Before and After Mickey: An Interview with Donald Crafton (Part Four)

Much has been written in recent years about the persistence of racist stereotypes and caricatures in studio era animation, especially as we are encountering fuller versions of cartoons which had been re-edited to match more contemporary sensibilities when they were aired on television. What might a performance studies approach to animation contribute to our understanding of this issue?  

Well, again, the distribution of old cartoons was not that different from old mainstream movies that, when shown on TV or released on VHS, had minstrel, blackface, and race gags edited out. That such imagery and performances were racist is beyond doubt; the question revolves around whether its usage was "innocent" or hurtfully intended, which is complex. My thought is that racism is never benign, but may not have been instrumental, that is, intentionally hurtful. I also think that racism is a historical and cultural product and so must be contextualized.

 

In the book I discuss the racism in animation within the framework of the vaudeville aesthetic, which included acts, gags, and personae imported from minstrel shows. There are literal performances of race, as when Mickey "blacks up" to play a part in "Uncle Tom's Cabin" (Mickey's Mellerdrammer).

And there are aspects of films that are racially performative in the sense that being a toon is itself a figure of otherness with potentially racist dimensions. (I pointed this out about Felix the Cat in Before Mickey too.) Race stereotypes, along with national, ethnic, gender, and sexual stereotypes, are excellent examples of figurative performances because these roles depict nonindividualized characters who stand-in for the entire group.

 

Characters like Betty Boop are often discussed alongside Greta Garbo as “stars” and they often got represented side by side in studio era cartoons. In what ways is this an appropriate or inappropriate description of the kinds of functions they play in the studio era?

 

Trying to explain stardom has left many distinguished scholars scratching their heads. I add another dimension to the debates by insisting that toons have the same claim to stardom as human movie stars like Garbo, or stars from stage and athletics as well. The reason, as I mentioned earlier, is that all star personae are media constructions. While theorists like to point out the tension between the on- and off-screen lives of movie stars, in fact, this is specious because those alleged off-screen lives are fictions as much as the on-screen lives. The humanness of stars actually is irrelevant, since the public creates stardom, not the actor, studio, or publicity machine.

Lots of cartoons, from Mickey's Gala Premier to What's Up, Doc?, give us intelligent critiques of the animated character within the star system and show how it was rigged against toons.

 

Donald Graham turns out to be a recurring figure across the book. Who was he and what role did he play in shaping studio era American animation?

 

While the credit for defining the new approach to animation in the 1930s rightly goes to the directors and animators, the conceptual and visual artists who inspired and taught them have been forgotten. That's the case with Don Graham at the Disney studio. In the late 1920s he was an art teacher at the Chouinard Institute of the Arts, the predecessor of Cal Arts. When Disney was beginning the process of retraining his animators in what would become the embodied approach, he brought in Graham and other instructors from Chouinard to set up art classes on the studio premises. Graham gave them the classical training that most had never had. There were lectures and classes on lighting, shadows, composing in space, perspective, and the relation of the character's psychology to its environment. Graham was also a big advocate of embodied personalities, telling the animators to think of the motives, story functions, and outcomes of an action before beginning to animate it. He insisted that the characters must appear to be thinking. I believe that it was Graham who was primarily responsible for realizing Disney's West Coast style, and since that was so influential, Graham became a major contributor, but unsung.

 

“Right Wing Talk Radio Duck” is a widely circulated remix of Walt Disney cartoon footage mashed up with Glenn Beck’s radio commentary, which re-opened debates about the kinds of “ideologies” at work within Disney animation. In the book, you use Three Little Pigs to explore the competing claims made about the political and social effects of cartoons in the 1930s. What roles have cartoons played in our ongoing debate about the politics of entertainment?

 

Thanks for alerting me to this brilliant piece. Hilarious! Actually, Beck’s response is also hilarious, since it basically confirms the satirical points made about his manic irrational outbursts in the cartoon. What fools these mortals be.

 

Cartoons have always been overtly or covertly produced to spread propaganda. Dziga Vertov wisely set up an animation unit in his Soviet film studio to produce propaganda cartoons, and all the American animation studios cranked out patriotic films for the war effort. WWII was truly Popeye and Donald Duck’s finest hour. Of course the Japanese had propaganda animation too, some of which we are just now seeing.

 

Disney, although the corporation resists it, has become “vernacular,” an element of our everyday lives. Therefore it’s also a target for all manner of parodies, satires, and counter-cultural attacks, as in the notorious “Air Pirates Funnies” comics that wound up in the courts for years.[2] As vernacular texts the studio’s output is susceptible to counter-readings by fans or anyone else.

 

Social theorists tell us that everything happens for ideological reasons whether we recognize them or not, and the "culture industry" is where political motives are the most pervasive and the most pernicious because they're readily disguised and misrecognized. Because they're so popular, Disney cultural products have always been prime suspects as proponents of ideology. There's the famous analysis of Disney's alleged efforts to shape the consciousness of Latin American comic book consumers called How To Read Donald Duck.[3] The authors argue convincingly that the Spanish language versions of Disney comics in the 50s and 60s were doctored to promote the US and capitalism and to paint Communism in a bad light. In more recent animated features there are many viewers who have seen the studio’s efforts to define female adolescents by the portrayals of Wendy, Alice and eventually the princesses. Various other groups (who usually are against these things) perceive pro-gay, pro-sex, pro-feminist critiques hidden within modern Disney films. Simply asking such questions, especially when they're disseminated via the Internet, shows that consumers' readings have the power to ignore or re-write the producers' intended messages. It also reveals that ideology isn't easy to read. I show how The Three Little Pigs' reception from 1933 to the present has moved all over the political spectrum. Even now, what that film "means" and what secret agendas, if any, were hidden inside it remain open questions. (A riff on Pigs, appropriately, was the first installment in the “Air Pirates” comics series.) It turns out that it's hard to program ideology in mass cultural products because audiences can't be relied on to decode the subliminal meanings “correctly,” and tend to do their own programming.

 

With the release of the UPA cartoons on DVD, and the publication of books such as Cartoon Modern,[4] there has been a growing interest in the more stylized and abstracted cartoon spaces of the 1950s, which are often read in opposition to supposedly more "Classical” styles, especially that associated with Disney in the 1930s. What might your book contribute to our understanding of the relationship between studio-era animation and modernist movements in the art world?

 

Although the economic troubles associated with WWII usually are given as the cause of Disney’s troubles in the 1940s, I point out that the studio’s commitment to highly labor intensive and mechanically sophisticated apparatus succeeded in producing films that rivaled Hollywood, but the acting in these expensive ventures like Bambi didn’t please the public as in the old days. In fact, critics complained that the emotions were saccharine and over the top, especially the shooting of Bambi’s mother—which still sets my students weeping.

The embodied performances were becoming unsatisfying or even detrimental to the films’ popularity. At the same time, the simplified visual style of mid-century modern art is being picked up by art students and disseminated to the public through many outlets. Even in the Disney product, one sees infusions of “New York Style,” not only in Dumbo, but also in the compilation films released during and just after the war, starting with Saludos Amigos and Three Caballeros.

After the war, Disney films slowly start looking more like Warner Bros. cartoons and even UPA cartoons. I think that the studio realized that embodiment did not necessarily require massive engineering, and that visual minimalism could still generate emotional engagement and audience participation if the story was good.

 

The video game, Epic Mickey, Who Framed Roger Rabbit? and Kim Deitch's Waldo the Cat comics are among a much wider array of recent popular narratives which mythologize the history of American animation. Each acts as if animated characters were, in some sense, real personalities who exerted a strong influence on the production process. What do these contemporary works owe to a much older history of attempts to portray what you describe as the "agency" of animated characters?

 

Yes, toying with who has the agency, that is, the ability to control themselves and others, including their creators, or to resist control, is one of the original animation themes. I describe agency as a power grid, with the currents flowing from various sources—producers, creators, consumers, and the toon characters themselves to the extent that their animators and viewers imagine them as having it. Waldo takes the trope to an extreme and I love the mind-boggling complexity in Deitch’s comics. Another example you’d like is McCay: La quatrième dimension,[5] a graphic novel where Gertie the dinosaur is a living animal as well as Winsor McCay’s cartoon creation. There are lots of modern cartoons that play with the conflict between animator and animated, but one that’s especially wonderful is George Griffin’s Lineage (1980), an artistic autobiography that combines animation history, his animated character, and himself back to their common ancestry in the days when cinema was a vaudeville attraction.

 

I’m certain, Henry, that there’s a toon version of you out there, somewhere.

 

T-T-T-That's All Folks!


[1] “The Veiled Genealogies of Animation and Cinema,” Animation: An Interdisciplinary Journal 6:2 (July 2011), 93-110.

[2] Bob Levin, The Pirates and The Mouse: Disney's War Against the Counterculture. Seattle: Fantagraphics, 2003.

[3] Ariel Dorfman and Armand Mattelart, How to Read Donald Duck: Imperialist Ideology in the Disney Comic. Amsterdam: International General, 1984.

[4] Amid Amidi, Cartoon Modern: Style and Design in 1950s Animation. San Francisco: Chronicle Books, 2006.

[5] Thierry Smolderen and Jean-Philippe Bramanti, McCay Volume 4: La Quatrième Dimension. Paris: Guy Delcourt Productions, 2006.

 

A specialist in film history and visual culture, Donald Crafton earned his bachelor’s degree from the University of Michigan, his master’s degree from the University of Iowa, and a master’s and doctorate from Yale University. He was the founding director of the Yale Film Study Center, and served as director of the Wisconsin Center for Film and Theater Research. Crafton chaired the Department of Film, Television, and Theatre at Notre Dame from 1997 to 2002 and 2008-2010, and the Department of Music from 2004-2007.

Crafton's research interests are in film history and visual culture. His most recent publications are Shadow of a Mouse: Performance, Belief, and World-Making in Animation (2013) and The Talkies: American Cinema's Transition to Sound, 1926-1931 (California, 1999). He was named Academy Film Scholar by the Academy of Motion Picture Arts and Sciences in 2000 and was the recipient of an NEH Fellowship for 2003-04. The World Festival of Animation presented him in 2004 with an award for his contributions to animation theory. He received the University of Notre Dame's Presidential Award in 2007.

Before and After Mickey: An Interview with Donald Crafton (Part One)

When I was in graduate school, I was lucky enough to be a teaching assistant to Donald Crafton. At the time, Crafton had recently published two important books on the history of animation -- Before Mickey (which explored the role of the cartoon in silent cinema) and Emil Cohl, Caricature, and Film, which dealt with one of the great animation pioneers from Europe. Taken together, the two books made a significant contribution to opening up the space of animation as a major field for scholarly research. Now, several decades later, Crafton has released a new book, Shadow of a Mouse: Performance, Belief, and World-Making. As the book's title suggests, Crafton's latest project expands the time line of his earlier work, allowing us to understand more fully how he might apply his analytic approach to think about sound era animation, especially the works of Walt Disney, but also a range of his contemporaries. Second, as the title suggests, Crafton's focus here is on what performance studies approaches might tell us about the study of animation and vice-versa. The result is contemporary genre criticism at its very best -- drawing on a broad corpus of works, combining history and analysis in imaginative ways, providing new ways to look at films we thought we knew well, and in the process, rejiggering the cannon to focus our attention on people and projects that have largely faded from view. As always, the writing is a pleasure to read and there is a sense here of someone bringing a career's worth of classroom insights into a form which can be shared with a larger public. I know because I had a chance to take Crafton's seminar in animation at the University of Wisconsin back in the day and came away with an appreciation of the work involved in plowing through multitudes of animated shorts and features to develop a deep appreciation of how the form evolved over time.

In this interview, Crafton offers us a guided tour of a diverse range of examples of classic studio-era animated works, helping us to see the core differences in how they think about the animation process -- especially the construction of character and the figuration of the cartoon body. Along the way, he offers us some insights into the ideological work that cartoons have performed and the ways contemporary popular culture, including games and comics, still lives under "the shadow of a mouse." Enjoy! Your earlier work Before Mickey recounted the first few decades of animation, while The Shadow of a Mouse takes us into the 1930s. What do you see as the major transitions (beyond the obvious one, sound) that take place in animation between these two periods?

 

The big change was in the performativity of 1920s and 1930s cartoons. I mean that just about everyone at the time understood that the basic concept of the films as performances was changing. Unlike in mainstream cinema, which accommodated the transition to sound over the thirties' early years and settled back into a modified "classical Hollywood" style, American animated cinema became transformed fundamentally. The earlier cartoons tended to incorporate characters that pre-existed in comic strips, like Krazy Kat, or that were simulacra of comics characters, like Farmer Al Falfa and Felix the Cat. I call these performances figurative because the characters are formulaic, caricatures, refer to characters outside the films, or behave as conventional stock characters. The films consisted of interchangeable gags—what you call "accordion" structures in What Made Pistachios Nuts?, Henry.

In the 1930s, though, this freewheeling approach began giving way to more complex cinema structures in which character depth, gags, pictorial space, and emotional engagement were unified. There was a classicism analogous to what had developed in mainstream non-animated filmmaking in the late 'teens. This was something new in cartooning.

 

Studio animators often spoke of the “personality” of animated characters. What did they mean by that term and what strategies did they use to give drawn figures “personalities”

 

"Personality animation"  was a phrase that emerged mainly from Disney's shop. I think the term embodied animation captures better what the animators were aiming for. The embodied character has distinctive features of expression and patterns of idiosyncratic movement—“personality”—but also develops individuality over the course of multiple film appearances through repetition and variation. He or she can think and act spontaneously, that is, have their own agency aside from the animator’s influence.

A good example is Popeye. He was imported from the comics too ("The Thimble Theatre"), and the cartoons had plenty of anarchistic gags, and his early performances were highly figurative. Eventually, however, Popeye came to have a complex character built around making the right ethical decision to change the outcome of the plot. Audiences came to learn of his quirks, idiosyncratic behaviors and surprising attitudes—like his dislike of children, but his paternal affection for baby Swee’Pea. But they also started appreciating his moral authority and the degree to which his lower-class “swab” character was capable of sophisticated ideas. Not to mention his fistic prowess. So his personality is just one aspect of the character's role in the stories. Not that these Popeye stories were always coherent; sometimes the narratives were pretty choppy.

Comparing a relatively fully embodied Popeye performance from the mid-to-late 1930s to figurative Ko-Ko the clown from the mid-1920s says it all about the evolution of personality outside Disney. Betty Boop's performances, in 1930-33, were transitional, as in Betty Boop's Bamboo Isle, from 1932, which is chockfull of eye-popping, show-stopping effects, but still tells a story—although it's a simple and rather perfunctory one. All three examples, I hardly need to mention, come from the same studio: the Fleischer brothers.

Historian Mark Langer has proposed that there was a geographical distinction between the two attitudes toward performativity (without using the word). He sees a more figurative New York Style in contrast to the embodiment trending West Coast Style. He characterized the filmmakers in the big NYC studios (Fleischer, Sullivan, Terry, Van Beuren) who worked mainly in a high-contrast black-and-white comic-strip style as continuing their graphic media connections to comics and popular illustration. The movement in such films was rubbery and gag-filled (redolent of the animators' love affair with vaudeville). These films also were surreal and fantastic.

Disney, once they settled in L.A. (the Silver Lake area specifically), exemplified the West Coast style, which evolved into the embodied performance approach. Although his roots were in Kansas City, not New York, he and his partner Ub Iwerks had begun drawing in this comics style in their 1920s silents and early sound films. But Disney wanted product differentiation and so began emphasizing storytelling, character development, and less "cartoony" constructions. The pictorial space of his films became more rational, often observing proper Renaissance perspective, lighting, and color for creating convincing depth. This was necessary to support a character-based approach to performance.

