture and helped to shape my thinking in ways that I will never be able to fully acknowledge. A few years later, Murray and I worked together, along with Ben Singer and Ellen Draper, to create The Virtual Screening Room, the prototype for a fully interactive digital textbook for studying film analysis. In many ways, what we constructed together using Hypercard was more advanced than anything we've seen so far coming out of the realm of e-books, with hundreds of clips on command from almost as many movies to illustrate core concepts in film editing.

Shortly afterwords, she left MIT for Georgia Tech, while with William Uricchio, I took over the leadership of our newly created Comparative Media Studies Program. We've remained in touch through the years, with Murray always proving to be a wonderful thinking partner, sometimes affirming, sometimes challenging my own thinking, and always overseeing cutting edge projects which stretched the affordances of digital media in the service of expanding human expression or more fully realizing its pedagogical potential. We've both found ourselves under attack for being "narratologists" in the famous "Ludologist" debates, and sharpened our own thinking about games as a medium in the process. I was delighted (well, for many reasons) when the British magazine, Prospect, identified both of us as among the top thinkers for the digital future.

Murray recently released her long-awaited new book, Inventing the Medium: Principals of Interaction Design as a Cultural Practice. On one level, the book is a textbook designed to help designers in training develop a fuller, more robust understanding of digital media, one which builds productively on principles she first outlined in Hamlet on the Holodeck, but which also reflects on the past decade plus of developments as many once cutting edge practices have now become normalized and routinized within digital media. This book captures some of the thinking she did as the chair of her program at Georgia Tech, which remains one of the most forward thinking about new media platforms and practices.

On another level, the book is a theory of media -- especially of media change -- with a strong emphasis on the intersections between technology and culture. I was delightful to see how much more deeply Murray had read and thought about media theory since the first book, and in the process, she is pushing all of us to think more deeply about what it might mean to consider the digital as its own medium rather than as a delivery system for multiple media or what it might mean to think about the local choices made in digital design as contributing to a larger evolution of that medium. Murray's writing has shifted in a more technical direction than her first book, which was very much an argument for why humanists should engage with new media production and critique, but she remains very much a humanist at heart, who sees digital media as making vital contributions to our contemporary culture. Inventing the Medium is an epic accomplishment, one which we will all be mining for years to come.

In this interview, Murray reflects about the larger conceptual framing of the book, what it has to say about the nature of media change and the role of design in constructing contemporary culture. Her thoughtful and engaging responses to my questions should provoke further reflections about the state of the art in digital design.

Your earlier book, Hamlet on the Holodeck, has been described as an experiment in speculative poetics, in that you were reading early signs of what kind of affordances digital media would offer for human expression. Inventing the Medium now has several decades of experiments and innovations to draw on. How did this change the way you approached this project?

When I sat down to write Hamlet on the Holodeck (HoH) I challenged myself to prove what I believed from the day my students at MIT showed me Eliza and Zork - that this was the beginning of a new medium of expression that could be as rich as print or film. To do that, I had to step back and say what were the equivalents of the material affordances that made film a new medium and not just a way of recording plays or acting out novels. So I came up with the formulations in Chapter 3 of HoH which is probably the most widely read part of that book - that the equivalent of cutting the film and changing the focus of the lens, etc. for cinema was the procedural, participatory, encyclopedic, and spatial affordances of the computer as a medium of representation.

At that point my interest was just in talking about these 4 properties as affordances for storytelling, but it immediately became clear to me in my work as an interaction designer, leading educational computing and (what would now be called) "digital humanities" projects that talking about these affordances and the aesthetics of interactivity and immersion that come out of them was a great way of focusing design teams and conceptualizing key design choices.

So the new book picks up that focus on the design process itself, and it looks beyond narrative to see the design of any digital artifact - any device, web page, app, archive, based on electronic bits and running code - as part of a common enterprise that I call "Inventing the Medium."

So the new book grows out of the previous one, but it also reflects the very different experience I've had since moving to Georgia Tech in 1999 where I served as Director of Graduate Studies (2000-2010) and where I established and continue to teach courses in interaction design, game design as a cultural practice,,and interactive television for students go on to work for all the major players in digital media from Apple and Ideo to Disney Imagineering, Electronic Arts, and Zinga, to Turner Broadcasting, Showtime, DirectTV, and AOL to Google, Amazon, and IBM and so on. Working in this community of diverse creative abilities, brought me much closer to the concrete design challenges of commercial world than my work at MIT. And my contact with all those companies, as well as my work with the American Film Institute as a Mentor and Trustee throughout the heady changes of the 2000s gave me a first-hand look at how productive change can be nurtured or thwarted within a community of practice. . .

So the short answer to your question is, my core ideas from 1997 have proven quite useful despite the profound disruptions and exhilarating inventions of the past 15 years because my experience at MIT from the 1980s through 1990s anticipated a lot of the challenges that hit the wider society later. And the principles I'm always trying to teach my students and that I did my best to put down in Inventing the Medium (ITM) should last over the next several decades of change, because they are not about how to design for any particular platform, but about how to approach the digital design process itself so that decisions you make today will align with the trends of lasting innovation and solutions that you arrive at in the context of today's gizmos can teach you something and inform choices that you will make as a designer in the unknown future environment.

You describe this book as documenting "the collective cultural task of inventing the underlying medium." In what sense is this a cultural as well as a technological project? To what degree do you think designers are aware of their impact on the future of a medium as opposed to the pragmatic issues of designing an App?

In my own teaching I encourage designers to have a kind of double consciousness, sort of short-term and long-term. The short-term consciousness involves serving the immediate users - and the more specifically we can think about them the better - and honoring the constraints of the immediate task, which can mean using a specific platform or limiting functionality in some way. But another part of their mind has to be fixed on the horizon, on the immediate work as part of a larger cultural task, that draws on media conventions from the past that have made for coherent communication, and that creates a foundation of conventions that will make for ever greater coherence going forward.

I have identified design in this book as a cultural project but I think there can be a whole bookshelf or Kindle folder full of books elaborating on that idea, and taking other aspects of our understanding of human culture as starting points for understanding digital design. For me, the key cultural task is the creation of media conventions - the equivalent of the headline, the byline, the chapter division, the cinematic establishing shot or 180 degree rule - the organizing conventions that allow us to build greater complexity and expressivity into the rituals by which we share our understanding of the world and our empathy for one another.

The cultural task I have in mind is meaning-making. I think this is the same task that babies undertake and early humans must have undertaken in clapping hands in imitation of one another, in pointing to something to direct attention to it, in intentionally clapping hands in synchrony with another person. These are the the radical cultural primitives, and language, drawing, writing, print, photography, and now computation are all ways of expanding our ability to clap, to point, to think together and synchronize our minds and our behaviors.

You draw on some of the same core concepts here as in Hamlet on the Holodeck. Which ones have had to be rethought the most to reflect the actual changes which have taken place?

Well if I were writing HoH again I would have to make changes, and I intend to do something like that for my next book - sort of a Return to the Holodeck (!) But Inventing the Medium is really a matter of taking the same ideas deeper, and so I see it as continuous with HoH.. The main change is that just as I had to think deeply about the affordances of the medium for HoH in order to think about interactive storytelling as a special case of digital affordances, for ITM which focuses on digital affordances as the basis of a design process, I had to think much more deeply about what a medium is. In HoH I took "medium" for granted. For ITM I had to think about whether what I was claiming about a medium was true for other media. I actually had another 50,000 words about this that I had to cut out and condense into parts of the Introduction, Chapter 1, and the last chapter on the Game Model, because it slowed down the main argument about design too much to go into it. But I am writing more about that in other places. I gave a talk about it for the MECCSA in the UK and I'm going to be writing that up for an article in Convergence.

I have two main insights about what a medium is that I can state briefly here. One is that any medium is composed of three parts: Inscription, transmission, and representation. (I define all this in the book and summarize it in the Glossary which is also reproduced on my blog ) . The other is that the most productive paradigm for designers in thinking about a medium, to my mind, is the paradigm of focused attention.

And actually this paradigm, come to think of it, came indirectly from one of the most dramatic reactions to HoH, which was the hostility (which you received as well) from the ludologists who were trying to set off a place for Game Studies separate from what they thought of as the "hegemony" of "narratology." I found it very useful to my thinking that they foregrounded games as its own communicative and representational genre. This led me to think about the place of games in human culture, and I realized in reading Michael Tomasello and Merlyn Donald, neither of whom talk about games explicitly, that the experience of focused attention and "theory of mind" that the cognitive folks think of as distinguishing us from our primate cousins, is really the pleasure we find in synchronizing our behavior with one another - which is the essence of games.

For me it was a particularly illuminating moment when I read in Merlyn Donald's work the statement of how much human culture could accomplish without first inventing language. This was amazing to me as a hyperverbal person of course. But then it was illuminating to my thinking about what a medium is. And it led me to think of focused attention as the key to the design of a new medium.

Janet H. Murray is an internationally recognized designer and media theorist, and Ivan Allen College Dean's Professor of Digital Media at Georgia Tech where she also directs the Experimental Television Laboratory. She holds a PhD in English from Harvard University and was a pioneer of digital humanities applications at MIT in the 1980s and 1990s, moving to Georgia Tech in 1999, and serving as Director of Graduate Studies in Digital Media from 2000-2010 during which time she led the redesign of the MS curriculum and the founding of one of the first PhDs in the field. She is the author of Hamlet on the Holodeck: The Future of Narrative in Cyberspace (Free Press, 1997; MIT Press 1998), which has been translated into 5 languages, and is widely used as a roadmap to emerging broadband art, information, and entertainment environments, and Inventing the Medium: Principles of Interaction Design as a Cultural Practice (MIT Press, 2011). At Georgia Tech, her interactive design projects include a digital edition of the Warner Brothers classic, Casablanca, funded by NEH and in collaboration with the American Film Institute; the Interactive Toolkit for Engineering LearningProject, funded by NSF; and a series of prototypes for the convergence of television and computation, created in collaboration with PBS, ABC , MTV, Turner, Intel, Alcatel-Lucent, and other networks and media companies. Murray is an emerita Trustee of the AFI and a current board member of the George Foster Peabody Award. In December 2010 Murray was named one of the "Top Ten Brains of the Digital Future" by Prospect Magazine.

Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part Three)

Becky, you looked at Harry Potter fan culture as part of your involvement in the Digital Youth Project. What insights did you gain there about fandom as a site of informal learning and how did they feed into this current project about Harry Potter in schools?

The research I did with Potter fans for the Digital Youth Project focused on understanding interest-driven participation and was primarily concerned with media makers--podcasters, fan fiction writers, artists, and so on. Key to the way we on the Digital Youth Project understood interest-driven participation was an element of independence from school curricula or conventional status hierarchies; the practices we examined were things that young people seemed to pick up on their own rather than embarking on them as part of a class project or because of shared interests with friends from school or their neighborhoods. (Of course, we found that interests rarely develop completely independently. There is usually a person/persons or shared experience that kick-starts interest-driven participation.)

Working with fans was an amazing experience and extremely helpful for understanding learning in "informal" sites. I put "informal" in quotes here because one of the most interesting things I found working with fans was just how much organization, dedication, and expertise go into fans' practices. The rules and hierarchies of fandom are different from those that dominate school or the paid workforce--in general, more inclusive, less concerned with traditional markers of status (like age), and a bit more flexible--but I they certainly have a structure and logic to them. Some of the teens I interviewed in my research spent as much time producing podcasts, maintaining websites, or writing as they would if it were a full-time job. Others balanced Potter activities with others at school, such as working on the yearbook or school newspaper, mixing and matching the practices and skills involved in each activity to create their own style of production.

My fandom research fed into Teaching Harry Potter in a number of ways. Most importantly, it's how Cathy and I met and became colleagues and friends! (We just happened to sit next to each other at the closing feast at E7--a Potter camp for families we describe in the book--and, as they say, the rest is history.) Beyond that, having seen numerous, diverse examples of rich learning and motivation for participation emerging around the Potter series helped me better understand and describe what was (and what could be) happening in schools. As readers will see in our chapters on technology and "imagining more," we believe that learners (regardless of the setting) have specific needs and rights that can be addressed through thoughtful, careful resourcing and approaches to teaching and learning. Further, we believe that civic participation and a commitment to social justice are essential to meaningful learning and participation--something we learned from our friends at the Harry Potter Alliance and various Wizard Rockers. (More on that in a minute.)

One of the challenges I faced in shifting my focus to the school based research was not setting up a dichotomy of interest-driven fan practices versus what was happening in classrooms. Certainly, the students in Andrew, Allegra, and Sandra's classrooms had a different kind of shared reading experience than did many of the fans I worked with, one that was not independent from school but rather prompted and scaffolded by their teachers and shared with their classmates through specific assignments and classroom activities. This doesn't mean that it was inferior to what the fans were doing--just different. As we worked on Teaching Harry Potter, I think I came to a better understanding of how powerful school experiences can be for introducing and supporting interests on one hand--and just how treacherous it can be for teachers and students alike if schools do not allow for experiences that can lead to exploring deep interests.

You close the book by imagining what a more perfect school structure would look like and what it would mean in the lives of the kids you studied. Can you share some of that vision?

We use the image of the Mirror of Erised--the powerful magical mirror that allows one to see his/her deepest desires--to frame our discussion of what public education could (and should) look like. Although multiple reveals from the Mirror are not canon, we take four glimpses into the mirror to see the following things:

Expert teachers engaged as leaders and trusted professionals: as the featured teachers' stories reflect, opportunities to exercise agency, make decisions about curriculum, and be creative in one's teaching are not always available to teachers. In our ideal vision of schooling, this situation would be different and teachers would be not only allowed to teach in the ways they feel are best for their students, but encouraged and supported in doing so.