These beings in the Silly Symphonies, let's say the ones in Father Noah's Ark, moved more gravitationally and less rubbery. Sometimes, as with the dancing porkers in The Three Little Pigs, they moved with choreographic grace.

Most important, the Disney studio tried to transform the older style characters from caricatures and comic types (often inspired by minstrels) to individuals with uniqueness and psychological depth. There might have been some surreal fantasy, but it was kept in check within the story.

 

The most influential force on the emerging West Coast style was the Russian acting theorist Konstantin Stanislavsky, whose ideas about how the stage actor must "inhabit" the fictional body to bring life to it was a model for Disney animators as well as for other "live-action" film directors in the 1930s. Eventually these ideas would give rise to “The Method.” If you ask me, the 1950s Method acting of Dean, Brando, Monroe etc. is kind of cartoony. But that’s another blog.

 

After the talkies came in, there had to be a new attitude towards sound, as you say. Early 30s animation for commercial reasons had to be anchored in music performance. Hence the references to "tunes," "symphonies," "melodies" etc. in the 1930s series titles were tie‑ins with the music publishing industry. We should think of these films as intermedial because often they were structured around and animated to a pre-existing track, usually the instrumental version of a public domain melody in the case of Disney, or of a currently popular song in the cases of Fleischer and the Schlesinger studio (Warner Bros.). So the structure of the music interacted with the gags to create a new sensation.

 

These are the major transformations, to give a long answer to your short question, but all the different aspects boil down to changes in the underlying performances presented on screen. As for Disney, there was never any doubt about his motives: he wanted his films to be like Hollywood shorts and then features so he could rent them for more revenue, and he felt that cartoons had to have the look and feel of a big studio production if they were to compete.

 

A specialist in film history and visual culture, Donald Crafton earned his bachelor’s degree from the University of Michigan, his master’s degree from the University of Iowa, and a master’s and doctorate from Yale University. He was the founding director of the Yale Film Study Center, and served as director of the Wisconsin Center for Film and Theater Research. Crafton chaired the Department of Film, Television, and Theatre at Notre Dame from 1997 to 2002 and 2008-2010, and the Department of Music from 2004-2007.

Crafton's research interests are in film history and visual culture. His most recent publications are Shadow of a Mouse: Performance, Belief, and World-Making in Animation (2013) and The Talkies: American Cinema's Transition to Sound, 1926-1931 (California, 1999). He was named Academy Film Scholar by the Academy of Motion Picture Arts and Sciences in 2000 and was the recipient of an NEH Fellowship for 2003-04. The World Festival of Animation presented him in 2004 with an award for his contributions to animation theory. He received the University of Notre Dame's Presidential Award in 2007.

Let Us Now Praise Famous Monsters: A Conversation (Part Three)

Studying Monster fandom places a new emphasis on issues of collecting, which have remained marginal to the studies of fan culture, but which are a very large part of the phenomenon itself. What existing work do you think provides the best insights into collecting cultures and what questions do you think still need to be addressed?

Mark: I think that matters of collecting have been tangential in part because the background so many media scholars have in Marxist /Frankfurt School criticism still makes a lot of us reticent to look at conspicuous consumption as anything other than totally negative--I know I’m leery of being accused of false consciousness or bougie-ness when making a case for collecting as a form of amateur cultural preservation. That said, I’ve been relieved to encounter an increasing number of writings which take a more complicated approach to the consumption of commercial product. I would specifically mention Sara Gwenllian-Jones’s essay “Phantom Menace,” Alan McKee’s “How to Tell the Difference between Production and Consumption,” and Matt Hills’s concept of performative consumption, presented in Fan Cultures, and which I apply to Chaney fans in my essay. I’m also interested in the idea of creative consumption proposed by Jean Burgess and Joshua Green in their book on YouTube, although I wish they would have developed the concept for the reader a little more. I think Jose van Dijck has many interesting ideas about material culture and collecting in Mediated Memories, and I just discovered a book by Richard Cox on the practice of personal archiving that looks promising and is on my reading list. As far as questions that still need to be addressed, I’m interested in distinctions between the physical object and the digital--is downloading digital artifacts collecting in the same sense as “having” tangible objects? There’s been work done in this area in museum studies, which may provide an inroad for looking at this matter in media studies.

Bob: A great list, Mark -- I’m making notes! I’d add Baudrillard’s System of Objects and, less abstractly, Jonathan Gray’s Show Sold Separately as ways of understanding collectors and collecting in conversation with mass media marketing. Lincoln Geraghty’s upcoming book with Routledge on “cult collecting” will also be useful, I’m sure.

Matt:  As a collector of Silver Age comic books and vinyl records, the issue of collecting is rather personal to me.  In terms of questions to pursue re: collecting, I’m particularly interested in issues of commodity value and “collectability” of an object.  I have a friend who is intensely proud of his collection of early Silver Age issues of The Justice League of America.  They are all of very high grade (virtually untouched warehouse copies in some cases) and are “slabbed.”  For him, they retain a nostalgic value (he owned copies as a kid) but he mostly values them as a financial investment.  On the other hand, my collecting has always been motivated by a desire to read or listen to something and am much less concerned about condition.  In fact,  I frequent comic book conventions looking for “reader copies” of old comic books in part because they are much more affordable but also because  I’m very interested in objects that bear traces of their use-histories.  Usually with comic books this comes in the form of a signature of ownership on the cover or the first page but sometimes there are surprising traces left behind, such as an attached personal object.  I once found a nearly incoherent response to a ‘Dear John’ letter tucked inside an LP.  It provided a strange resonance to the love songs on the record.

 

Natasha: As a former product developer who designed collectibles, I am very compelled by this question.  I’m shocked there hasn’t been more work done on collectibles in relation to fan studies.  Enormous amounts of time, capital and passion are put into collecting.  I believe that closely studying the motivations, desires, patterns, and strategies of fan based collectors can provide valuable insights and new ways to think about fan cultures.   A couple of edited volumes I’ll add to the list are: Acts of Possession: Collecting in America (ed. Leah Dilworth) and The Cultures of Collecting (ed. Roger Cardinal).

 

 

A key claim here is that Famous Monsters and its fans shaped the canon of which older films mattered and also informed the ways we made sense of those movies. What are some of the films or performers that got reappraised thanks to being featured in this publication?

Matt: More than anything, I think FM is notable for spotlighting special effects artists, especially Willis O’Brien and Ray Harryhausen, and make-up artists like Jack Pierce.  Ackerman’s narratives regarding individual artists foregrounded the tactile labor involved in filmmaking that inspired so many readers to create their own make-ups and make their own films.  The visible traces of these artists translated to the visible traces of the artist(s) of the amateur film.

Mark: Certainly FM played a major role in making Chaney appear intriguing to a generation of monster fans who may have never actually seen any of his films, and in shaping his remembrance as a star of horror films rather than as a more versatile character actor. FM was particularly instrumental in keeping one of Chaney’s lost films, London After Midnight (Browning, 1927), in memory, and of touting it as a masterpiece of horror. Ackerman may have been one of the last surviving people with a clear memory of having seen the film, and he spoke glowingly of it to the end--as he did at a Monster Bash convention Matt and his brother and I attended in 2006. In doing research for this essay, I was also fairly amazed at some of the stills and information found in the pages of FM on obscure, foreign, and/or avant-garde films like Dreyer’s Vampyr, the 1930s French version of The Golem (even now hard to find), and non-western films like Kwaidan.

 

Ackerman, as several of you note, was an important bridge figure -- between fans and the industry, but also between fandom and a range of other alternative cultural movements, and perhaps between childhood and adulthood. What kind of role model did Ackerman provide for what a mature fan identity might look like?

Matt:  Ackerman’s liberal attitudes about life are, I believe, quite relevant to his fannish affections for science fiction.  I am particularly intrigued by how certain aspects of his life are very problematic for some fans (in particular his practice of nudism in the 1950s and 1960s).  More than anything, Ackerman modelled tolerance and the necessity to think about new ways of living with one another.  Interestingly, this model is seemingly lost on some fans, who reduce Ackerman to the status of “grand collector” and nothing more.

Mark: In addition to the inclusivity and progressive perspectives Matt refers to, I think Ackerman also modelled sincerity, generosity, and kindness. One of the things I discovered while looking through old issues of FM was a series of announcements by Ackerman about an upcoming cross-country road trip he was taking, with the offer to readers that if their parents gave permission, he would visit them en route and show them some of the monster memorabilia he had with him. Imagine that! Ackerman also demonstrated a respect for children that is admirable. While I still find his sense of humor hard to take, he seems like he would have been a genuinely nice person to know.

Bob: Actually, it’s Ackerman’s sense of humor that most appealed to me as a kid; it set up a lovely counterpoint to the horrific imagery the magazine often featured, and went a long way toward “defanging” some of the primally upsetting stuff that I was drawn to, but disturbed by, in other formats (cf. the 1974 Exorcist coverage I mention above). In addition to signalling geniality and likeability, as Mark points out, Ackerman’s prose voice also delighted in its own corny panache, and encouraged me -- not always for the better -- to emulate his punning, Mad-magazine-style in my own writing.

Natasha: Ackerman’s quest to promote respect, understanding and acceptance of all people regardless of their gender, race, sexual orientation or age is what I have always admired most about his cultural legacy.  Not only was Ackerman a prominent and outspoken supporter of female-produced science- fiction work, but he was also a stanch advocate for gay rights.  He was dubbed an honorary lesbian by Daughters of Bilitis, the first lesbian rights organization in the U.S. He believed that monster films and science fiction had the capacity to take viewers out of their comfort zone and imagine alternative realities that could challenge existing sexist, racist, sexist, and ageist thinking.  Ackerman had the foresight to know that fan participation is not whimsical and irrelevant, but can be a very powerful thing that can change the way people see and interact with each other.  Best of all, he always did this with a sense of humor.

 

Matt was lucky enough to have had a chance to interview Ackerman before he died. If the rest of us had a chance to ask “Uncle Forry” a question, from beyond the grave (of course), what would you most like to know about his life, his magazine, or its cultural impact?

 

Mark: I’m curious as to how conscientiously he promoted his social politics in the pages of FM: he absolutely influenced genre fandom and formation of a canon of stars and films, but was he also trying to influence readers’ perspectives? More than asking him specific questions, though, I would’ve really liked to just talk about horror films with him, and get more of that first-hand view of London After Midnight.

The recent film, Super 8, offers some glimpses into the world of amateur filmmaking and model building which Famous Monsters inspired. To what degree do you think the film adequately captured the cultural milieu we are documenting through these essays?

Matt: Super 8 overwhelmed its superficial take on 1970s monster kid culture with sci-fi spectacle.  Joe Dante’s Matinee, while not a great film, is more successful at capturing the spirit of horror fandom because it shows us why kids loved this culture.   Super 8’s computer-generated spectacle is absent of the trace evidence of an artisan and thus distances us from the affective connections we make with classic horror and science fiction films.  In the end, the film’s nod toward kids’ amateur films of the period feels just like that, a nod.  There’s nothing substantive behind the title reference to home movies/amateur films or the storyline of the kids making a movie, no clear reason as to why they want to make a monster movie.

Bob: Funny, when I gave a talk based on my article recently, I started with a clip from Super 8: it shows the young protagonist at work painting one of Aurora’s Hunchback of Notre Dame kits. I wanted to contrast the plastic monster’s humble cameo against the movie’s CGI “star,” which was -- and here I agree with Matt -- a dispiriting genuflection to the state of the art. (If only J. J. Abrams and crew had had the guts to give us an actual creature of late 70s special effects -- a Rob Bottin or Carlo Rambaldi creation of latex and servomotors.) Its false notes aside, I respect Super 8 for what it’s trying to do (and be), and in the film’s enshrining of an earlier moment in the evolution of fantastic media -- the late 70s/early 80s golden age of Spielberg and Lucas -- heard curious nested echoes of other, prior golden ages: the late 50s-early 60s monster culture in which Spielberg, Lucas, Cameron, Zemeckis, Dante, and others came of age, as well as the period 20-30 years before that, when the classic Universal horror films were first released. Famous Monsters bridged at least three generations in this fashion, and overgrown “monster kid movies” like Super 8 are to me a way of carrying that tradition forward: revisiting and rearticulating shared, nostalgic pleasures while driving the continued industrial production of fantastic media.

Mark: Super 8 is nostalgic, in the way David Lowenthal uses the term to describe “memory with the pain removed.” There’s an implication that the young filmmakers/adventurers are misfits, or aren’t performing masculinity “correctly,” and that this somehow lends itself to their shared interest in monsters. But even though they’re misfits, they are in a group of friends, and all appear to be in a position of class privilege (except the Elle Fanning character, but she’s the exception in multiple ways). The film doesn’t really address the isolation, loneliness, ostracization, or queerness that has led many a young person to interest in fantasy, monsters, science fiction, role playing games, ancient mythology, the goth subculture, the occult, etc. But of course, isolation, loneliness, and queerness aren’t topics one sees addressed too often in big-budget Hollywood action films.

 

Mark Hain is a PhD candidate in the Department of Communication and Culture at Indiana University, and is currently working on his dissertation, which is a historical reception study looking at star image and how audiences interpret and find use for these images, with a specific focus on Theda Bara.

Bob Rehak is an Assistant Professor in the Film and Media Studies Program at Swarthmore College. His research interests include special effects and the material practices of fandom.

Natashia Ritsma is a PhD candidate in the Department of Communication and Culture at Indiana University. Her research interests focus on documentary, experimental and educational film and television.

Matt Yockey is an Assistant Professor in the Department of Theater and Film at the University of Toledo. His research interest is on the reception of Hollywood genre films.

Let Us Now Praise Famous Monsters: A Conversation (Part One)

This December, a new academic publication, The Journal of Fandom Studies (senior editor: Katherine Larsen), debuted, which should be of interest to some of my regular readers.  The very first issue focuses on Famous Monsters of Filmland and its editor, Forest K. Ackerman. So much work in fan studies has dealt with science fiction fandoms, yet there's much we do not know about the "monster fan culture" of the 1960s and 1970s. As this issue suggests, digging into old monster magazines gives us a rich glimpse into the participatory culture of the period, including a range of material practices (such as model building, make-up and costume production, and Super 8 filmmaking) that have so far received limited attention by academics. Monster fan culture gives us a glimpse into what was at the time a predominantly male fan community, though, as we will see, there's also some important dimensions of female fan history to be reclaimed from the margins of this publication. And, we soon discover that Ackerman was not only a model for today's "fan boy auteur" but he also had a strong commitment to the politics of diversity and social acceptance, not exactly values we associate with American popular culture of the period. I was honored to be asked to be a respondent for this issue, and in doing so, I ended up writing a heavily autobiographical essay about my own memories of being a preteenage monster fan during the 1960s. I am sharing the opening of my essay below in hopes that it may entice you to track down this issue. I invited the editor of this special issue, Matt Yockey, and the other contributors to participate in an informal online conversation, exploring their own relationships with the topic, and also suggesting some of the ways their work might help us to further broaden the domain of fan research.