Universal access to technology and new media learning tools: in the book, we described some of the ways that schools use educational media and technology as similar to using the Polyjuice Potion--using technology to disguise bad pedagogy, resulting in those technologies being used in insignificant and spurious ways. Instead of continuing to "Polyjuice" technology and new media, we'd like to see schools learn how to adopt and integrate them in ways that support robust, student-driven learning.

Emphasis on Experiential, Student- Driven Learning: We want to see students and teachers working side-by-side on projects that matter to them. As we mentioned earlier, there is a strong social justice component to the Potter series that has been picked up by various groups within the fandom, the Harry Potter Alliance in particular. The HPA is a great example of experiential learning, as its campaigns focus on getting young people out into the world to enact change. While we recognize that not every student nor every teacher will have the same commitment to social justice, we value the notion of experiential learning--whether that is in relation to world events or mathematics--and wish for more equitable access to such experiences.

Authentic Tasks as the Central Form of Student--and Teacher--Assessment: in our final look in the Mirror, we see one outcome of the above-mentioned emphasis on experiential learning--an educational system that does not rely on standardized assessment and scripted curriculums. Instead, both teachers and students are assessed in ways that are sensitive to their particular needs and that encourage confidence in future practice.

These four elements are certainly not the only positive changes we can imagine for schools, but they represent a significant start. They also represent a turn toward a more caring, trusting, and loving educational system. After all, it is the power of love, not magic, that is the most important lesson Harry has taught us.

Catherine Belcher works with LA's Promise, a nonprofit organization focused on improving schools and empowering neighborhoods in South Los Angeles. She currently serves as the Director of Teaching and Learning at West Adams Preparatory High School. She earned her Ph.D. from the School of Education at the University of Pennsylvania in 2006, where her work focused on Latino educational history and language access. She then served as a new teacher supervisor at St. Joe's University in Philadelphia and as an Assistant Professor in the School of Education at Loyola Marymount University. A lifelong educator, Catherine taught social studies at both the secondary and middle school levels, and has served as a mentor, lead teacher, and curriculum designer. She has presented on the use of Harry Potter in educational spaces at several conferences, including Enlightening 2007, Azkatraz (2009), Infinitus (2010) and NAMLE (2011). Catherine lives in LA with her husband and 11 year old daughter, a Potter aficionado in her own right who proudly displays the Ravenclaw banner in her room, although some days she joins her mom in the Gryffindor common room so they can talk books and dare each other to try eating the grey Bertie Botts Beans.

Becky Herr-Stephenson is a media researcher focused on teaching and learning with popular culture and technology. She earned her Ph.D. from the Annenberg School for Communication at the University of Southern California in 2008. She has been a part of several organizations and projects aimed at informing and inciting innovation in education, including the Digital Media and Learning Hub within the Humanities Research Institute at UC Irvine and the Joan Ganz Cooney Center at Sesame Workshop. Currently, she is working as a Research Associate with the Annenberg Innovation Lab through a partnership between USC and the Cooney Center. She is a co-author (with Mizuko Ito and others) of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009, MIT Press). Becky has presented papers on Harry Potter and youth culture at a number of conferences, most recently, Infinitus (2010) and NAMLE (2011). She lives in Los Angeles and is anxiously awaiting the arrival of her first child, who she hopes will be sorted into Ravenclaw (not Slytherin).

Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part Two))

One of your teachers faced pushed back from students that the Harry Potter series were books for white kids. Perhaps many readers are thinking the same thing. Yet your title stresses their value for the "multicultural classroom." So, what do the books offer for children of color? How does this approach to "multiculturalism" differ from approaches which seek to match students with writers from the same ethnic and racial background?

In the book, we talk about what we mean by "multicultural" education (all the students and teachers in Teaching Harry Potter are of color and therefore bicultural, meaning they negotiate their home and school cultures on a daily basis) and what we believe, and have seen, the Potter books contribute to the educational process within these settings. The first thing we question is the idea that the "whiteness" of the books negates their use in multicultural classrooms. The nature of the books themselves - their complexity and Rowling's willingness to take on difficult and contemporary issues such as racism, genocide, classism, and difference - make them uniquely valuable, and each of the three teachers illustrate this to great effect in their accounts.

We discuss three features that make the Potter books central to the teachers in our book: Harry's status as a "newcomer" to the Wizarding world - to which Sandra's largely immigrant students relate, a normalization of difference - utilized to great effect by Allegra with her special education students, and the opportunity for multiple interpretations of the text - particularly useful for Andrew's students, but employed by all three teachers. Again, teacher capacity and quality are paramount here. We're looking beyond a base reading of the text; the quality of the approach, interaction and reading experience makes all the difference. One can certainly read Harry Potter simply as a book about white kids in an English boarding school. None of the Teaching Harry Potter teachers took that route - which one might call the dark and easy path. Instead, they challenged their students to use Harry Potter to help them tackle difficult social topics and academic exercises, and to do this with the belief that there was definitely something in Harry's story they could use to help them grow as learners and people.

It's also important to note that we firmly believe in access to literature from multiple arenas; classics and books reflecting a diversity of authors, including those matching the students' background, are vitally important for young readers. But access to a particularly valuable popular work like Harry Potter is important because of its accessibility and all it has to offer. On another level, it is also important because so many white, middle to upper middle class kids DO have ample access to Potter and other popular series at home and at school. In many ways, building students' reading confidence, helping them discover that yes, they too can tackle a book of this length or "that style," whether they end up feeling it is ultimately for them or not, is the most valuable accomplishment.

What's striking about the teacher stories running through the book is the degree to which each adopted their instruction to the particular needs of their students, finding the Harry Potter books to be a highly flexible resource in that regard. How does this customization and remixing process differ from the standard ways that schools are thinking about curriculum in this age of No Child Left Behind?

Finding space for customizing/remixing curriculum was one of the biggest challenges the teachers in our book faced. By not following the standardized curriculum, they were doing something subversive--and, as their stories reflect, they often had trouble getting support from administration and colleagues. Despite the challenges they faced, however, each of the teachers featured in the book did a beautiful job of adapting Potter for their classrooms. Whether we are talking about Sandra, who read the book in Spanish with her ELL students, Allegra, who used the audio books to support her special education students' particular needs for reading support, or Andrew, who approached the book as an accessible gateway to challenging AP content, it is clear in each teacher's story that the needs of her/his students were primary influences on the decisions made around reading the books. In talking with the participating teachers, it seems that the rich stories in the Potter books provided unique opportunities for discussion, analysis, and connection with students' lives. Moreover, just the experience of reading an entire popular book together--as opposed to the excerpts and readers associated with the standardized curriculum--appears to have offered opportunities for deep, meaningful learning.