 

I cherish this invitation to my tenth birthday  which my mother carefully and lovingly packed away with other artifacts of my childhood.  The text, written in a quivering scrawl associated with old horror film posters, was accompanied by photographs of Boris Karloff’s Monster, Bela Lugosi’s Dracula, Lon Chaney’s Phantom of the Opera, Frederic March’s Hyde, and oddly, given my own strong preference for Lon Chaney Jr., Oliver Reed’s werewolf. The pictures had been cut from the pages of Famous Monsters of Filmland, almost certainly by my mother’s hands, given how precise the borders are, and then, attached with Elmer’s Glue, under my instructions, onto typing paper. The invitations were reproduced using a crude home photocopier machine my father used for his work, and then mailed to the other boys in the neighborhood.

I dug the invitation out of storage recently when I returned from seeing “The Art of Tim Burton” exhibition at the Los Angeles County Museum of Art (LACMA). Amidst concept art and film props, the exhibit devoted a room to his juvenaila,  including a childhood sketch of the Creature of the Black Lagoon (mostly likely drawn from the Aurora monster model) and  stop motion home movies (inspired by Ray Harryhausen). I was most taken with a collage (image 2), which mixes Burton’s own hand-drawn renderings of Frankenstein’s Monster, the Phantom of the Opera, and various space aliens, with pictures, including Lugosi’s Dracula, King Kong, and this time, appropriately, Lon Chaney Jr.’s Wolfman, almost certainly cut from Famous Monsters.  Burton chose Lugosi, his face partially wrapped by his cape, where-as I went with an image where the vampire’s hands are clutched, ready to strike an unsuspecting victim, but both were part of the image bank we shared with so many other boys and girls, around the country,  growing up in the mid-1960s.

 

Burton and I were born a little over two months apart, though his Burbank and my suburban Atlanta were on the opposite ends of the country.  What we shared -- with a good chunk of our generation -- was a series of powerful cultural influences, as described in the LACMA exhibit’s accompanying coffee table book:

“He revered the legendary Vincent Price and identified with such maestros of classic horror as Lon Chaney Sr. and Jr., Boris Karloff, Peter Lore, and Bela Lugosi....He was swept up by the magic of the stop-motion animation of Ray Harryhausen’s animated sequences and the unique color pallete of Basil Gogo’s illustrations on the covers of Famous Monsters of Filmland magazines (one of the few publications he avidly read).” (Frey, Gallo, and Kempf, 2009, p. 8)

For all our self perceptions of eccentricity, Tim Burton and I had more or less the same childhood. We read the same magazines, watched the same movies, admired the same artists, and fetishized the same images. As Bob Rehak writes in this issue, “Facilitated by Famous Monsters and shared by a subculture of baby boomers in their preteen and teenaged years, the constructive activities of 60s horror fandom laid both a generational and physical groundwork for today’s transformative, franchised, materialized media culture.”...

I read these historical accounts from the perspective of someone who, unlike the other authors, was part of the 1960s monster culture they are seeking to reconstruct. This is not to say my account is somehow more “authentic” or “unmediated” than theirs. As Erica Rand (1995) has suggested, we selectively rewrite our personal narratives about our childhoods to reflect our adult conceptions of ourselves, creating an aura of personal inevitability rather than reflecting the contingency of emerging identities. What we and our parents chose to box and save are not necessarily any more a part of who we are than those many things that were tossed in the trash. The LACMA curators were no doubt drawn to those childhood artworks suggesting the gothic sensibility we associated with Burton’s films; I am drawn to childhood artifacts which reflect my subsequent academic interests in film history and fan culture.  All of these accounts involve acts of interpretation and speculation, whether recovering the perspectives of Ackerman’s young fans from the photographs and letters in Famous Monsters or reconstructing my ten year old self from fading memories and yellowing party invites. So, I am writing this first person account to add another layer to our understanding of the period’s fan sensitivities and subjectivities.

As a starting point, we might add collage art to the mix of creative and performative activities, including model-making, super 8 filmmaking, costuming and make-up, that grew up around Famous Monsters. Cutting out and gluing down pictures to create a birthday party invitation may seem pretty banal -- not as transgresive as writing a homoerotic fan story or as transformative as posting a political remix video on YouTube. But, these material practices embody a similar expectation that consumers have the opportunity and right to meaningfully reshape their culture.

The fact that my parents sanctioned this bit of appropriation and remixing tells us something about Famous Monsters’ cultural status: my parents would not have allowed me to cut pictures from books or encyclopedias, they would happily allow me to cut pictures from old catalogs or newspapers, and magazines fell into a space in between -- National Geographic or Hightlights (no), Famous Monsters (yes).  The growing accessability of photocopying (first prototyped in 1959 and introduced to home consumers in the mid-1960s) supported the easy reproduction of such images, paving the way for the DIY zine culture Stephen Duncombe (1997) documented. Such cut and paste collages would become characteristic of the 1980s punk and 1990s riot grrl zines, for example. These practices also extend a much older history of children’s scrapbooking, a practice, as historians (Tucker, Ott, and Buckler, 2006; Garvey, 2004) note, that has often mixed personal (family photographs, drawings) and mass produced images (magazines and newspaper clippings).

The overlap between Burton and my respective choices reflects the degree to which Famous Monsters helped define a canon of works its most hardcore readers were expected to know. The images we selected were shared culture (in that Burton and I draw on almost identical repertoires) and personal culture (in that Burton and I would have no doubt had different personal preferences -- my strong identification with Dracula, his fascination with Vincent Price and giant Japanese monsters). The magazine helped to set a syllabus of sorts for my adolescent efforts to educate myself about the history of American movies (and still informs my dvd collecting).  I can draw a direct link from Famous Monsters  to my decision to focus my Seventh Grade term paper, several years later, on the history of American movies. My father used to joke that I had been rewriting that term paper throughout my educational and professional life.  My graduation from an elementary school monster movie buff to an undergraduate film snob was mirrored by the fact that George Ellis, the fright host for the Atlanta market, also owned the Film Forum, one of the city’s two major retro houses.

As Kevin Heffernan (2004) documents in Ghouls, Gimmicks and Gold, the Universal monster movies had been part of the large package of “Shock Theater” Screen Gems sold to television stations in the 1950s and still in active use on second tier local stations in the 1960s. After school, my friends would race home to check out which movies were playing, staying in doors if it was one featured in Famous Monsters, and otherwise going outside, often to play act those very same monster movies. At ten, we were not allowed to stay up for the “Friday Night Frights”, except in the summer time or over Christmas break, and then, often, with the carefully negotiated stipulation (shared by many of the neighborhood households) that we could stay awake only until we got to see the monster in action. This rule, designed to avoid conflicts over bedtimes, actually resulted in endless quiblings over whether a shadow or a movement in the branches really counted or in the case of The Wolfman, whether Lawrence Talbott counted as a monster before the moon turned full.  As David Bordwell (2011) has noted, the tendency of vintage film audiences to show up when they could and watch through until the point where they entered the theater surely complicates claims about narrative structure and closure. Something similar could be said of my childhood viewing practices, which put such a strong emphasis on the monster’s first appearance and meant that we almost never saw any form of containment. Much like the superheroes, who occupied our imagination around the same time, the neighborhood kids could have told you the primary “powers” and vulnerabilities of each monster (Dracula could transform into bats or fog and command wolf packs; he could be destroyed by a stake to the heart, by cutting off his head, by being exposed to sunlight), but not the plot of any particular film.

Our love for “classic” horror movies gave us a certain distinction among our classmates, many of whom raced home from school to watch Dark Shadows. We had a running battle around the school lunch table over the relative merits of Lugosi’s Dracula (never Christopher Lee’s) and Dark Shadow’s Barnabas Collins. Tom Patterson, sometimes friend, sometimes rival, held his own monster birthday party a few months later, adopting the persona of Collins, as much to cross my tastes as anything else. Ackerman’s magazine fostered a immediate and personal link between his young readers and the grand old men who had helped to create the monster movies decades earlier. When I learned that Lon Chaney Jr. was struggling with cancer, I sent him a hand drawn get well card and received a photograph of the Wolf Man, signed with his own quivering hand....

Famous Monsters contained a wealth of information about these old films and the people who made them, but it was above all a picture magazine, and our favorites often reflected what we imagined from those images.  I had seen few of the movies represented on the birthday invitation. For example,  I had not seen the original Universal Dracula by age ten; I knew the character almost entirely from the magazine, the Aurora monster models, and my Famous Monsters Speak record. Several years later, I saw the 1930 Bela Lugosi film and found it surprisingly dull. I was even more frustrated (and bored) by my aborted attempt to read Bram Stoker’s novel. The blood curdling account of Dracula in Famous Monsters, much like The Princess Bride, contained only the “good parts”. So, the Dracula I loved and admired was largely a product of my own imagination, what I extrapulated from and mapped onto the stills Ackerman published.

 

Matthew, perhaps you can get us started by sharing how this special issue focused on Famous Monsters of Filmland came about.

Matt:  This project began to percolate in the fall of 2007.  I had just moved to southern California and visited Ackerman at the “mini-Ackermansion” during one of his Saturday open houses.  I lingered after the official visiting hours were over and found that, with just me as his audience, Ackerman wanted to talk about his life - not just his work on FM or his life as a fan, but his family history, his relationship with his brother, etc.  This first conversation quickly evolved into regular visits with prepared questions.  Over the course of six months I accumulated about 20 hours of recorded conversation.  At the same time I began to purchase 1960s-era issues of FM on Ebay with the idea of writing something scholarly about FM, as this was a subject near to my heart and which had been almost completely overlooked in academia.  Around this time, I met you for the first time and seeing an Aurora model kit in your office felt like a bit of serendipity. This led to the SCMS panel with you, Mark, and Natasha, which was received so positively that finding a home to publish this work seemed the logical and inevitable next step.   In another bit of serendipity, these essays crossed paths with Katherine Larsen, who was very receptive to the idea of an FM-theme for the debut issue of The Journal of Fandom Studies.

 

 

As I note in my essay, there’s a certain generational difference in experience represented within this group. I was a first generation Famous Monsters fan reading the magazine growing up in the 1960s, where-as most of you are quite a bit younger. How did each of you first encounter the magazine?

Matt: I have a vivid memory of being 4 years old in 1970 and seeing FM #80 at the local supermarket.  The cover image was from Beneath the Planet of the Apes and I was absolutely transfixed.  My aunt, whom I was with, refused to buy it for me and I had to wait a painfully long time before I actually purchased my first issue (#95 in late 1972).   I loved FM but could only afford an issue every so often.  I would look longingly at the gallery of back issue covers in each issue and wish I could have them all.  It was a longing matched by my desire to see many of the films featured in every issue.  Reading FM directed my weekly investigation of the latest issue of TV Guide to see if any of these films were going to be broadcast on the local station that had a Friday night horror show.

Bob: Matt and I are the same age, and my first encounter with Famous Monsters and subsequent experience of Monster Culture are similar to his. I came across FM at an Ann Arbor comic book store called the Eye of Agamotto, on a rack with other Warren publications such as horror comics Creepy and Eerie, and “mature” content like National Lampoon and Heavy Metal. At 9 or 10 I was too young to be drawn to those magazines, but FM, which my parents indulged me in buying, formed the nexus of my love of monster movies new and old, which I took in both at film society screenings on the University of Michigan campus, and on TV through creature features with hosts like “The Ghoul” on WKBD-50 and WJBK’s Sir Graves Ghastly. While I don’t remember the first issue of FM I owned, I do recall the first issue whose cover I found too frightening to look at directly: #111, October 1974, which bore a Basil Gogos portrait of Linda Blair in Dick Smith’s Exorcist makeup.

Mark: I’m a couple of years younger than Matt and Bob, and I didn’t really like FM that much or read it regularly, although I do have a strong memory of reading an issue while in the hospital (the negative associations are hard to shake). At the risk of sounding like a snobby little kid, I didn’t like FM’s irreverent tone and all the pun-based captions, although I did wear a T-shirt printed with an FM cover on the first day of third grade. Right before the class recited the Pledge of Allegiance, the teacher looked over at me and said “everyone put your hands over your monsters” (not surprisingly, he was one of my favorite teachers). Around that age, I was more drawn to books like Ed Naha’s Horrors from Screen to Scream and William Everson’s Classics of the Horror Film than to FM. My parents--my dad in particular--were very indulgent of my monster-mania, and would take me to see age-inappropriate films and let me stay up late on the weekends to watch old movies. I grew up in Omaha, where the local NBC affiliate broadcast Dr. Sanguinary’s Creature Feature every Saturday. I recall being absolutely livid when it was preempted by the appearance of Saturday Night Live.

I think in terms of generational difference in reception, by the time we were old enough to be interested in monster culture and horror films, there were simply more options to explore: more publications, more books, more toys, more ways to actually see some of the films. Undoubtedly, FM paved the way for this, but it may also be the reason my own response to FM was so cool. Interestingly, my partner, who is roughly a generation older than I am, has a big stash of FMs from when he was a kid.

 

 

Mark Hain is a PhD candidate in the Department of Communication and Culture at Indiana University, and is currently working on his dissertation, which is a historical reception study looking at star image and how audiences interpret and find use for these images, with a specific focus on Theda Bara.

Bob Rehak is an Assistant Professor in the Film and Media Studies Program at Swarthmore College. His research interests include special effects and the material practices of fandom.

Natashia Ritsma is a PhD candidate in the Department of Communication and Culture at Indiana University. Her research interests focus on documentary, experimental and educational film and television.

Matt Yockey is an Assistant Professor in the Department of Theater and Film at the University of Toledo. His research interest is on the reception of Hollywood genre films.

 

The Cultural Context of Chinese Fandom: An Interview with Xiqing Zheng(Part Three)

You suggest that Chinese fans often see themselves as belonging to an elite group. In some other parts of the world, fans are considered anything but because of the low cultural status of the materials they embrace. In what ways have Chinese Otaku sought to legitimate their interests and activities through appeals to elite cultural status?

This situation is resulted from the specific history of current fan culture in China. This fan culture, however hard people try to make a connection with the older “rewriting” fiction tradition, or older tradition of appreciating a fiction on a community level, is for its majority, an import from Japan. This fact has two results: first, Chinese fan culture was at first highly restricted to a group of comparatively well-educated people, but second, the Japanese heritage of this culture is often neglected, replaced by a lineage reconstructed by Chinese fans between Chinese fandoms and canonical high art literature.

When fandoms began to emerge at the end of the 20th century in China, people having access to such cultural environment and cultural practices are highly restricted to the young, urban, highly-educated and well-informed people such as college students, or young urbanites that were at least wealthy enough to afford a computer and internet surfing fees when both of them were comparatively difficult to have in the 1990s China. Of course, universities usually have better technological condition than other places, and young students were the major target consumers of the internet cafes when they were in a fad at the turn of the century. Such condition put a restriction on the people who were able to access fandom. Comparing to the condition right now, the major difference was that the hardware difficulty stopped most young teenagers and children from entering the fandoms. And the content centered on Japanese anime further restricted the age of participants to the urbanites who were born after the late 1970s. Fan fiction created during this period is of good quality both in content and style, while many fan authors paid close attention in making their products fit the elite image. Both the age span and the social origin of the fans have enlarged in fandoms now, but the early elitism still continues.

The other aspect that I mentioned above is the self-constructed lineage of the fandoms to the elite, avant-garde literature. This is exceptionally observable in the case of slash fiction, in which fangirls try to establish a lineage between their writings with traditional Chinese literature with homoerotic contents, and also, between slash fiction and avant-garde literature with queer materials. Even though in fact Chinese slash fiction / yaoi culture has little to do with either the pre-modern homoerotic novels, nor does it bear many resemblances with avant-garde literature except both of them are standing on a marginal position in the society, and both of them present something taboo of the mainstream society. Yet still, such a self-claimed lineage constitutes a good position of self-defending, and a good way of self-disciplining.

I think the elitism of Chinese fans, and the generally mild reaction towards the fan culture from the public has another crucial reason. In both pre-modern and modern Chinese literature, there are various types and forms of fan-fiction-like literary products. For example, there were dozens of sequels dedicated to The Dream of Red Chambers 红楼梦, usually considered the greatest traditional Chinese colloquial novels, which was written in the 18th century. The novel Jin Ping Mei 金瓶梅 (written around the 16th century) can be considered as an elaboration of a comparatively small segment in another great novel Water Margins 水浒传 (possibly written in the 14th century). Indeed, such rewritten stories and sequels can be seen as the remnant of the folk literature tradition in pre-modern Chinese literature, but similar things happened in the 20th century also. At the turning of the 19th and the 20th century, when the first wave of translation of Western literature into Chinese started, genre literature such as detective fiction and science fiction attracted much attention from the translators and readers. And the first wave of “new fiction” writing in the genre of science fiction, which directly imitated the Western sci-fi, often presents a science Utopia through rewriting old novels. For example, Wu Jianren 吴趼人, in his New Tale of Stones 新石头记, puts the protagonist from Dreams of Red Chambers into the contemporary Chinese society as an observer and commentator. During the 1920s to the 1940s, many authors created so-called “re-written fiction,” including the single most important writer in modern Chinese literature, Lu Xun 鲁迅. His Old Tales Retold 故事新编 is a collection of parody of various old Chinese legends. Other similar stories involve, for example, Shi Zhecun’s 施蛰存 “Shi Xiu” 石秀, a short story in which the author retells the story of the character Shi Xiu from The Water Margins, using psychoanalysis to explain his motivation.

I am not claiming that the present Chinese fan fiction has a direct relationship with this trend, yet after some fan fiction stories started to become famous in the 21st century, many people explains the idea of “fan culture” to their curious friends by using the example of canonical literature. I have seen several cases in which people explain the definition of “fan fiction” with the example of Lu Xun’s Old Tales Retold. Even though the current fan culture does not have a directly heritage from this tradition, this “rewriting of old canon” tradition is in the large social background both for the creation and for the circulation of Chinese fan fiction. I also want to add, that such “rewritten” stories are widely seen around the world; it is never a China-only phenomenon. But I haven’t seen any scholarship trying to establish this literary tradition with popular fan culture.

One last issue I have to stress here is: there hasn’t been a hierarchy that clearly distinguishes “high culture” and “popular culture” in Chinese fiction; fiction was considered low-brow in general before the end of 19th century, when a group of literati called on a literary revolution. The historical reasons for this condition are complicated, which I will not explain in detail here. Even the word “genre literature” has only existed in Chinese language for less than two decades. Consumers of media products such as Japanese anime, especially those who are no longer young enough to be considered an appropriate consumer for anime, are generally viewed in a biased perspective. And people who love Hollywood blockbusters are despised by those who love European art films. But the bias has not yet supported a deep grained stereotype for popular fans. These might be the ultimate reason for the comparatively high status for fans in China.

 

You write particularly about female fans of slash or Yaoi. How might these young women use this genre to negotiate around tensions surrounding the status of women and female sexuality in China?

Another question that I am personally very interested in. Of course the popularity for slash or yaoi is a very complicated issue. But if we consider specifically the topic of gender and female sexuality, I want to stress the issue of gender equality. (The word choice between slash and yaoi is again a difficult one. In China the term for this genre has another name: danmei 耽美, also with a complicated history. It is originally the Japanese translation of the word “aestheticism,” yet after being imported to China, its meaning shifted. Only for the convenience, I will use the term yaoi here.)

To understand the rapid fad of yaoi culture, one has to understand the population that takes part in reading and writing yaoi fan fiction and original stories. In all of the three areas that I am examining, the rise of female created and female oriented homoerotic stories is directly associated with the issue of female autonomy and independency. In the US, the slash fiction reading and writing is not only a “women’s enterprise” outside the market economy, it also signals women’s rebellion against the dominant social norms of sexuality. In Japan, the emergence of yaoi culture eventually came from the female manga artists who was blocked out of the manga industry because of their gender, started their career in amateurish market of dōjin manga publication, which, ultimately led to their professional career as revolutionary shōjo manga artists. In China, however, the case is different. As I have already mentioned, Chinese contemporary fan culture was marked by its exceptionally elitism. In the case of yaoi culture, the case is more obvious. The first generation of Chinese fangirls, in this case the ones who are active around the year 2000, usually self-considered as the social elite. There was a very famous quote by a yaoi forum titled “Lucifer”: “Fangirls have the responsibility to be more civilized than others.” The claim holds true considering the situation that many fangirls of that age are the ones who go to good universities or high schools, well-educated in Chinese and Western literature, and have excess to the internet before many others in the country. Even though with the internet technology enters more and more people’s household, the existence of the fangirls community and yaoi culture is no longer a secret among young women students in a handful of best universities in China, the tradition of elitism still lingers.

For many girls of the one child generation, their family, especially their parents have exceptional expectation on them. The traditional patriarchy thoughts still persist in some way, especially the older tradition in a family that girls have to sacrifice for boys, that only sons are considered important, but these thoughts lose their meaning and survival environment in the generation when every family has only one child. A predictable consequence is that the only daughters are treated with all attention from their families. Some girls are raised as boys to earn fame and fortune for the family, especially to earn more success than their male cousins. To my own knowledge, most urban girls of my age have the experience of being educated that women are no worse than men, and what a man can do, can certainly be done by a woman. Being inculcated with such words, most girls of this generation, especially the ones that have gained their success according to the mainstream criteria, i.e. those who achieve high academic success and the ones who find well-paid jobs, will ultimately be forced to face with the still highly unequal gender relationship in China. Within the long tradition of women-oriented romance in Sinophone area persists, in which no matter how a woman character is successful, has to finally become an obedient daughter, a loyal wife and a responsible mother, and be restricted again into the family trivial, and to rely on the marriage to determine the success of one’s life. Then any attempt of creating a strong female character risks the danger of falling into the stereotypes of de-feminized female characters of Maoist Socialist Realism. The new possibility in recent popular fiction, though, is turning the female characters into those that encourage over identification and self-projection, i.e. Mary Sue. Mary Sue characters are too easy a role for female readers to identify with; the readymade identification choice is largely degraded in the fan community as an unhealthy indulgence. Many argue that Mary Sue as a fan fiction may not even invite female audience, because the character may bear too much characteristics of the fan fiction writer and as a consequence prevents a general identification. Recently, some new types of romance written for the young women audience and teenager girls, such as Twilight series in English speaking areas, and the time-travel fiction (chuanyue xiaoshuo 穿越小说) in China are considered Mary Sue, even if they do not necessarily fall in the category of fan fiction.

Considering the easy pitfalls for the original female characters, the retreat into yaoi material for the female readers of this generation is a logical result: if you cannot find a solution to the current male-female relationship, then get rid of the female characters all together. At least in between male characters, there can be the possibility of an equal love relationship, in which there is no such thing as one has to subject to the other. This is a temporary and escapist retreat, and probably not a healthy one, because in one way or another, one has to come back to the reality to deal with the male-female relationship. Yet still, the popularity of the yaoi material, from a special perspective, shows the current crisis in gender relationship in Chinese society.

Yet the tendency of surpassing the issue of male-female gender relationship sometimes ends in misogyny in yaoi writings online. While celebrating the pure love between two male characters, the female characters who develops a romantic relationship with one of the male lovers in yaoi materials usually have very tragic ending: for the sake of the two male characters who love each other, female characters have to get away ultimately, so they either die or being tragically dumped by the male character, and also, should never has the importance of the other male character to her ex-husband or boyfriend. I will explain this situation with the reason of jealousy, but I also want to point to the complexity and ambiguity of ideology expressions in Chinese yaoi culture. Even though the explanation of gender equality issue holds true to me and many of my friends around, it might not work on every fangirl. Even if fangirls are attracted to the gender equal expression in certain slash fiction, they might not always stick to this norm when reading other pieces of slash fiction.

Most recent writings in English on Chinese fan communities have emphasized the phenomenon of fan subbing. What roles do fan subbing practices play in promoting other kinds of fan productivity?

I personally feel that fansubbing is the core and root for many fan activities in China, especially in media fandoms. And as you have mentioned in the question, it has become one of the most observable aspects of Chinese fan culture as a whole since more than six or seven years ago, both domestically and internationally, with little of other aspects of Chinese fan culture widely mentioned (I believe the earliest occasion that brought fansub to the foreground was the unintended popularity of the US series Prison Break in China, which was largely in debt to the online fansub groups. Even New York Times had this story covered.). A fansub group is not only a volunteer that translate certain foreign texts into Chinese; it plays the role of raw material selector, the role of linguistic translator, and at the same time, the role of cultural introducer. The final function usually cannot be served in the “official” translations of foreign materials. Because of the informal nature of fansubs, fansubbers are free to add notes, comments and detailed background information introduction for cultural details in order to facilitate the audience in understanding the media materials. Besides, since the fansubbers have a general idea of the identities of their audiences (usually young fans who stay online all the time), fansubbers are able to target the direct concerns and questions of their audiences more accurately.

Fansubs are sometimes the only choice for the Chinese audience to get access to foreign media products. Because Chinese government has a strong restriction on media product imports, and also because there is no rating system in China, imported media products are very limited in number, and even if they are imported, many of which have to go through a thorough censorship first. This censorship is much more on explicit reference to sex, than on politically sensitive issues. (A famous example would be the American sitcom Friends. Despite its tremendous popularity in China, it never was able to appear on TV in China. According to certain rumors—which I believe is true—it was only because there are so many sex-related jokes that after censorship, some episodes would have little left. And as we all know, Friends is so much milder than many US series). Then in order to get access to foreign media products, audiences are forced on to an illegal way. Therefore p2p download and online streaming becomes necessary. Even though students are required to learn English from a young age, the language barriers set by media products are daunting. Because “official subtitles” are usually hard to find for TV series, not to say Chinese dubbing, it is mainly the fansub groups that translate and introduce the foreign media products to the Chinese audience. Though I do not have too much information of the fansubs in English speaking countries, from what I read and heard from conferences on fan activities, fansubs in China have a surprisingly high quality. Many fansub groups require interviews and tests before accepting new members. Some fansub groups on Japanese materials even directly ask the prospective members for their levels and grades for the Japanese Language Proficiency Test (is a standardized test to evaluate and certify Japanese language proficiency for non-native speakers, held internationally twice a year). Fansubs depend highly on reputation to thrive in a fandom. I have to emphasize that fansubbing is totally voluntary, not for profit, and open to the general public. But since fansubbers are doing this totally because of their love and interest for the original texts, they usually would do the translation with their best effort. Therefore once a fansub group has established its fame, people tend to believe in it even more than “official subtitles,” if there is any, because after all, fansubs are made “by people of our own community.”

Fan subbing is the starting point of every fan activities on certain media products, therefore it is very crucial. For example, it is not rare to see fan fiction written in Chinese that directly use dialogues in a media product translated by a favorite fansub group. Besides, since Chinese fan culture is especially open to foreign media materials, the role of fan subbing becomes even more significant under this condition.

Again, I am standing on the position of a “native informant” here. I have worked in various fansubbing and fan translation groups, including one on a Japanese radio program (named “Dear Girl~ Stories~,” hosted by two famous Japanese voice actors Kamiya Hiroshi and Ono Daisuke), another on the BBC TV series Sherlock, and I am still an active translator and subber of a fan group on J.R.R. Tolkien’s writings. The last fan translation group I am working in is based on a “little site” on a Chinese SNS website Douban (豆瓣, which is a very unique SNS site for people to exchange information on books, films, music, etc. and to post their reviews), called “Red Book of Middle Earth” 中土红皮书, a fan created and fan maintained site that introduces and updates everything about and around The Lord of the Rings trilogy and other Tolkien’s writings. If you have interest, here is the link to it: http://site.douban.com/120385/. Right now we are working on news and videos on the Hobbit films. The collection and translations of related materials do require English proficiency (and good Chinese language skills also), and much time and effort. But besides a dozen central figures that participate in the actual translation process, the fans of the fan translation group actually are able to form a small and active fan community.

 

Author's Bio: As an academic fan from China, I entered the fandom around 2003 when I was still an undergraduate student of Chinese Literature at Peking University. I am currently a PhD candidate at the Department of Comparative Literature at the University of Washington. My dissertation topic is Chinese online fan culture, as well as its relationship with the media and fandoms from Japan and the English speaking areas. I have done several presentations on Chinese fan fiction and fan culture in conferences, but up to now I do not have any publication in English. By the way, I am now translating Professor Jenkins's Textual Poachers into Chinese, not as a voluntary fan translator, though.

The Cultural Context of Chinese Fan Culture: An Interview with Xiqing Zheng (Part Two)

Fandom constitutes a particular form of leisure. How does it fit within the exam culture which so shapes the lives of Chinese youth?

I do not feel in a confident position in answering this question. Basically I have personal experience to draw upon on all other questions, save this one. I myself had passed the age of being afflicted by the most tediously part of the exam culture when I entered the Lord of the Rings online fandom as a collective community for the first time; I was a sophomore in college then. Before then, yes, I was a fan, but I didn’t know there is something called fandom (and the fandom before 2003 did have much less observable a presence in Chinese society).

Fandom activity is a very good complimentary to the tedious exam culture for the youth in China, especially when exams are not consuming all time of the students. It is difficult for fandom to take much of their time, but leisure times? Very possible. I often find a fan fiction author explaining his/her slow update with the reason “I am a senior in high school, and you know, I don’t have time at all.” Or “I am a high school student living on campus and can only be back home to use the computer on weekends…” or “I live on campus and I can only use my cellphone to update my fic! Please forgive me for the problems on the format.” etc. Some young students may post on fan forums their art products or doodles made in their classrooms, at the back of an exam paper, in a lined notebook; in some online chat, some young fans express their excitement when they encounter anything relevant to their beloved products in a classroom situation. Fandom activities do find a way squeezing into their busy life. However busy the students are, there is always some time left for themselves.

Fan culture has actually existed in Chinese high schools for a long time. I have heard of people who started to write fan fiction with pen and paper in high school years to communicate with other fans, even before the internet is available to average urban families, but such sporadic phenomena cannot be compared to the current situation, when more and more young students are at least aware that there are fandoms for them to participate if they are interested in. We can see that the fan culture is really becoming a major choice for leisure time activities for the busy students in China, and probably a type of convenient refuge for them. Yet I am also reluctant to claim that it is unique comparing to other types of leisure time activities and hobbies for young people in China. After all, even if the fandoms are more and more widespread and observable in Chinese society right now, fan culture still belongs to a small audience and remains a comparatively marginal community.

What are the dominant modes of fan cultural production and participation in China?

I guess that fan fiction is still one of the dominant modes of fan cultural production and participation, and of course, fan art and fan video are also immensely important. The fan fiction I discuss here, which is characterized by female perspectives and commercial consumptions, started around the mid-1990s, and has been prosperous since then. Considering fan art, it is now not only restricted to originally created paintings, but sometimes involves technical manipulation on screen grabs to make them present certain effects. There was not a VHS age for Chinese fan videos so far as I know. The earliest ones I encounter were produced around the turn of the century and are directly circulated online. The earliest ones are usually flash video files; then the production shifted to other formats when online streaming sites become popular. Fan music exists, but the creation of which is more restricted to certain groups of people. Yet even though only a limited number of people participate in fan music writing, these people are very prolific. There are other types of fan activities, for example, fan game designing. But video game designing requires technical expertise of quite a high level, and therefore is very rarely seen. But if created successfully, fan video games are highly welcomed by fans. I have also seen friends who participated in designing fan board games. Fan translation is another type of activities that are able to connect and gather fans of a certain media product. Fan translation is not restricted to subbing a video of reports or interview or other media products related to the original material; it also involves translating certain news and interviews, and even fan fictions, fan arts and fan videos. Another fan activity online recent called “language-cosplay” cannot be categorized in any of the types I stated above. It is an activity for a group of people, with each of them role-plays a character in the original media and interacts with one another online in dialogues as if s/he is the characters.