This kind of responsive teaching is radically different from the standardized curricula commonly found in schools, not because teachers prefer standardization (although some certainly must), but because standardization is thought to be more efficient and its results more easily measurable. As we discuss in more detail in the book, most current policy initiatives reward efficiency and demand accountability--and neither reward nor require responsiveness, flexibility, or creativity. All of this adds up to a demoralizing and frustrating culture for teaching in which teachers' expertise is put to the side in favor of standardized content and methods. Fortunately, the teachers featured in Teaching Harry Potter pushed back hard against these negative forces, instead focusing on how they could provide meaningful learning opportunities for all of their students, even when reading Potter meant working around (and/or subverting) the prescribed reading curriculum--and taking considerable criticism from colleagues and supervisors for doing so.

While each teacher had his/her own approaches to customizing the reading/learning experience, Allegra's story stands out as particularly salient to the topic of adaptation/remixing. A creative and dedicated teacher, Allegra wanted to support her students' developing reading skills and practices and felt that multimedia tools like the series' audio books could supplement the instruction and assistance she could provide for students one-on-one as well as to the class as a whole. As they worked through the first Potter book, Allegra's students moved fluidly between the printed text and multimedia by reading along with the audio books. The highly-engaging audio books provided students with a model for fluent reading as well as created a situation in which students could focus more attention on listening to and comprehending the story rather than struggling to decode every word themselves.

Allegra's story also stands out in relation to adaptation because Allegra was working with special education students. As discussed in Allegra's chapter, Harry Potter is a great book series for use in special education for a number of reasons, a key one being the prominence of "difference" as a theme in the series. All Hogwarts students are special in that they have magical abilities; some (like Neville) require more support for learning than others (like Hermione), and others (like Harry) seem to benefit from an alternative, customized curriculum. As Allegra notes in her chapter, seeing varied, positive representations of difference was beneficial to her students.

Harry Potter's status in the literary canon is still being debated and many teachers may see it as "mere popular culture" and not sufficiently literary to bring into school. Given the choices they face in schools with a diminishing focus on reading in any form, what's the case for why we should teach Harry Potter and not say Animal Farm?

Why not both? Granted, the limitations you speak of do exist and districts, schools and teachers must make increasingly difficult decisions about what to include, there are creative ways to include popular books in the curriculum. Andrew, who is the high school AP English teacher in our book, never actually reads complete Potter books with his students. Instead, he uses key excerpts from both the books and the movies to support teaching particular literary aspects. In using these regularly, his students gain a sense of the stories and many end up reading the books on their own. Sandra does read one book a year with her students, but it takes a great deal of planning to make it work, including framing her rationale for using the books. The key for all three of the teachers in our book is a set of very clear goals for their students around using Harry Potter. They don't just read Harry Potter because it's fun or the teachers like the books.

Each teacher uses the texts or movies to teach specific points in the curriculum, encourage habits of mind, or build stamina around reading. All three share the goal of building their students' confidence as readers; because Harry is accessible and also smartly written (it links to so many literary traditions, for example) each teacher uses it to catch his/her students by surprise - eventually each class realizes they've engaged the story, understand it, can connect it to other stories and text, and can discuss its merits and/or weaknesses, in many cases using high level academic language, as in the case of Andrew's AP English class. His students would certainly be primed to critically examine Animal Farm, for example. They hold a "literary confidence" not necessarily present previous to discussing/analyzing Potter.

The debate around including popular texts in school curriculum will certainly remain a constant, especially since debates around which "classics" to include in English courses seems never ending. But there is certainly a current wave of coolness around reading - prompted by Potter and sustained by such series as The Hunger Games - that if recognized, harnessed, and used could serve to help students connect to the "classic" texts that have actually influenced a great deal of popular works.

How do we measure the success of these teachers' attempts to use Harry Potter to engage with their students? And why do you think that school systems are so slow to recognize and reward this kind of success?

Measuring teacher success - successful teaching - is probably the biggest educational debate right now. The growth over time data we talked about above is one example of how teachers are increasingly measured by one of the few types of hard data that are produced by teachers and schools en masse. Otherwise, the criteria for "success" becomes more objective and therefore difficult to define and evaluate in large numbers. In the book, we include a list of 9 "shared commonalities" - characteristics the Teaching Harry Potter teachers hold in common that we believe serve as the basis for (and evidence of) their success. One of these does include standardized test scores, but that serves more as one criteria, not the central identifiable aspect of the teachers' success. To our mind, these commonalities are identifiable and clearly contribute to student success. However, we spent time talking with the teachers, getting to know their philosophy and role in their respective schools. It took time to identify the roots of their success, something schools and districts don't have a lot of to work with.

We also hold a particular view of what it means to be a successful teacher. For example, we believe popular culture and media are valuable in school and consider wise and appropriate use of them with students a mark of great teaching. Many would disagree, however. We could spend a long time arguing our point, which we've done, actually, and still not have any kind of consensus on the issue, let alone on how to measure what using popular culture successfully would look like. This is one of the major obstacles faced by each of the teachers in our book, they had to constantly justify their use of Harry Potter books and media and in some cases were actually allowed to use the books because of their successful testing records. So, in the end reading Harry Potter with one's students became the reward for the kind of "success" that could be easily and "objectively" measured - and that's where school districts and policy makers live right now.

Catherine Belcher works with LA's Promise, a nonprofit organization focused on improving schools and empowering neighborhoods in South Los Angeles. She currently serves as the Director of Teaching and Learning at West Adams Preparatory High School. She earned her Ph.D. from the School of Education at the University of Pennsylvania in 2006, where her work focused on Latino educational history and language access. She then served as a new teacher supervisor at St. Joe's University in Philadelphia and as an Assistant Professor in the School of Education at Loyola Marymount University. A lifelong educator, Catherine taught social studies at both the secondary and middle school levels, and has served as a mentor, lead teacher, and curriculum designer. She has presented on the use of Harry Potter in educational spaces at several conferences, including Enlightening 2007, Azkatraz (2009), Infinitus (2010) and NAMLE (2011). Catherine lives in LA with her husband and 11 year old daughter, a Potter aficionado in her own right who proudly displays the Ravenclaw banner in her room, although some days she joins her mom in the Gryffindor common room so they can talk books and dare each other to try eating the grey Bertie Botts Beans.

Becky Herr-Stephenson is a media researcher focused on teaching and learning with popular culture and technology. She earned her Ph.D. from the Annenberg School for Communication at the University of Southern California in 2008. She has been a part of several organizations and projects aimed at informing and inciting innovation in education, including the Digital Media and Learning Hub within the Humanities Research Institute at UC Irvine and the Joan Ganz Cooney Center at Sesame Workshop. Currently, she is working as a Research Associate with the Annenberg Innovation Lab through a partnership between USC and the Cooney Center. She is a co-author (with Mizuko Ito and others) of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009, MIT Press). Becky has presented papers on Harry Potter and youth culture at a number of conferences, most recently, Infinitus (2010) and NAMLE (2011). She lives in Los Angeles and is anxiously awaiting the arrival of her first child, who she hopes will be sorted into Ravenclaw (not Slytherin).

Teaching Harry Potter: An Interview with Catherine Belcher and Becky Herr-Stephenson (Part One)

Catherine Belcher and Becky Herr- Shepardson's Teaching Harry Potter: The Power of Imagination in the Multicultural Classroom is quite simply one of the most powerful and engaging books I've read about American education in a long time, and I strongly recommend it to the full range of people who read this blog -- those who are fans, those who are teachers, and those who care about the future of learning. Teaching Harry Potter tells a powerful story about the current state of American education, one which contrasts the enthusiasm many young people and educators feel towards J.K. Rowling's remarkable book series and the constraints which No Child Left Behind-era policies have imposed on how reading gets taught in the classroom. Reading this book produced powerful emotional responses--an enormous respect for the teachers described here who are battling to engage with their students in meaningful and timely ways and despair over some of the obstacles they must overcome in doing so. There's much to be optimistic here in the ways these teachers care deeply enough about their students to take intellectual and professional risks and much that is disheartening about the ways that the system crushes opportunities that all recognize are valuable but which do not fit within the formal "standards."

The two writers move back and forth between a nuanced reading of J.K. Rowling's books which considers how they represent the value of education, detailed accounts of what teachers have been doing with the books as they adapt them for a range of multicultural classes, and big picture considerations of educational policy and pedagogical practice. You can learn more about this book and its authors on Teaching Harry Potter's official website and on the authors' blog.

The following is the first installment of a three part interview with the writers, during which they use Harry Potter to pose some powerful critiques of what's working and what's not in contemporary American education.

Let's start with the question that frames your introduction -- Why Harry Potter? What does this book series help us to understand about the contemporary state of American education?

We chose to use Harry Potter to explore American education because of the powerful things the series has to say about teaching and learning. Even though the magical school system in the Potter books more closely resembles British schools (and, one might say, a particular, nostalgic view of British schools) than the American public schools we discuss in our book, we saw important parallels between how issues such as childhood and adolescence, power (both political and personal), knowledge, literacy, and even media and technology were discussed in the books and how they are discussed in contemporary education. For example, teachers we have worked with have often discussed the challenge of balancing students' informational needs with the school district's desire for "safety" (which can mean anything from approved book lists to highly-restrictive firewalls on school networks); a similar theme is evident in Harry's interactions with Dumbledore and other Hogwarts faculty who struggled with questions about how and when to share information with Harry and his classmates.

The Potter series also reminds us of the importance of looking carefully and closely at situations--as things are not always what they seem to be at first glance--and of the importance of listening to alternative narratives. Both of these things seem particularly salient in relation to the state of contemporary American education, which, when viewed as a whole, seems very much like a lost cause. Looking closer, however, it is apparent that there are great and creative teachers, committed administrators, communities dedicated to supporting their schools, and students who, when given the resources they need, do extraordinary things. It is unfortunate that these stories are so often drowned out by discussions of standardized policy and procedure, as they are important reminders of what is possible. The exclusion of the Harry Potter books themselves, or the "strangeness" of including them in school reading lists, speaks to this as well. The assumption that they are simple children's books belies so much of their meaning and potential.

Further, we love the spirit of learning in Harry Potter: students taking ownership over their own learning and teaching one another; reading books from the restricted section of the library; finding secret passageways to Hogsmeade. Hogwarts students seem to have a sense of autonomy, adventurousness, and wonderment that we wish for all students.

A few pages into the book, you have already framed it as a defense of teachers. Why do teachers need defending? Why do they deserve defending?

Teachers, great teachers, definitely need defending in today's climate. We realize that not all teachers are created equal, and that there is a great need to improve teacher preparation, hiring policies, evaluation, and retention in public schools, particularly in large, urban school districts. However in the book, we talk about how the current climate around accountability, measuring teacher quality by test scores, and the role of teacher unions in protecting ineffective teachers has created a situation where the voices and needs of high quality teachers are being drowned out. Can we really afford that? We felt it vital to draw attention to the work of passionate, highly skilled teachers, to make the counter argument that they exist and are indeed out there - and that they are innovative and current in their approach. We also thought it important to highlight the tensions these teachers deal with in trying to continue their work and grow as creative professionals under the current political climate.

We also believe it is important to discuss the fact that there is more than one way to talk about good teaching. Most of the public discussion today centers on measuring teachers in some manner, usually through their students' test scores, which in many ways make sense since those are the one set of hard, "objective" measures available. Scores also provide a quick and easy answer. But good teaching is about much more than test scores - as is evidenced by Sandra, Andrew and Allegra. We are straightforward about the fact that their students do indeed test well, but we don't focus on that particular aspect of their work. What becomes clear in these three teachers' accounts is that they do much more than test preparation in their classrooms. They work - and often struggle - with making their pedagogy more nuanced and layered as they strive to offer a richer experience for their students. It is also important to note that they work with urban, and/or high poverty students of color, who are more often "test-prepped" and remediated than their suburban counterparts. Do teachers such as these, who believe in their students and work against the grain to offer them a rich literary experience deserve defending? Yes, most definitely. The task is figuring out how to balance that need within a system that currently throws all teachers into the same pot, regardless of their track record with students.

Harry Potter is a series of books about education. What insights might teachers take for their own pedagogical practice from studying the various teachers and administrators depicted in the book?

One of the most important insights teachers might take from the characterizations of teachers and administrators in the books is an understanding of how students perceive them. The Hogwarts faculty members are, by and large, portrayed as archetypes: Minerva McGonagall (stern and confident), Severus Snape (bitter and cruel), Remus Lupin (caring expert), Gilderoy Lockhart (inexperienced and self-absorbed), Albus Dumbledore (wise sage), and so on. Because readers only learn about the teachers through Harry's experiences with them, we spend much of the series not knowing much about them, their backgrounds, or their motivations. Teachers in the series--like many teachers in American schools--knew much more about their students than vice versa. While we're certainly not advocating that teachers give up all rights to privacy, we do think that it's important to be aware of the fact that most students navigate schools with a very incomplete picture of who their teachers are as people--and that this lack of information can serve as an impediment to connecting with teachers, even those who are very skilled and willing to act as caring mentors.

For the teachers we profile in Teaching Harry Potter, the Potter books provided a way to share a bit of themselves with their students by sharing a piece of media about which they were passionate. Now, not all of the featured teachers were die-hard Potter fans (though several definitely would describe themselves that way), but all enjoyed the books, identified their value for their students, and went to great lengths to share the books in their classrooms. Their dedication to brokering access to the books for their students and to creating engaging reading experiences that recognized students' different needs and desires is admirable.