Fan books and fanzines started later than fan fiction and fan arts in China, and in early 2000s, digital versions of fanzines were more frequently seen than printed ones. Recently the trend changes: fanzines and fan books in printed forms are becoming popular. One reason is the easy access to direct online merchandize with the emergence of platform website such as Taobao 淘宝, and the rapid development of convenient private postal delivery systems, thus direct one to one merchandizes have become possible. Nowadays most fan books and fanzines are planned and pre-ordered online. There is a website called Tianchuang lianmeng 天窗联盟 (Alliance of Roof Windows), which is the largest online search engine of any Chinese language fanbooks and fanzines. Tianchuang, meaning roof windows, is a jargon in the fan community: if a fan artist or fan author is not able to finish his/her work on time, the fanzine or fanbook will not be available for the proposed cons. Then it is called “roof windowed.” (And this jargon is originally from a slang in the publish industry.) This is the link to the website in case that you are interested: http://doujin.bgm.tv/. From this website we can see clearly that the production and circulation of materialized fan products now still has direct connection to the digital media.

For the activities in the “real world,” cosplay and cosplay photography are of the most eye-catching and prevalent phenomena in the fan communities, and have attracted attention in the mainstream media. These activities often take place in fan conventions, though cosplay photography also takes place outside the conventions. The number of conventions is rapidly growing each year and has spread from several major cities to almost all large cities in China. For example in the year 2011, there were more than 100 fan conventions across the country, though the size varies (most conventions register on Tianchuang Lianmeng, you may want to explore that website to see). Sales of fan books and fanzines are one of the major functions of fan conventions in China. Comparing to the conventions held in the US, Chinese conventions are totally supported by the fan artists and fan writers who bring their works to the conventions to sell, since it is usually impossible to invite media celebrities or producers in the media industry for panels and autography—because a large portion of the original materials that the fans consume do not even have a legal distribution channel in China (though, celebrities’ participation is not totally impossible, Chinese manga authors, writers, illustrators, and most recently, celebrities as Japanese voice actors begin to attend conventions). Since there has not been such a tradition for holding panels and discussion sessions in cons, many Chinese fan conventions usually look exactly like flea markets with sellers and customers all dressed up in costumes. Smaller fan gatherings have been a longer tradition from before the 21st century, but such gatherings usually are much smaller in scale, usually turn out to be a dinner, a Karaoke party, or an afternoon spent together in a board game café.

I personally feel that concerning the types of fan activities, fandoms around the world are very similar to each other. Even though some details may vary because of different social historical context, in the end all fan activities are about consumption, interpretation and appropriation. Indeed there are cultural differences, but fans’ communities around the world share astonishing amount of similarities. Because of the possibility of instant interaction and communication brought by the internet, the fan communities around the world is gradually breaking the language boundary, which is more observable in a third world country as in China, as people volunteer translating and reposting the fan products in other languages they like. But sadly, in most cases, it is still a unidirectional process.

Are there distinctive forms of fan production which have originated in China?

Since it is hard to determine all the fan production forms in other culture, I am not sure whether there is some form that is authentically “made in China.” But I feel that fan sub, or more broadly speaking, fan translation is specifically important in China, much more so than in many other countries. One reason is of course, the imported media products have from the beginning held special significance to the development of Chinese fan culture. The original media products are not the only things that Chinese fans translate; but also foreign fan productions, including fan fiction, fan art and other relevant periphery productions and news surrounding the original media products. I am not sure whether it is the condition of all fandoms in other third world countries, but just as I mentioned above, you do feel the powerful existence of globalization in fandoms. Even in the case of fandoms on pure Chinese materials, we find interactions and communications among different Chinese speaking regions (I have encountered fans from Malaysia in several fandoms I participate in). Again, I am not claiming that it is exclusively “made in China,” but fan translation is something that makes Chinese fandom more complicated than the fandoms I see in the US and in Japan, but beyond my scope, it is still hard to say.

Author's Bio: As an academic fan from China, I entered the fandom around 2003 when I was still an undergraduate student of Chinese Literature at Peking University. I am currently a PhD candidate at the Department of Comparative Literature at the University of Washington. My dissertation topic is Chinese online fan culture, as well as its relationship with the media and fandoms from Japan and the English speaking areas. I have done several presentations on Chinese fan fiction and fan culture in conferences, but up to now I do not have any publication in English. By the way, I am now translating Professor Jenkins's Textual Poachers into Chinese, not as a voluntary fan translator, though.

The Cultural Context of Chinese Fan Culture: An Interview with Xiqing Zheng (Part One)

From time to time, I have shared with my readers glimpses into the forms fan culture has taken around the world. For example, see this discussion of Harry Potter fandom in Russia or this discussion by one of my former USC graduate students about Chinese vids made in response to Kung Fu Panda or see this interview regarding the growth of Otaku Studies in Japan. This week, I am sharing with you the insights of Xiqing Zheng, a PhD candidate in Comparative Literature at the University of Washington. We have been corresponding off and on for the past year because she is working on a translation of Textual Poachers for the Chinese market. In the course of our correspondence, she shared with me some of her work which touches on the relationship between Chinese fandom and Japanese Otaku culture. She was nice enough to let me interview her about her work, which touches on some fascinating issues concerning fandom, the global circulation of media, gender and sexuality, fan subs and digital piracy, and issues of cultural, economic, and political change in contemporary China.

You have been doing research about “otaku” cultures in China. “Otaku” as a concept originates in Japan. Why is this the most appropriate word to describe what has developed in China? Are Chinese Otaku draw primarily to Japanese media content or are they adopting and localizing Otaku practices but applying them to specifically Chinese content?

Frankly, I have to admit that the wording choice for this is partly determined by the fact that the article I sent you was written for a Japanese journal: I was trying to make their translator’s work easier, as well as to save some work on my own side—you really do not need to explain what is “Otaku” to a Japanese reader, while a strict definition of “fan” may take some time and space. Out of the Japanese context, I prefer using the word “fan” as a descriptive term for the community that I am interested in. Yet I do not see a clear distinction between the so-called otaku culture, in its current meaning, and the media fan culture in the Euro-American context. So I am against the tendency of connecting either of the identities with a fixed type of media, whether it is Japanese ACG (abbreviation of “anime”, “comic” and “game,” I will use this word constantly in below), or Euro-American sci-fi TV series.

But at the same time, I feel the word “otaku” especially appropriate in describing the situation in Chinese online fan community, because: First of all, the Japanese material actually was the starting point of the current Chinese fandoms, which was imported from Japan at the end of the 20th century. Secondly, generally the condition of Chinese fandoms looks similar to the Japanese ones, more than the US media fandom, with a boundary more thoroughly torn-down between high art and popular culture, the readers and the writers. Thirdly, in daily usage, the word “otaku” is often more connected to a certain media or a group of media, while “fan” can be linked to a media, but is more frequently associated with a single text or a single individual.

Usually if we talk about “sub-community” in Chinese fan community, there are several ways to divide up the group, and one of them is a division according to the origin of the original media text. Using this criterion, the fan community in China can be divided into Euro-American media and literature fans, Japanese ACG and literature fans, Korean media fans, Chinese media and literature fans, etc. According to the statistic of a fan author, Wang Zheng, around the year 2007, 70% of the whole fan fiction writing in China is based on Japanese original texts, especially anime and manga, 20% of Chinese fan fiction is based on Chinese texts while the other is based on Euro-American texts. I do not trust her statistic completely because such statistic is hard to conduct accurately in the internet age, but from one aspect, we can see the strong presence of Japanese media in Chinese fandoms.

However, the distinction among each group is very vague, as one person can be simultaneously put in all groups mentioned above. For example, I am personally a fan of Lord of the Rings, which is a British novel and a Hollywood film trilogy; a fan of Legend of Galactic Heroes, which is a Japanese space opera and a long series of anime; a fan of Three Kingdoms, which is a traditional colloquial historical novel written in China in the 14th century and derivative media products in China and Japan.

Most of my friends in fandoms are in exactly the same situation. And in many ways, the materials from all nations are treated in a similar way from the ending point of the media distribution and acceptance. In other words, different original places for media products do not necessarily lead to different types of acceptance and re-appropriation, while the same can be said that about the cultural value of the texts, for high art and popular culture can be treated the same way at the receiving end, also.

The naming issue for the Chinese fan culture has to be taken carefully but sometimes restricted by many other unexpected troubles. The word “otaku” has been imported to Chinese; because of the same writing system of Chinese characters shared by the Chinese language and the Japanese language, the Chinese character of otaku “御宅” is the one being imported to China, while in Japan, this word is more often written in hiragana or katakana as “おたく” or “オタク”. The word was originally a respective address to another person (referring the other person in conversation not directly, but indirectly to his/her house to show respect), and has been used jokingly inside the otaku communities for each other, as acknowledging each other as fellow “geeks.” Currently it generally refers to fans of ACG media, but terms such as “sci-fi otaku,” “railway otaku,” “board game otaku,” also exist. However, the word in Chinese has shifted its meaning mainly because it has crossed the boundary of subculture and entered the public vocabulary, or at least the urban public, but with a meaning very different from the original one.

While with the word “宅” meaning “house” in Chinese, the public is using this word as the synonym of “staying-at-home-type of people,” or those who do not go out in their spare time, or do not go out at all, which is described with another Japanese word “hikikomori”引き篭もり in Japan; such behavior is not necessarily a trait for otaku. This meaning is more widely spread in Chinese society that I have already found people using this word with the new meaning in academic environment. Therefore except that I am conducting comparisons with the Japanese otaku community, I really am reluctant to use the word otaku to refer to the Chinese fan community now. Therefore I will still use the word “fan culture” to refer to the cultural phenomenon of cultural recirculation and re-appropriation in China.

 

There is a strong history of cultural conflict between Japan and China. What role (if any) does this history play in shaping potential contacts between Chinese and Japanese Otaku?

This is one of the questions that intrigue me most. I have read and heard some presentations by Japan scholars that the popularity of Japan media materials may relieve the influence of “anti-Japan” education in many Asian countries, and therefore play a beneficial role in construction of a better image for Japan in the younger generation, and make these young people grow an attitude more friendly to Japan. (I personally feel rather repelled by the ideology connotation of the wording of “anti-Japan” education.) It is true that every media product is political, and it is also true that in Japan the otaku culture is often considered right wing, though not always so. But it does not mean that as a foreign consumer, a Chinese fan will take in everything that the producers want her to take, especially in the case like here, that the social historical and ideological circumstance of the audience is distinctive from the producers’. And here is where the complicated Sino-Japan relationship comes into play.

Interestingly enough, there is a tendency in Chinese fans to divide a “cultural Japan” and a “political Japan” when consuming Japanese media material. There is a certain tendency in Chinese otaku to clearly distinguish two “Japans” in their perception of this country: one is the governmental Japan, who still refuses to formally apologize for their imperialist invasion in Asia and its military nationalism, and the other the cultural (and especially popular cultural) Japan, who represents a fashion and “Japan cool.” Chinese fans generally accept that the products are from Japan, and they are very good, intriguing, and worth becoming a fan for. But at the same time, they refuse to identify with the political national identity of Japan linked with the media product. In fact, they try to sever the role of Japanese government and politics out of the media products.

This phenomenon is very different from the situation in the US. As I have observed so far in the US, if a consumer becomes a fan of the media products from a certain country, he/she may in a large probability become a fan of the country as a whole. But in China, many friends of mine complain about their parents’ attitude towards their cultural preferences: “Who tells them that I will love Japan if I just love to watch Japanese anime?” And this is at least the fact for a large portion of ACG otaku in China. Moreover, when there is any conflict between the cultural preference and political identification, the political identification often prevails. For example, there was an anime called Night Raid 1931, broadcasted in Japan in 2010, which is set in the background of Shanghai right before Japan invaded China, and features much denigrated representation of the Chinese people. This anime was refused totally by most large fansub groups, who usually translate literarily all new Japanese anime episodes available. Several comparatively marginal groups did the fansub, eventually, but this anime is generally intentionally ignored by the Chinese otaku group for a whole season. As the media product is never imported to China, there is no other way to show our upset about it anyway.

However, the story is usually not an easy one. For more explanation, I want to raise one fandom as an example. I actually have presented on this topic at a conference, but I feel there is still more to develop. There is a Japanese web comic, titled Axis Powers: Hetalia (referred to APH below) by Himaruya Hidekazu, and has been adapted into manga and anime. APH is a set of media products of parody descriptions of the world military and political history, especially of the World War II era, with vignettes about various countries’ culture; each character is an anthropomorphizations of various countries and areas. These anthropomorphized characters, different from the traditional fixed national personifications such as John Bull for Britain, Uncle Sam for America, are created by the author Himaruya himself and does not intend to carry any political significations. APH is now immensely popular in the US also, by the way.

APH is widely circulated in Chinese otaku community basically through online video websites and through non-copyrighted fansubbed video files, downloadable through p2p venue. Similar to many other Japanese anime, APH inspires a large amount of fan creation, including fan fiction and fan video, and also cosplay shows. Usually in the APH fandom, audience attempts to create a non-political neutral perspective that is far away from the debate of the real life political discussion. In the Chinese speaking world, there is a set of “internet etiquette,” first promoted by the Taiwan fandom, then spread into mainland China. This set of etiquettes are promoted mainly to prevent any possible conflicts between the fan writers and some “outsider” readers that happens to see the fan writings that probably will enrage him/her because of the less serious political presentation in the stories.

Despite the political neutral intention from the author and most of its fandom globally, what happens in the Chinese APH fandom is that many fans eagerly celebrate and reinforce the Chinese identity, history and culture in a way close to the mainstream narrative or sometimes even clichéd official narrative in China. I argue the main reason is the clear self-alienation from totally identifying with the Japanese text, or in other words, an identity creation process with the background of understanding otaku as mainly a Japanese-exported phenomenon.

What I mean by this self-alienation and identity creation roots from, the deep rooted Sino-Japanese conflict, which is only half relieved or hidden by Japanese media products’ popularity in China, including the immergence of the otaku culture itself. With this clear split in the “Japan” idea, the accepting Japanese culture no longer becomes a critical issue even if one is unhappy with the Japanese government’s attitude. However, it also makes the acceptance for the Japanese culture much less complete. It is already difficult to separate a pure “culture” totally devoid of political narratives; the acceptance of narratives with certain reference to real world politics, such as APH becomes further difficult with the Japanese ideology involved in the story. Therefore, the interpretation and fan creation basing on such narrative takes on a mode of accepting the “Japan” on the cultural level, i.e. taking the setting and the moe characters, while refusing Japan’s self-interpretation on the political level, instead using the Chinese mainstream narrative of the history to adapt the original narrative and create new narrative. The alienation caused by the Japanese social historical narrative then pushes the Chinese fans back to their own familiar zone of Chinese self-narrative.

Take one dōjinshi (fan book or fanzine) published in 2008, Wei Long (为龙, Being a Dragon) as an example. This dōjinshi has already become a legend in Chinese fan community. It is a dōjinshi centering on the China character, Wang Yao王耀, and it is consisted of about 25 illustrations, several four-grid comics, and several short manga stories. Highly well-known in the fandom, its original price was 75 RMB, but the price of a used copy now usually exceeds 500 RMB (this speed of price increase is very rare in China). After the release of this dōjinshi, there was also a theme song of very high quality written by fans specifically for it. If you are interested, here is a link for it on YouTube: http://www.youtube.com/watch?v=0gwB8vPGDIM.

The popularity of this dōjinshi comes from not only the quality of the pictures (there were more than ten professional manga authors participated in the creation of this dōjinshi), but also the content, which celebrate passionately the glorious long history of China and the strong will that China experienced in the 19th and 20th century to overcome all the difficulties to rise up again from defeat and invasion. Such usage of the original materials, especially the setting, is never intended by the original author, but has become at least one of the most important traits of Chinese APH fandom. As far as I know, such modes of consumption are rare in the APH fandom elsewhere.

There is another issue that I want to point out here, even though Himaruya as well as most APH fans repeatedly claim that the characters are merely created for entertainment purposes and not for political interpretations, still one cannot really separate one’s perception of a certain country with the cute personages in the anime. However, the historical truth in this narrative becomes then largely simplified and single-lateral. I want to note one specific example in the original narrative of APH. All country characters in the anime speak standard Japanese, with occasional utterance of several sentences in their respective native languages. The only character that does not speak standard Japanese is the China character, Wang Yao. Adding a redundant “aru” (ある) at the end of most sentences he speaks, this trait presents clearly the characteristics of a specific Creole language called “kyowago” (協和語) promoted by the Japanese colonial government in Manchuria during the 1930s and 1940s.

Even though Japanese colonization is never directly mentioned in APH, the using of this specific linguistic trait implicitly alludes to this history. Yet, curiously enough, this linguistic trait has also become a forgotten history on the Chinese side, with most Chinese fans interpreting this linguistic trait as a simple personal style. As my observation goes, Japanese fans also do not explicitly take this issue very seriously. Yet it at least shows in one aspect the political and historical complications behind this seemingly simple setting. It also tells us that it is really impossible to imagine a cultural product totally independent from social political issues in the real world.

Therefore, I suggest it is erroneous to imagine that the Sino-Japanese historical political conflicts can be easily remedied by developing Chinese fans of Japanese media products (or vice versa), nor should we over-emphasize the power for the audience to totally subvert or ignore the ideology embedded in cultural materials. But at the same time, how audiences interpret or appropriate a certain fictional narrative is definitely cannot be totally controlled by the producers, therefore the fandoms based on the same media product could be very different from country to country.

 

Author's Bio: As an academic fan from China, I entered the fandom around 2003 when I was still an undergraduate student of Chinese Literature at Peking University. I am currently a PhD candidate at the Department of Comparative Literature at the University of Washington. My dissertation topic is Chinese online fan culture, as well as its relationship with the media and fandoms from Japan and the English speaking areas. I have done several presentations on Chinese fan fiction and fan culture in conferences, but up to now I do not have any publication in English. By the way, I am now translating Professor Jenkins's Textual Poachers into Chinese, not as a voluntary fan translator, though.

The More We Know: Academic Games Research and Industry Collaboration (Part Two)

The last time I reported about iCue on this blog, it was part of an overview of the work of The Education Arcade. In what ways were the choices made on iCue informed by the Education Arcade's previous experiences developing prototypes for "serious games"? What are some of the factors which have made it hard to get university-based games research beyond the prototype stage and into the world where it might have greater impact?

There is a lot of pushback in the system where change is required.  If there is a change required in the way teaching and learning are perceived, then it is much harder to get adoption.  As such, the teachers never really came for the games, but rather the other parts that they could adopt or adapt and plug into existing structures. In turn, NBC didn’t take the games as seriously; they didn’t grow the more innovative or risky ideas, and, due to the financial crisis in 2008, they couldn’t really even update them.

Thinking about how we moved from previous work into this project, we were working in a much more constrained space then we were used to.  Rather than having the flexibility to build something rich and multi-faceted as we had with Revolution, we were working in the narrower starting space of media archives and integration with the AP curricula.  That restricted the game space, but provided perhaps more realistic constraints than we were used to working within.

What do you see as some of the major hurdles which academic researchers face in terms of working with industry partners?

There are certainly competing interests.  In academia, we can take a longer view, learning and refining over time.  These learnings are valued in and if themselves.  Of course, we also need a successful product, but we can take the time to get there carefully and be thorough. We can be risk prone in the short term.  In industry, pressure to return revenue quickly creates risk aversion.  Even though NBC News’ then-CFO, Adam Jones, protected iCue against those pressures more than the average project, it still had to make compromises that we had to stomach. For instance, there was early hope that the site would feature remix tools for young people to author their own content, but NBC Standards and Practices department shut down that talk almost immediately.

What factors make the education marketplace a particularly challenging one to navigate?

There are big issues around who pays for products, and who makes the decision to buy.  Are schools paying? Can a teacher make the decision, or must they appeal up the food chain to their principal or district? Are parents going to pay? Would any of these stakeholders accept a free-to-play model with sponsored advertising?  Then, depending on these factors, how do you design and market the product? There are also issues of metrics and measurement—how do you show that your product is working?  Does it leverage existing metrics (which may be poor), or new metrics (which aren’t yet implemented or validated)?

Further, are the schools and teachers even ready for the product, both pedagogically and technologically?  Do they have the preparation they need to use the tool effectively?

Finally, if you can settle all of those questions but have a new product approaching learning in a new way, how do you communicate that to your audience?  It can be difficult to transmit that kind of messaging through the standard, narrow channels to schools and teachers.

 

If you could go back and time and leave a message for yourself at the beginning of the process, describing what you now know, what would it say?

Instead of moving our research team to an evaluation position on the project, stay on the design side.  Convince NBC News that the need to sell something quickly shouldn’t obscure the original vision of what this product might do in the hands of students (where it never really got).

We would also push back on timelines and growth models.  We might have seen more success if we had started in a more targeted area and grown from there. That would have almost certainly been a more effective model instead of jumping all in right away, diluting much of the opportunity for participatory learning and deeper learning experiences.

What challenges did you face working with the educational establishment? Were teachers ready for what iCue sought to do? Were students?

Teachers might have been ready, but ultimately the site lacked the depth and frequency of updates it needed to really achieve its goals.

Students might also have been ready, but iCue was a space populated with teachers when they arrived, perhaps sending the signal that it wasn’t a space for them.

The jury is still out on whether students can and will come to an academic social space like iCue was envisioned to be.  That is an interesting question that we continue to explore in our work.

 

Eric Klopfer is Professor and Director of the Scheller Teacher Education Program and The Education Arcade at MIT.  Klopfer's research focuses on the development and use of computer games and simulations for building understanding of science and complex systems. He is the co-author of the book, Adventures in Modeling: Exploring Complex, Dynamic Systems with StarLogo, and author of Augmented Learning: Research and Design of Mobile Educational Games from MIT Press.  Klopfer is also the co-founder and President of the non-profit Learning Games Network.

Jason Haas is Graduate Research Assistant in the Media Lab and in The Education Arcade at MIT. His research focuses on the design and efficacy of learning games. Recent research and design has been for The Radix Endeavor, a Gates Foundation-funded MMORPG for science and math learning. Previous research has involved the role of narrative in learning in the casual physics games Woosh, Waker, and Poikilia and in large-scale collective intelligence gaming  in Vanished.

Alex Chisholm is Co-Founder and Executive Director of Learning Games Network, a non-profit organization bridging the gap between research and practice in game-based learning.  He has collaborated on product and program development with Microsoft, LeapFrog, NBC Universal, BrainPOP, Federal Reserve Bank-New York, and the Hewlett and Gates Foundations, among others.

 

The More We Know: Academic Games Research and Industry Collaboration (Part One)

The following is an excerpt from the foreword I wrote for a new MIT Press book, The More We Know: NBC News, Educational Innovation, and Learning from Failure, which was authored by two of my former MIT colleagues Eric Klopfer and Jason Haas. Klopfer and Haas are part of the Learning Games Network, a joint initiative between games-based learning researchers at MIT and the University of Wisconsin-Madison, and it describes the iCue project, which began while I was still back in Cambridge. First, a bit from my foreword, and then, over the next few installments, an interview with Kopfer, Haas and Alex Chisholm about this book, which recounts some of the potentials and pitfalls in collaborations between industry and academia:

Three immovable objects walked into a bar. The first was the current world of corporate media (and especially what remains of traditional network news), the second was the current world of higher education (as it lurches towards new funding models and institutional practices), and the third, perhaps, the most immovable and intractable of them all, was the current policy and institutional mess we call public education (which is shaped by a profound mismatch between what we know of how students learn and policies setting standards that in no way reflect those insights). Each wanted to buy the others a drink, give them something that might ease their stress, sooth their tempers, or at least let them forget their problems.  But they couldn’t agree on what the ingredients of this beverage should be, or how it should be paid for, or how they should decide what it should contain, or what kind of relationship would be implied by the buying and selling of drinks, or in what order they should be drinking or....

[Imagine there’s a punchline somewhere around here.]

This is the story of the book you hold in your hand reduced to the level of a farce, as in you’d best keep laughing in order to keep from crying. But of course, the iCue saga is more than a farce. It might also be called a tragedy, in which the best of intentions are waylaid, malformed, and brought low through a series of fatal flaws which prevent each of these institutions from fully embracing change, which block them from seeing the future that the others see so clearly, or which require them to sell out what they value the most if they are going to make any progress forward.  Yet, calling the story you are about to read a tragedy is to imply that it was a perfect failure from start to finish.

And we all know nothing’s perfect.

In fact, as The More We Know makes clear, there were many localized successes along the way and as a consequence of the efforts described herein, other good things have happened. It is rather a story about imperfect failures and imperfect successes, about unintended consequences, unreached goals, and unanticipated results.

It is also an epic, involving a constantly changing cast of characters, each embodying as any good epic does, the contradictions of their times, and featuring multiple heroes, who push greater boulders up to the tops of high hills, only to watch them roll back down again.

The More We Know is also an adventure story set on the bleeding edge of innovation and reform, one which will offer some guideposts for those of you who would follow in the protagonist’s footsteps. There are relatively few post mortems on how great ideas and good intentions do not always turn out the way we expect. I would probably put this on my book shelf next to Brenda Laurel’s Utopian Entrepreneur, which describes the rise and fall of Purple Moon and the girls game movement, or perhaps Sandy Stone’s account of working at the early days of Atari. It certainly, as the authors suggest, provides a personal and extended example to illustrate some of what Mimi Ito has told us about the creation of educational software or what Collins and Halverson have suggested about the resistance of educational institutions to new technologies and practices.

Whatever its genre, The More We Know is the story of the people in the trenches on the front lines of media change and the authors, themselves key participants, tell it very well here....

In our classrooms, we were teaching our students that media change takes place through evolution rather than revolution, but in our labs, we still wanted to change the world, we wanted to blow down the walls and reshape core institutions, and we were painfully, awkwardly, sweetly naive. The path forward turned out to be harder than idealists predicted but not nearly as impossible as skeptics and cynics might insist.

The book you hold in your hands describes some of the walls we hit and the ways our faculty,research staff, and students worked around and through them. My hope is that readers will take from this the right set of lessons.  We succeeded sometimes, failed sometimes, and learned a great deal always about what it takes to make change in the imperfect world around us. The More We Know is not a warning to “avoid this path - there be monsters here”; it is a challenge to “follow us if you dare.”

 

 

 

The More We Know is, in some senses, what game designers would call a "postmortem." What do you see as the value of this genre of writing and why do you think we see so few postmortems coming out of academic research projects compared to their prominence within the games industry?

Much of this boils down to how differently industry and academia perceive “failure.”  There is a perception within academia that funding follows success, and that small, successful projects attract bigger funding.  In industry, there is (at least sometimes) a feeling that failure can lead to learning for teams, which, in turn, become more fundable based on that learning.  This means that in academia we only want to talk about successes.

There is another issue, though.  For academia, we perceive failure to be a failure of our product—the thing we made.  But in industry one can perceive failure any place in a system - failure of marketing, timing, audience, etc.  They can think about the whole ecology surrounding the product.  Academics aren’t as prone to thinking about these things as much.  As such, we feel the failure to be much more personal,  even as the failure of academic products can be attributed to many parts of that ecosystem as well.

 

Describe to us the iCue project. What were its initial goals? What problems was it intended to address? What partners did it try to bring together?

 

Stated simply, the iCue project was originally conceived to bring younger people to the NBC News brand while supporting important learning goals through the repurposing of old media assets and the creation of a new digital experience.  More pragmatically, NBC News needed a cost-effective strategy to digitize its vast archives without breaking the bank.  Education and the perceived abundance of technology funding in schools provided the roadmap for what this project could possibly be.

The original pitch for iCue was that it was one part media archive, one part social learning network, and one part learning games and activities.  iCue was imagined to provide young people with media and tools for learning in a more engaging way, creating a bridge between the curricula and traditional media their teachers were comfortable with on the one hand and the interactive world in which they’ve grown up on the other. It was intended to be supplemental, enabling teachers and students to engage with it in support of Advanced Placement curricula in English Composition, U.S. History, and U.S. Government.  Since NBC News is a broadcast company with radio and television assets extending back to the very earliest days of broadcasting, project leaders sought to bring together a diverse set of education, archive, and print partners, including the College Board, Washington Post, and the New York Times, among others.

 

 

Eric Klopfer is Professor and Director of the Scheller Teacher Education Program and The Education Arcade at MIT.  Klopfer's research focuses on the development and use of computer games and simulations for building understanding of science and complex systems. He is the co-author of the book, Adventures in Modeling: Exploring Complex, Dynamic Systems with StarLogo, and author of Augmented Learning: Research and Design of Mobile Educational Games from MIT Press.  Klopfer is also the co-founder and President of the non-profit Learning Games Network.

Jason Haas is Graduate Research Assistant in the Media Lab and in The Education Arcade at MIT. His research focuses on the design and efficacy of learning games. Recent research and design has been for The Radix Endeavor, a Gates Foundation-funded MMORPG for science and math learning. Previous research has involved the role of narrative in learning in the casual physics games Woosh, Waker, and Poikilia and in large-scale collective intelligence gaming  in Vanished.

Alex Chisholm is Co-Founder and Executive Director of Learning Games Network, a non-profit organization bridging the gap between research and practice in game-based learning.  He has collaborated on product and program development with Microsoft, LeapFrog, NBC Universal, BrainPOP, Federal Reserve Bank-New York, and the Hewlett and Gates Foundations, among others.

The Affordances of Technology for Media History Research (Part Two)

The Media History Digital Library seeks to bring together communities of scholars and fans. How do you see the relationship between scholarly research and fandom in your own work?  

Eric Hoyt

 

The title of Henry’s blog where we are having this discussion—“Confessions of an Aca-Fan”—speaks to the way that personal passion and scholarly inquiry shape one another.

I am certainly an aca-fan of both historic and contemporary Hollywood. I tend to pursue research questions related to law, culture, and industry, rather than film style or aesthetics. But the whole reason I focus on the film and media industries—rather than, say, the corrugated box industry—comes from a deep love and fascination with films and television programs.

As a Film & Media Studies academic, I also feel grateful to study an area of culture that holds such broad popular interest. I think it’s a shame if we don’t connect with that broader public. We miss an opportunity to share our research. We also miss out on a chance to learn.