Another thing that teachers might take from the Potter series is the value it places on experiential education--that is, teaching and learning that is grounded in students' real lives, that gets them up, out of their seats, and interacting with one another as well as with people outside of the classroom. Take, for example, Professor Lupin's lesson on defeating Dementors with the Riddikulous spell--this exercise challenged students to use magic that was extremely relevant to their lives at that moment and, although the lesson itself was loud, rambunctious, and risky, it was also highly effective in teaching students a spell they could immediately apply outside of the classroom.

Moves toward standardization of curriculum are generally moves away from experiential learning, as experiential learning needs to be connected to specific contexts, moments in students' lives and in the schooling process. It takes a great deal of creativity and bravery for teachers to privilege this kind of learning in the classroom, especially in the current educational climate in the U.S.

Catherine Belcher works with LA's Promise, a nonprofit organization focused on improving schools and empowering neighborhoods in South Los Angeles. She currently serves as the Director of Teaching and Learning at West Adams Preparatory High School. She earned her Ph.D. from the School of Education at the University of Pennsylvania in 2006, where her work focused on Latino educational history and language access. She then served as a new teacher supervisor at St. Joe's University in Philadelphia and as an Assistant Professor in the School of Education at Loyola Marymount University. A lifelong educator, Catherine taught social studies at both the secondary and middle school levels, and has served as a mentor, lead teacher, and curriculum designer. She has presented on the use of Harry Potter in educational spaces at several conferences, including Enlightening 2007, Azkatraz (2009), Infinitus (2010) and NAMLE (2011). Catherine lives in LA with her husband and 11 year old daughter, a Potter aficionado in her own right who proudly displays the Ravenclaw banner in her room, although some days she joins her mom in the Gryffindor common room so they can talk books and dare each other to try eating the grey Bertie Botts Beans.

Becky Herr-Stephenson is a media researcher focused on teaching and learning with popular culture and technology. She earned her Ph.D. from the Annenberg School for Communication at the University of Southern California in 2008. She has been a part of several organizations and projects aimed at informing and inciting innovation in education, including the Digital Media and Learning Hub within the Humanities Research Institute at UC Irvine and the Joan Ganz Cooney Center at Sesame Workshop. Currently, she is working as a Research Associate with the Annenberg Innovation Lab through a partnership between USC and the Cooney Center. She is a co-author (with Mizuko Ito and others) of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009, MIT Press). Becky has presented papers on Harry Potter and youth culture at a number of conferences, most recently, Infinitus (2010) and NAMLE (2011). She lives in Los Angeles and is anxiously awaiting the arrival of her first child, who she hopes will be sorted into Ravenclaw (not Slytherin).

Comics from the 19th to the 21st Century: an Interview with Jared Gardner (Part One)

Jared Gardner's Projections: Comics and the History of 21st Century Storytelling was the first book I read in 2012 and it was the ideal choice. Gardner makes an incredibly valuable contribution to the growing body of scholarship within comic studies, tracing the history of American comics, from the early comic strips at the dawn of the 20th century, through new digital manifestations of sequential art, at the dawn of the 21st century. Projections combines critical analysis of key comics texts with close engagements with the history of their production and reception, making significant new discoveries around figures and events we thought we already knew, and expanding in important ways the canon of which comics justify our research. There are two elements here which are close to my own heart: First, the degree to which Gardner consistently understands comics as a medium (not a genre) and one which has to be understood comparatively in relation to the other modes of communication at the same time, so comics are discussed in relation to photography, cinema, television, newspapers, books, games, and other digital media, and we remain attentive to patterns of cross-influence across their history.

Second, Gardner makes some significant discoveries about the role of comic fans at key junctures in the evolution of the medium which help flesh out forgotten chapters in the history of participatory culture. His chapter on comics in the context of collector culture touches on some of the same authors and themes I want to explore in my own book project on comics and material culture, so I was delighted to have someone with whom I could bounce some of my ideas about retroconsumption against.

In the following interview, we discuss the relations of comics to other media and the role of fans and collectors in comics history, among a range of other topics. This was an interview I had to do. I kept jotting down questions as I read the book, eager to engage with the author, who surprisingly I did not know, and learn more about the thinking which guided this project. I hope you will enjoy his thinking as much as I have.

The book's subtitle, "the history of 21st Century storytelling," frames your account of the evolutions of comics as a medium in relation to the present moment, which you characterize in the book's conclusion as one of convergence and transformation. In what sense do you see comics as "21st century storytelling"? Is it possible that comics were also embodiments of 19th and 20th century storytelling at other moments of their evolution?

Absolutely! The title is in part an an appeal to scholars interested in narrative and media to take comics seriously as providing a century long history of engaging with transmedial and multimodal storytelling. Narrative theory has become increasingly interested in comics, particularly for the ways in which it complicates its traditionally text-based models and theories; but for media theorists comics often look decidedly "old media"--associated with forms (illustrated magazines, comic books, newspapers) that seem firmly rooted in the 19th and 20th centuries.

It is in fact precisely the adaptability of sequential comics since its full development in the late nineteenth century that has contributed to some degree to this association. Sequential comics first developed in the pages of illustrated magazines in the U.S. & Europe in the second half of the nineteenth century. By the end of the century, the illustrated magazine was largely cannibalized by the Sunday newspaper supplement as pioneered by publishers like Pulitzer and Hearst, and as cartoonists moved over to this new venue their work was shaped by the new affordances of the weekly newspaper supplement: color, seriality, a larger and more cacophonous frame within which to tell their stories. As adventure comics in particular began to move into a new format in the 1930s--what would come to be called the comic book--the form again adapted, changing the ways in which it engaged with readers, told its stories, and explored the relationship between text & image, panel and page. So, as you say, comics have always found ways to adapt new media environments and to explore the possibilities of what we might somewhat anachronistically call an interactive, multimodal approach to storytelling from the 19th century on. One of the interesting questions with which I conclude is why, given this history, comics has been so very slow to adapt itself to digital environments in the 21st century.

Your conclusion really describes a crisis in the state of the medium, as comics may evolve away from printed form and become part of the digital landscape. What factors do you see speeding or slowing the dissolution of comics as a print based medium?

I do think comics as a medium are at a crossroads, but I am optimistic that comics will survive the translation into digital forms of production, distribution, and consumption--although what emerges on the other end will likely look as different from the comic book or graphic novel as the comics in the 19th-century illustrated magazine do when compared to those found in the Sunday newspaper supplement. So I guess I would not describe it as a crisis, but I do think that it is time for the best creators working in the form to step up and take more creative risks--and for some brave publishers to give them a safety net.