Something that many scholars already know but bears repeating is that many of the materials on the MHDL only exist because of fans. From the 1910s forward, fans purchased magazines, such as Motion Picture Story and Photoplay, to extend and deepen the movie-going experience. Most libraries in the early-20th century considered these magazines to be mere ephemera and did not keep them. So many of these magazines only exist today because fans bothered to keep them. I am grateful to fans and collectors for keeping these documents of film history and supporting the MHDL in its endeavor to make them freely available online.

 

Andy Myers:

As Eric mentioned, many of these publications are, in multiple ways, inextricable from the context of fan culture. Fans have not only collected and preserved these publications — their interest and investment in film culture actually provided the necessary market demand for these magazines to exist in the first place. Fan magazines like Photoplay were in constant dialogue with their audience and thus can provide scholars key texts in the history of fan discourse. For me, the eclectic fan letters reprinted in these magazines are one of their most fascinating and entertaining features because they offer so many surprising insights into the breadth of film fan culture.

Kathy Fuller-Seeley:

Various aspects of fandom have always been central to my own work, as the questions that sparked my dissertation research were how did Americans in small towns and rural hinterlands come into contact with motion pictures in everyday life, and how did the growing movie fan culture engage them. I second Eric’s gratitude to fans back in the day who saved fan magazines and ephemera and who compiled scrapbooks and kept diaries. Libraries long turned up their noses at saving such disposable popular culture. We are fortunate that archives like the Smithsonian’s National Museum of American History and Northeast Historic Film have amassed robust collections.  Today, individual collectors still hold the most fascinating moviegoing ephemera – real photo postcards of nickelodeon theaters, posters, illustrated song slides, pressbooks, trade journals, theater accounting ledgers, etc. I’m very appreciative of the generosity of many who have shared their archival treasures with me.

 

Now I am wondering how we can collaborate with collectors to make more of these materials available to the public for research purposes, and I am investigating ways of digitizing my own collections online. (you can see my collection of images from the “world premiere” of the 1937 United Artists film Blockade in, of all places, Elkhart, Indiana at http://www2.gsu.edu/~jougms/blocimg.htm   along with a terrific essay by my colleague Greg Smith).

Where do we go from here?

 

Kathy Fuller-Seeley:

 

My Digitized Dream Wishlist includes

  • A full run of Motion Picture Herald
  • A full run of Moving Picture World (which the MHDL is rapidly accruing, hooray!!!)
  • Exhibitors Trade Review
  • Hollywood Reporter
  • Variety (in a more user-friendly data-searching software! It is difficult to read an issue page by page).
  • New York Clipper and New York Dramatic Mirror    (these two are available in part through the Fulton County website, but the database is clunky and its somewhat difficult to search)
  • orphaned New York City newspapers like the Herald and World and Telegraph; I still have no source for John Crosby’s radio and television criticism or Alton Cook’s radio columns. I wish Proquest would make subscriptions to multiple historic newspapers available and reasonably priced for individual researchers! One year, a membership in the Society for American Baseball Research provided access, and that was terrific.

Even better is free to the public, and I am so grateful for the work of the MHDL to make all these fascinating documents available for everyone!

 

Eric Hoyt:

We’ve now digitized over 500,000 pages of media periodicals. By the end of this year, we may surpass one million pages. A question that I’ve been asking myself is—once you’ve aggregated all of that data, what do you do with it? One thing you clearly need to be able to do is swiftly search through the data. I have been collaborating with a great team—which includes Carl Hagenmaier, Wendy Hagenmaier, Joseph Pomp, Andy Myers, Pete Sengstock, Jason Quist, and new collaborators at the University of Wisconsin-Madison—on building Lantern, a search engine for the MHDL. Search will be an important tool for researchers and historians. It will also provide a much easier entry point into our collection for users who are passionate about classic movies and television but don’t know where to start looking.

 

In addition to search, though, what else can you do with all that aggregated data? It would take me years to read through every page of text in the MHDL. A computer, on the other hand, reads the data in seconds. This is the basis for full-text search, but it also opens up new possibilities that Humanities scholars interested in quantitative methods and “big data” are only beginning to explore. Google Ngram Viewer, for example, allows you to graph the frequency of words and phrases across a corpus of five million books. Here is a graph I quickly compiled of the terms 16mm, 8mm, and 28mm. This graph immediately suggests a story about the cultural, industrial, and technological importance of these “sub-standard” film stocks across a hundred year span. Now, it would tell you a better story if you could refine the searchable corpus—using the collections of the MHDL, rather than GoogleBooks. And it would tell you the richest story of all if you combined the insights of the graph with specific articles and books about non-theatrical film from the MHDL’s collections.

I see this as the direction where the Humanities and MHDL eventually need to head—combining the familiar practice of “close reading” with strategies of “distant reading” (to use the term coined by Franco Moretti). It’s not about abandoning the established critical tools. But we do need to learn from the data-intensive research that is happening in the sciences. I recently attended a “Humanities Hackathon” workshop hosted by UW-Madison’s Center for the Humanities and the Wisconsin Institute for Discovery. I was encouraged by the enthusiasm about using computational methods in Humanities research and legitimate concerns that we perform such analyses in a thoughtful way. I am excited to pursue these new techniques in my own scholarship, as well as to help build the infrastructure and tools that will enable other scholars to join the experiment.

 

 Andy Myers:

 

In the short term, as Eric mentions, our obvious goals are to add much more material, and to make system and interface improvements — such as full text search— which make it easier for users to find relevant material.

As far as long-term goals go, we want to make as much material as possible available to as many people as possible through as many avenues as possible, and we’ve been building lots of momentum. We’re not exactly declaring war on aggregators of public domain material like ProQuest — after all, we recognize that they do add value for many institutions and that these aggregators license more recent, copyrighted content too. However, with our boom in content and the upcoming launch of Lantern, we think that we are reaching a point where we can offer institutions a viable alternative to commercial providers and their high access fees. We firmly believe that our open-access model can provide better-quality material, freely available to everyone, with superior usability, at a fraction of the cost. So I really feel that in terms of growth, to paraphrase Walter White, we’re now in the empire business.

We’d also like to develop good cross-integration with other databases and resources across the web. Our digital assets are starting to be listed in the catalogs of academic libraries as electronic resources, which is a huge step to aiding discovery by researchers. I hope professors and graduate students reading this blog post right now will tell their librarians about the MHDL, and ask them to input MHDL resources into their library catalogs.  Additionally, we hope to eventually add features that will facilitate discovery of material made available by other great projects around the web. Wouldn’t it be great if a full text search on MHDL would not only search our collections, but also pointed users toward results in sites like AmericanRadioHistory.com (which hosts decades of digitized broadcasting periodicals) or the Margaret Herrick Library’s digital collections? We have yet to explore the technical details of such an implementation, but I think that kind of integration is on our distant horizon.

 

Bios

 

Eric Hoyt is Assistant Professor of Communication Arts at the University of Wisconsin-Madison. He co-directs the Media History Digital Library in collaboration with the project’s founder, David Pierce. He is also leading the development of the MHDL’s new search platform, Lantern, which is a co-production with the University of Wisconsin-Madison Department of Communication Arts. His articles on media, law, and culture have appeared in Cinema Journal, Film History, Jump Cut, World Policy Journal, and The International Journal of Learning and Media.

 

Kathy Fuller-Seeley is Professor in the Department of Communication at Georgia State University. She specializes in the history of film, radio, TV and media audiences. Kathy's books include Hollywood in the Neighborhood: Historical Case Studies of Local Moviegoing (California, 2008, edited), At the Picture Show: Small Town Audiences and the Creation of Movie Fan Culture (Smithsonian 1997), and Children and the Movies: Media Influence and the Payne Fund Controversy (Cambridge 1996, with G. Jowett and I. Jarvie).  She has a book forthcoming on the history of nickelodeons and is writing a book project about Jack Benny’s radio program and American culture.

 

Andrew Myers is a doctoral student in Critical Studies at the University of Southern California's School of Cinematic Arts. He serves as the post-processing editor for the Media History Digital Library, which generally entails writing scripts to process images, text, and metadata. He recently received his M.A. in Cinema and Media Studies from UCLA and is also the outgoing co-editor-in-chief of Mediascape, UCLA's Journal of Film, Television, and Digital Media. His diverse research interests include media industries and production culture, archival film and television history, new media (especially video games), and documentary.

 

 

The Affordances of Digital Technology for Media History Research (Part One)

The Media History Digital Library (MHDL) digitizes out-of-copyright periodicals relating to the histories of film, broadcasting, and recorded sound and makes them widely available for public use. The project promotes media history scholarship, provides educational tools for classroom use, and advocates for greater engagement with the public domain. A non-profit initiative, the MHDL is supported by owners of materials who loan them for scanning, and donors who contribute funds to cover the cost of scanning.

In this discussion, MHDL co-director Eric Hoyt talks with project’s post-processing editor Andy Myers and film historian Kathy Fuller-Seeley, who digitized reels of microfilm in the course of her own research that she donated to the MHDL. Eric, Kathy, and Andy talk about the value of digitizing the historical sources, the challenges involved in the process, and bringing together the communities of fans and scholars.

 

What is the value of digitizing historic trade papers and fan magazines?

 

Kathy Fuller-Seeley: I’m an enthusiastic fan of digitized trade journals, fan magazines and newspapers. Their availability has had a transformative impact on my research, allowing me to dig more deeply into published coverage of all my topics, and also creating new research projects.  I live far from the libraries and archives that hold the original publications, and my relatively young state university can’t/won’t invest in an extensive microfilm library. Far beyond the convenience of not having to squint at scratched microfilm and having rare journals available day or night, I’m enthralled that digitization reveals much more complex views of my research topics.  I’m not just cherry picking one or two articles that I might have stumbled across in print or in someone’s scrapbook, I am encountering masses of coverage that I can analyze and weigh as a whole.

Quick examples from current research projects – digitized Photoplay enabled me to uncover how the mainstream Hollywood publicity machinery constructed star personae for unusual performers such as Shirley Temple, Rin Tin Tin and Marie Dressler, and marketed them to working-and middle-class female fans.  Searchable Variety uncovered for me the innovative ways in which Jack Benny and his agents intertwined his performances and star image across radio, film, live appearances and consumer product advertising to achieve incredible career synergy. Newspaper databases like the Library of Congress’s allowed me to trace the diffusion of the earliest “picture personalities” (Florence Turner the Vitagraph Girl and Florence Lawrence the “Imp Girl”) fame far beyond the original promotional material published in national trade journals and the New York papers to the creation of local fan cultures in rural New England, Utah, Arizona and the Yukon.

In researching film history, digitized trade journals and newspapers enable us to learn more about exhibition practices and circulation of fan culture outside major metropolitan areas (and scholar’s over-reliance on the New York Times). Access to the fan magazines enables close readings of how Hollywood structured knowledge about stars and films for their target audiences. Having access to searchable trade papers can not only shows us what they covered, but also topics they purposely avoided (such as competing non-film promotions like Dish Night giveaways during the Depression). They make new research topics possible, such as the recent work of historians Paul Moore and Richard Abel on intersections of newspaper discourse and moviegoing culture. The NEH is currently sponsoring a series of grants for “digging into the data” to expand our thinking about these research possibilities.

Andy Myers:

Our role in digitizing these publications, as I see it, is about ensuring three things: accessibility, discoverability, and browse-ability.

Enabling access is the first and most obvious benefit of digitizing these resources. For example, two years ago as a student at UCLA I was working on a project on the American anti-Bolshevik films from 1919 and 1920. The secondary sources I was using kept referencing articles in The Moving Picture World (MPW), and I had dozens of such references to track down. Even our fantastic library at UCLA didn’t have anything from MPW from those years, but after some searching I eventually located a microfilm copy at the Margaret Herrick Library in Los Angeles and made a special trip. Now, I’m lucky enough to live and study in Los Angeles, where the archival resources for media history are unparalleled, so I only had to drive a few miles and spend an afternoon. But scholars in other parts of the world would have a much more difficult trial in accessing MPW or other publications, many of which are not even available on microfilm.  Now that the MHDL is making long runs of classic publications like The Moving Picture World available digitally, the kinds of barriers to access scholars have faced even in the recent past are now evaporating.

Simply providing access to information is useless, however, if nobody can find it – that new information has to be easily discoverable. Online catalogs and databases are very good at directing the user to an appropriate resource when the user already knows with some specificity what he or she is looking for. For example, I can read an article that mentions the film The World Aflame (1919), see a footnote to a May 1919 issue of Moving Picture World, and then very easily and quickly navigate to the online resource.

But how do I find that article without a secondary reference, if I only have the film title and the year? Full text search is, of course, essential to ensuring discoverability — and our upcoming Lantern search tool should facilitate that. In addition to search, there are also a couple other considerations for making resources discoverable. One priority is that we curate a user experience that empowers users to intuitively cut through the database, narrowing their research net according to criteria such as year, format (e.g. book or periodical), the type of publication (e.g. trade journal or fan magazine), or specific publication title.

Academics are, of course, well accustomed to advanced catalog and database searches, but most of these repositories are so immense and diverse that browsing is impractical or impossible. So we aim to supplement that random-access database searching paradigm with a sort of microfilm paradigm.

Mediahistoryproject.org’s curated collections on various topics are manageable in size and allow users to easily browse the resources we have available for their research without being overwhelmed with irrelevant matches. And once users open a publication, in addition to being able to use standard search tools, they can also flip through the entire book page-by-page incredibly quickly, the same way that microfilm researchers can.

As I suspect nearly every veteran microfilm researcher would attest, skimming through entire months and years of a publication — rather than simply cherry-picking search hits — will yield incredibly valuable insights into the historical and social contexts of the topic that the researcher is studying, as well as uncover unexpected but closely related contemporary issues. The browse-ability features of the MHDL allow researchers to immerse themselves into the historical moment and buttress their argument with a full array of related evidence. OCR is often imperfect, particularly in cases of creatively typeset headlines and advertisements, so it’s often the case that relevant material can only be discovered through good, old-fashioned skimming. By offering this hybridization of research paradigms, we hope users will be able to pursue whatever approach of searching and/or browsing works best for them and their project.

 

Eric Hoyt:

In their responses to this question, Kathy and Andy both nicely highlight some of the ways that digitization improves the research process for film historians. What I want to emphasize here is that I’m proud not simply about the fact that the MHDL has been digitizing important trade journals and magazines but about how we’ve gone about doing this. First, through coordinating with the Internet Archive, we’re primarily scanning original print editions rather than microfilm. This means color, better images, better OCR data, better everything.

I’ve come to appreciate, though, that scanning microfilm also has its place and benefits. For some oversized and particularly brittle newspapers, microfilm scanning is the only option. We were fortunate that Kathy and Q. David Bowers supplied us with over a dozen DVD-Rs worth of microfilm scans for some of these newspapers, including The Clipper and two years worth of Variety. Andy handled post-processing work on the microfilm scans, and now anyone with an open Internet port around the world can see them.

It’s this collaborative and open access model that I think defines the project. The collections of the MHDL only exist because of collaboration. I’ve collaborated closely with the project’s founder and director David Pierce, digital archivist Wendy Hagenmaier, and others in coordinating the scanning and improving our website. However, collaboration also underlies the entire acquisition and funding structure. The MHDL is supported by collectors and institutions who loan materials for scanning, and donors who cover the costs of digitization. We’ve also begun collaborating with academic groups that want to see more publications pertaining to a certain area go online. Domitor, the International Society for the Study of Early Cinema, raised over $6,000 among its member-base to contribute to the digitization of Moving Picture World and other early cinema publications.