My biggest concern--and I have written about this probably too much in other venues--is that people involved in comics are understandably overwhelmed by the dramatic contractions of the traditional print mediums in which they have long worked and end up retreating into a kind of elitist stance, making expensive "art books" for an increasingly smaller, older and wealthier audience. That truly would be a crisis for comics, which is why I get anxious when I see, for instance, alternative cartoonists abandoning the traditional "floppy" comic book not for new digital platforms and possibilities, but for $20 hardcover comic books that have no hopes of bringing new readers and communities to comics.

But, I also understand the reluctance of comics creators--especially those who are established--to turn to new media platforms with their work. There are so few working models out there that demonstrate that comics creators, historically among the most exploited and underpaid of our modern storytellers, can hope to receive remuneration for their work on the internet. The big mainstream companies--especially DC and Marvel--are exploring digital distribution models both for the iPad and for personal computers, but for the most part these are simply bland digitizations of traditional comic books. And there is every reason to suspect that these digital comics will continue to diminish the viability of traditional comics stores and the communities they have enabled for the past forty years.

Don't get me wrong. I don't believe in the long run that the traditional comics store can or will survive the next twenty years, again with the exception of some well-placed boutiques. But as we see the loss of serial comics books and comic book shops, we see the loss as well of the spaces and the places for collaborative interpretation and shared ownership that is very much at the heart of comics. Certainly, this should be something the internet can find a way to replace, but I am not convinced that Disney (Marvel) or Time Warner (DC) have much interest in nourishing collaborative readers with a sense of shared ownership in their serial narratives. Which is why I don't believe, no matter how much revenue the big companies are ultimately able to move through digital distribution networks (and so far the jury is out whether they can make much at all), that the model represented by platforms such as Comixology on the iPad or Marvel's Digital Comics for the PC is one in which comics will thrive and grow as a form.

What we need are more creators ready to bring their best work to the internet in order to explore the possibilities of the digital environment: comics that break free from the limitations of the printed page--rolling out into an infinite ribbon or inviting new modes of navigation that open up the page to exploration in new dimensions and directions. But we also need new publishers ready to come in and create a place and a business model where this kind of experimentation can be rewarded and find new readers and new investments. Disney and Time Warner already largely see the comic book part of their business empires as loss leaders or promotional tie-ins for their Hollywood enterprises. We need instead a 21st-century Pulitzer or Donenfeld to imagine the business of digital comics in which a 21st-century George Herriman or Siegel & Shuster can thrive.

As you note, comics have never exerted so great an influence over the media landscape as they do at the present moment, yet they have rarely seemed so marginal as a medium in their own right.

In truth, in some way comics have less influence today than they have in the past century, despite their surprising visibility. Comics sales are down by any measure in almost every corner of the industry and the notion of a "comics scare" of the kind the nation experienced in the early 1950s is truly unimaginable today. The marketing and merchandizing of comics properties is up, of course, making a very few people wealthy and successful, but little in the vast majority of adaptations of comics on film suggests that Hollywood has any interest in learning from comics in terms of how comics have historically told stories and engaged with readers.

For better or worse, the current love affair between Hollywood and comics will likely cool, perhaps with this year's Avengers, which has so much money riding on it at a time when audiences and critics are growing restless with the decade-long tide of comics movies that it seems almost doomed from the start (then again, I loudly proclaimed the iPhone was going to be a flop, so I would not trust my powers of prognostication). And Hollywood has its own crisis to face, one which it has been kicking down the 3-D road for the past few years.

So while I am truly happy for any cartoonist who secures a retirement from a movie deal, outside of the success of scattered individuals I don't believe the future of comics lies with Hollywood. But they may belong with film. Independent films like American Splendor and even the rare Hollywood production like Scott Pilgrim point to the possibilities of comics and film listening to and learning from each other in ways they have not since their shared origins more than a century ago, but Scot Pilgrim of course was accounted a failure by any Hollywood metric. The best hope for comics and film going forward is to create new sites of convergence where creative success and the bottom line will be measured outside of the blackbox accounting of Hollywood.

You describe in your Coda the shifts which have occurred in film viewing as a result of having ready access to a digital archive of favorite films which we can watch and manipulate as we choose. This access to comics starts earlier, yet there has also been a dramatic increase in comics reprints over the past few years. How has this effort to preserve and represent early comics influenced your decisions about where to place emphasis in this book?

I don't think this book would have made any sense to write had it not been for what we affectionately call the golden age of comics reprints, a period of publishing that has seen long-lost newspaper comics and comic books returned to print. I am fortunate to have daily access to the Billy Ireland Cartoon Library & Museum here at Ohio State, but until recently without such privileged access extensive reading in historical comics was virtually impossible. Of the comics I focus on extensively in the early chapters in the book--Happy Hooligan, Mutt & Jeff, Krazy Kat, Superman, Spider-man, R. Crumb's underground comix, etc.--almost all are now available in accessible reprint editions. The big exceptions here were Sidney Smith's The Gumps and Ed Wheelan's Minute Movies, pioneering serial strips from the 1920s, but I am now working with the Library of American Comics to get one and possibly both into an affordable reprint edition in the near future. Of course, this "golden age" will end long before we recover all of our lost comics history. In the long run, what we really need is a vast digital comics archive of the kind that licensing and copyright laws makes sadly impossible to imagine at the moment.

There has been an ongoing debate between film studies and comics scholars about how much early comics influenced early cinema. How do you characterize the initial relations between these two mass media, which gained public visibility at roughly the same cultural moment?

In the end, though, I see less evidence than do others of clear influence on the level of the fundamental grammar. Cartoonists and filmmakers ultimately learned to tell stories in unique ways as they explored the unique affordances of their respective media. But there is little question that comics helped provide early film with both a model of "celebrity" with the remarkable national success of early comic strip characters such as Happy Hooligan and Buster Brown and with a clear model for how graphic narrative could provide an opportunity to make knowable the often overwhelming experience of modernity.

As I argue, however, there were ultimately lots of reasons--both economic and formal--for film to go its own separate way very early, and it did. Despite their shared origins, comics and film ultimately did not interact a tremendous amount for much of the twentieth century, all of which makes their convergence in the beginning of this century more interesting--especially as that convergence has extended well into its second decade now, a lifetime in term of the half-life of Hollywood film genres.

Jared Gardner is professor of English and film at the Ohio State University, where he also coordinates the popular culture studies program. In addition to Projections, he is the author of Master Plots: Race and the Founding of an American Literature (1998) and The Rise and Fall of Early American Magazine Culture (2012). He blogs (far too irregularly) for The Comics Journal and Huffington Post.

Is It All About the Hips?: Sangita Shresthova on Bollywood Dance (Part Two)

As you note, images of India in the west are often shaped by the legacy of orientalism. In what ways does the western response to Bollywood dance perpetuate rather than challenge orientalism?

To me the themes of nostalgia and orientalism have emerged as a bit of a paradoxical relationship in the case of Bollywood dance. On one hand, Indian dance has functioned, among other things, as a lesson in Indianness for first, second and even third generation Indian dance. Though less rigid in its adherence to protocols and certainly more hybrid in content, Bollywood dance has also approximated this function for Indian-American youth. The West's growing interest in Indian dance both complicated and perpetuates these desires for Indianness as both are shaped by a particular imagined India. Both the nostalgic and orientalized gaze tend towards opulent and recognizably Indian movements, gestures and costumes. But unlike the nostalgic gaze, the foreign interest in India, particularly the one in continental Europe, sometime borders on a slightly condescending fascination with kitsch. To me, this labeling of Bollywood with kitsch and the slightly condescending (though perhaps well intentioned) interest that this generates is where the legacies of Orientalism are perpetuated through Bollywood dance. As I write in my book, I see Bollywood dance as unintentional kitsch.

Though very different in intention, Bollywood dance driven by nostalgia and Bollywood dance informed by orientalism can at times look very similar as they both tend to highlight a idealized kind of Indianness. That said, there are differences in the nuances of how these motivations for Bollywood dance manifest. These nuances, however, may only be intelligible to a very small percentage of audience-members.

In India, there seems to be a perception that Bollywood dance is too much influenced by western music and dance cultures, where-as in the United States, it is often read in relation to the politics of multiculturalism. What is it about the dances themselves which invite such radically different interpretations?

The simple answer to this question would be to say that, given the large number of Hindi films produced every year and the global reach of the industry, we should not be surprised that there are conflicting definitions of what Bollywood dance means and does. There is certainly some truth in this especially when we consider that the various narrative contexts of the song-and-dance sequences. Conservative heroines need to move in ways that are appropriate to their convictions. Worldly heroes need to demonstrate this through their globally informed dance style. Narratives demand that Bollywood dance incorporate many cultures and styles. Live Bollywood dancers can then just pick and choose the movement content that best suits their needs and preferences.

There is, however, a more complex answer that builds on this inherent narrative diversity. I believe that it is really the hybrid mixing of dance styles and cultures, which defined Hindi film song-and-dances since early days of cinema, that lies at the heart of Bollywood dance. This mixing also supports the various at times conflicting definitions of Bollywood dance. The hybridity of movement contained within Bollywood dances in turn allows people to pick and choose the elements that most reflect their personal preference and aspirations. This is why Bollywood dance can mean different things to different people in different contexts. The specific meanings associated with the genre of Bollywood dance can thus become extremely localized while at the same time remaining connected to the Hindi cinema's international trends and flows.

As you note, one constant in the Bollywood cinema has been that the songs "have always been embedded in the narratives in Hindi films." Yet, another constant, surely, is that the songs (and the dances, as you note) also circulate outside the film. What do you see as the relationship between these two different contexts? As you trace the way Hindi film music and dance circulates beyond the film itself, what aspects of the narrative significance remains and what gets redefined? What roles do the narrative context play in shaping the choices different dance schools make about which numbers are appropriate for their students to perform?

Yes, Bollywood song-and-dance sequences live outside films as much as they live in them. Hindi film songs (and the accompanying videos) are often released months before the actual film to help promote the film. The recent case of the surprise hit "Kolaveri Di" is an exceptional example of how effective this strategy can be. Notably, Kolaveri Di, did not actually contain any choreographed dance. The song spread quickly through the internet, garnering more than 37 million views in advance of the release of the Tamil language film 3 that it was composed for:

A portion of the many people who saw the song on Youtube.com (or one of its many response "avatars") surely made plans to actually see the film when it is released in 2012.

Similarly, there are many instances when a song-and-dance sequence endures even as the popularity of the film that contained it fades away. The "Choli Ke Peeche" (What is behind the blouse?) song-and-dance sequence from the film Khalnayak (1993) is a perfect example of this.

That said, there are many layers of meaning within a song-and-dance sequence. Audiences who have seen the film that contained the sequence are more able to interpret the nuances in a song-and-dance that refer directly to the plot. If they are very familiar with Hindi films, they may even be able to pick up on some inter-textual references that connect that particular film and dance to other earlier cinematic works. Inter-textual references to other films, subplots and even real-life events outside the film's narrative are quite common in Hindi films. Audiences familiar with neither the film nor the references that it contains are left to their own devices in interpreting a song-and-dance sequence that circulates outside the film.

Both the narrative and extra-narrative circulation of song-and-dance sequences have implications for Bollywood dance. Dance instructors need to be aware of the possible meanings that may be associated with any given Hindi film song before they teach it to their students. This seems to be particularly true to Bollywood instructors outside India where the appropriateness is a key consideration in choosing songs.

Given some of the cultural sensitive issues you discuss, and given the uncertain cultural status of Bollywood itself among intellectuals, what has been the reception of your book so far in India and Nepal?

In a stark departure from the scorn it used to receive, Bollywood has gained prominence in academic and other intellectual circles in India in recent years. There is even talk that it is now hip to study Bollywood! In that sense, I am happy to note that my book has been released at a good time and the overall positive response I have received so far confirms it. A few valid minor quibbles aside, the reviews of my book in both Nepal and India have been overwhelmingly positive. I have also been quite surprised with how much attention my book has garnered given the saturated book market in India. I have even been featured in Marie Claire! Flatteringly, the Sunday Indian said my is "a fine blend of in depth research, humour, and astute cultural sensitivity." So far, the reviewers have also generally voiced a general agreement with the points I put forward in Is It All About Hips? In Nepal, a positive review of my book in the Nepali Times (a prominent Nepali weekly) elicited an interesting exchange in the comments section with some commenters suggesting that I was "another Nepali turned Indian" and that "Bollywood makes for some cheap and easy popularity." Paradoxically, these comments actually confirmed my observations about Nepalis national identity and troubled relationship to India. As the Marie Claire (December 2011) feature on the book states: "Whether you love 'em or hate them, the world cannot resist Bollywood."

You can find out more about Sangita Shresthova's work on Bollywood and dance at: www.bollynatyam.com.

Sangita Shresthova: A Czech/Nepali scholar, filmmaker, dancer and
media scholar, Sangita's work has been presented in academic and
creative venues around the world including the Schaubuehne (Berlin),
AIGA Boston/ATE Massaging Media Conference (Boston), the Other
Festival (Chennai), the EBS International Documentary Festival
(Seoul), the American Dance Festival (Durham, NC), and Akademi's Frame
by Frame (London, UK). She holds a Ph.D. from UCLA's Department of
World Arts and Cultures and earned a MSc. degree from MIT's
Comparative Media Studies program where she focused on Hindi film
dance. Sangita is also founder of Bollynatyam (www.bollynatyam.com).
She currently works with Professor Henry Jenkins on questions related
to participatory culture, new media, and civic engagement.