The MHDL is also built upon open access. Most people in the world with an Internet connection have the ability to go to our site and freely read or download as many publications as they want. For users who want access to the underlying source, you can click through to a volume’s Internet Archive page (IA page) and access the uncompressed JPEGs, OCR text, and XML metadata.

We work with materials that belong in the public domain, and this provides the legal foundation for open access. But keeping things open is also a decision on our part. Subscription services, such as ProQuest and the Variety Archives, are walled gardens. Although they offer access to licensed copyrighted material, they also store countless pages worth of digitized public domain periodicals. As I have argued in the International Journal Learning and Media, I think we need to encourage public access and engagement with the public domain and call attention to this shared resource. Through digital technology and collaborative loaning and funding structures, we have the opportunity to offer broad access to public domain texts and enable their reuse across a variety of forms. To extend the earlier metaphor, we can build public parks, rather than walled gardens.

 

 

Bios

 

Eric Hoyt is Assistant Professor of Communication Arts at the University of Wisconsin-Madison. He co-directs the Media History Digital Library in collaboration with the project’s founder, David Pierce. He is also leading the development of the MHDL’s new search platform, Lantern, which is a co-production with the University of Wisconsin-Madison Department of Communication Arts. His articles on media, law, and culture have appeared in Cinema Journal, Film History, Jump Cut, World Policy Journal, and The International Journal of Learning and Media.

 

Kathy Fuller-Seeley is Professor in the Department of Communication at Georgia State University. She specializes in the history of film, radio, TV and media audiences. Kathy's books include Hollywood in the Neighborhood: Historical Case Studies of Local Moviegoing (California, 2008, edited), At the Picture Show: Small Town Audiences and the Creation of Movie Fan Culture (Smithsonian 1997), and Children and the Movies: Media Influence and the Payne Fund Controversy (Cambridge 1996, with G. Jowett and I. Jarvie).  She has a book forthcoming on the history of nickelodeons and is writing a book project about Jack Benny’s radio program and American culture.

 

Andrew Myers is a doctoral student in Critical Studies at the University of Southern California's School of Cinematic Arts. He serves as the post-processing editor for the Media History Digital Library, which generally entails writing scripts to process images, text, and metadata. He recently received his M.A. in Cinema and Media Studies from UCLA and is also the outgoing co-editor-in-chief of Mediascape, UCLA's Journal of Film, Television, and Digital Media. His diverse research interests include media industries and production culture, archival film and television history, new media (especially video games), and documentary.

 

 

 

Futures of Entertainment 6 Videos (Part Two)

Saturday, Nov. 10 Opening Remarks from FoE Fellows Xiaochang Li and Mike Monello

Curing the Shiny New Object Syndrome: Strategy Vs. Hype When Using New Technologies With the constant barrage of new technologies, platforms, and services vying for attention, media producers and marketers are frequently lost among the potential places–and ways–of engaging with their audiences. Before they have ever truly figured out one technology, they’ve already moved to another, because of an intense desire to be “first.” As such, companies and media properties have launched–and then abandoned–their virtual world presence, their mobile app, their social game, and their QR code and are now exploring “social TV,” “Twitter parties,” Pinterest pages, augmented reality, and location-based initiatives. This leaves the web littered with old blogs, microsites, and profiles and companies blaming technologies when, too often, it’s been the lack of strategy that led to no traction. How do storytellers and communicators build a framework to more intelligently choose technologies based on how a platform aids their story and their audience, rather than a “gee whiz…get me one of those” approach? How does–or should–listening to the audience factor into this process? And what role, or responsibility, do technology creators have to help with this integration process? Drawing on examples contemporary and historical, this panel looks at how and when to take risks with new platforms, the difference between “innovative failure” and “failure to innovate,” and the deeper patterns of engagement that help us make sense of how new platforms and behaviors connect to longstanding means of engagement. Panelists: Todd Cunningham, Futures of Entertainment fellow and television audience research leader Jason Falls, CEO, Social Media Explorer Eden Medina, Associate Professor of Informatics and Computing, Indiana University David Polinchock, Director, AT&T AdWorks Lab Mansi Poddar, co-founder, Brown Paper Bag Moderator: Ben Malbon, Managing Director, Google Creative Lab

Rethinking Copyright: A discussion with musician, songwriter, and producer T Bone Burnett; Henry Jenkins, Provost’s Professor of Communication, Journalism, Cinematic Arts, and Education at the University of Southern California; and Jonathan Taplin, Director of the Annenberg Innovation Lab at the University of Southern California. As the recent legislative battles have demonstrated, it’s becoming painfully clear that our conception of copyright is ill-prepared for regulating and making sense of a world where media content is fluidly circulated by most of a society. However, in an effort make content free to spread in the ways audiences find them relevant, what is the appropriate balance to ensure that the rights of content creators are preserved and that the incentive to develop intellectual property remains? Rather than continue a debate in which audiences and critics attack copyright while media companies cling to them, how might we cut through current tensions to collaboratively imagine what a new sense of copyright, appropriate for an era of “spreadable media,” might look like?

The Futures of Video Gaming Many innovations in the creative industries owe their roots and inspiration to the gaming world, from audience engagement and storytelling techniques to distribution methods and cross-platform integration. This session examines some of the critical questions facing those working in the gaming industry as large companies and indie developers grapple with the challenging evolution of the market brought on by new networked technologies, audience practices, and business models. How are game developers embracing or rejecting the unauthorized play of games online, and how has piracy evolved as a discourse in the gaming sector? How do creators strategize around the widespread circulation of games through automated propagation (using friend invitations for social and “free to play” games) — or grassroots spreading (for unexpectedly popular titles like Minecraft) — of information through social network sites? How badly are new architectures (Steam, Xbox Live Arcade, PSN Network) clashing with old traditions (game stores, $60 game discs)? And how are business models in the gaming industry shifting as we see massive success simultaneously from high-budget technology like Kinect and low-budget distribution like the Humble Bundle? Panelists: T.L. Taylor, Associate Professor of Comparative Media Studies, MIT Christopher Weaver, founder of Bethesda Softworks and industry liaison, MITGameLab Ed Fries, architect of Microsoft’s video game business and co-founder of the Xbox project Walter Somol, head of tech community outreach, Microsoft New England Research and Development Center Moderator: Futures of Entertainment Fellow and games producer Alec Austin

The Futures of Storytelling and Sports Throughout the history of mass media, sports programming has been an innovator. In today’s era of online circulation, transmedia storytelling, and 24/7 access to engaging with sports stars, teams, and fellow fans, sports franchises could be argued as the most immersive of storyworlds–with drama playing out in real-time, and the “narrative world” being our own. What is driving innovation in how sports tell their stories, and get their fans more engaged than ever, through multiple media platforms? How does operating as a media franchise in our everyday world set sports apart from entertainment properties? How are sports empowered by being “real,” and what constraints does that place on what they can do as well? How are talent engaged to be part of the storytelling? And what innovations are seen as sports are extended wholly into the fictional realm, whether through licensed extensions or various forms of “sports entertainment”? Panelists: Abe Stein, researcher at Singapore-MIT GAMBIT Game Lab; graduate student, Comparative Media Studies, MIT; columnist, Kill Screen Peter Stringer, Senior Director of Interactive Media, Boston Celtics Jena Janovy, Enterprise Editor, ESPN.com Jamie Scheu, associate content director, Hill Holliday Moderator: Alex Chisholm, transmedia producer and Co-Founder and Executive Director, Learning Games Network

Closing Remarks from FoE Fellow Sheila Seles and Dr. Heather Hendershot, Comparative Media Studies, MIT

Rethinking the Industrial Mindset: An Interview with No Straight Lines' Alan Moore (Part Three)

You describe mobile communications as both a disruptive and transformative technology. Why? What do you see as the long term impact of the growth of mobile communications in our lives?

I describe mobile as our remote control for life. If we think that the fixed internet has been a disruptive force, mobile devices of which there are more on this planet now than people will have an impact of a higher order of magnitude. From east side LA to the Masai in Africa and onwards to the rain forests of Peru, we are all connected up to and across each other, enabling flows of data / information that can be described in the same way as when Eleanor Roosevelt first saw Iguassu Falls where the Amazon meets Paraguay, Argentina and Brazil and exclaim “poor Niagara”.

Mobile is transformative we see this in Africa, a continent that is vast that could never benefit from the fixed internet in the same way the US or Europe has for example. By the constraint of design mobile communications has become the platform by which Africa is dealing with banking, education, healthcare, and trade. MPesa a mobile banking system allows people to pay for goods and services, to have salaries paid, and is used as a payment system for people working via their mobile devices (translations / fact checking) so that they have the potential to increase their income from $2 per day by making $2 for every hour worked. Four years after introducing mobile banking and mobile payment into Kenya, 25% of the total Kenyan economy is transmitted through mobile phones and 70% of the population uses MPesa. There are 74 mobile phones for every 100 Kenyans, well above the African average of 65. And nearly 99% of internet subscriptions in Kenya are on mobile phones. And, Kenya’s biggest bank, Equity Bank is opening an innovation centre in Nairobi focusing on mobile technology.

M-Farm is a service that gives farmers access to market prices for the cost of a text message and allows them to group together to buy and sell products. Something similar is happening in India.

Worldreader.org is providing African children with mobile enabled kindles giving them the first time the opportunity to access information, books, knowledge and learning at a price they can afford.

The crisis management platform Ushahidi could never have worked without mobile technology and its unique characteristics; the ability to harness time critical information using GPS and time stamped location data. Ushahidi is now used in many ways to help gather data - mapping information into a cartography around human crisis issues from natural disasters (Japan and Haiti) to the harassment of women in Egypt by predatory men, to citizen journalism and civic engagement.

In Japan data from vehicles' windscreen wipers and embedded GPS receivers track the movement of weather systems through towns and cities with a precision never before possible. It’s the evolution of what we would call a smart city.

The rainforest tribe the Achuar are using mobile GPS devices to map their land using that data by transferring it onto mining maps augmenting them so that companies buying land from the Peruvian government for mineral extraction can now see for the first time that their activities have a devastating effect on people that wish to live a way of life that has been continuous for many thousands of years.

Museums can become platforms and start to provide services that create additional assets and additional revenue streams. Their audience is global from day one.

These are but a few glimpses of the transformative power of mobile, Africa upgrading itself in part through mobile connectivity to itself and the rest of the world. It can now plug into the world economy.

So mobile is the Iguassu rather than the Niagra – an enabler of all aspects of our lives – an empowering us, providing us with greater autonomy, freedom, efficiency and effectiveness. Even more beautiful with the arrival of smart phone technology that enables us to interface with the world around us with ever decreasing interference in new and exciting ways, contributing to the step change in humanities progress.

You write about the relationship between “data” and “democracy.” I would want to draw a distinction between “data” which can be collected and aggregated without the knowledge of participants (as is increasingly the case in Web 2.0 services) and “discourse” which emerges from the active and conscious deliberation of communities who are working towards a shared goal. Are these two models equally democratic?

Democracy as data the black gold of the 21st Century

I made this observation in 2004, and like all resources of great value, conflict is never far behind.

And I completely agree with your observation and distinction. Data is integral to what comes next, thinking from a perspective of openness and aesthetics of design in that only ugly thoughts bring to bear ugly realities. It may not at first seem a clear connection between data, individual sovereignty and democracy. However once we understand that at high level the commercial world seeks to influence and in some cases coerce political institutions then we have to see them as linked. Or indeed that political ideology seeks to direct the course of political outcomes as is the case in Pennsylvania at the moment and elsewhere where Republicans seeks to make it much harder for various sections of the African-American community to vote in the hope they weaken Obama’s chances of re-election.

In Britain there are attempts by the Government of the day to legislate so that they can access and extract comprehensive, fine-grained covert surveillance of entire populations. All our digital activity: voice, text, Google searches, a level of surveillance that is unprecedented and as John Naughton describes as pernicious.

The recent phone hacking debacle in the UK in which it was found The News of the World hacked into the voice mail of thousands of people including murdered school girl Milly Dowler to sell tabloid newspapers demonstrating a rubicon has been crossed.

Data whichever way you look at it is about power and everyone is at it.

These examples are not democratic, they are harvesting data for personal or state gain. Which is why so many organizations work so hard to fight for the democratic rights of individual sovereignty around the world. It is a battle we must all be part of as 1984 just might be here already.

The opportunity of the open society

Whereas if we see shared data as a life enhancing resource that amplifies cooperative capability built upon mutuality rather than extraction of information for individual gain – then there are reasons to be optimistic.

The Ordnance Survey, the owner of all the topographical data of the UK, has opened up its data-base under a creative commons license to enable other to build upon the work of others, Ushahidi, the crisis management platform, could not work without data. Open source platforms allow diversity to flourish a default setting of nature, and they are extremely resilient and adaptive.

Like all things it is about asking the right question – is what we create for the collective good – where mutualism and trusted networks of relationships can flourish? The increase in the use of Creative Commons and open innovation demonstrates this can work in commercial and non-commercial contexts – there must rules of engagement but these rules are built upon what I describe as the economics of sharing.

We could go one further with the idea of the open commons region. What data could be released into the public domain to aid local communities be better communities to become, as the Shareable Magazine in San Francisco describes as, ‘shareable cities’. Where a multitude of neighbourhood resources can be shared; car rides, urban farming, skills, culture, civic innovation. Like an initiative called Brickstarter, this open approach enables citizens to submit ideas which then get registered on a website. Then based on ideas submitted to the platform, the service then connects visitors, and invites them into project groups. Project groups have their own project page with more information, upcoming events, feedback, etc. Projects can also form connections to existing city resources and community organizations. In July 2011 the City of New York invited volunteer-led community groups to apply for a Change by Us NYC grant to fund ongoing projects.

These initiatives are citizen led, grassroots, networked and flat in hierarchy. As C. Otto Scharmer, author of Theory U describes, “as an evolved geometry that devolves power from hierarchies to evolving trusted networks of relationships”. The aesthetics of such design processes lead to exemplary outcomes.

You introduced me to Richard Sennett’s The Craftsman and Sennett’s arguments play a key role in this book in defining what you see as the ideal form of labor for the future. What do you see as the core insights we might take from Sennett’s book, which deals with much earlier moments in the history of work, to think about how people might relate to their “jobs” in a networked culture?

Insights to Craftsmanship

Richard Sennett in The Craftsman reminds us of a number of things to reflect upon. First the craftsman represents the special human condition of being ‘engaged’.

Secondly, Hephaestus was the Greek god presiding over the craftsman, the bringer of peace and the maker of civilization. ‘More than a technician, the civilizing craftsman has used his tools for a collective good’, he writes. And it was through the spirit of the Enlightenment that the craftsman brought forward a huge surge of social and creative innovation that made the lot of ordinary humans better. So the craftsman questions why he makes things; he must evaluate the energy, effort and time that will consume him in his craft and the final act of creation – is he doing good, is he solving a real problem and offering up something better, is he using all his skills as a civilizing force? These questions must weigh constantly in his mind.

The craftsman is always in beta

His mind must be open to new ideas, techniques, tools and processes; to close his mind to the new, or new ways of doing things, is the greatest risk he will take. The ability to bring two unlikes together in close adjacency and recognise a pattern or a new possibility is the true act of creation; Lennon and McCartney or the fusion of medical knowledge and computing are but two real life examples of what I mean. The craftsman must combine technique and expression so that he is also able to act intuitively.

This can only happen when he possesses deep or what is called implicit knowledge. Rather than acting only upon empirical information, the craftsman’s ultimate act is one of unique expression which can only be delivered through the mastery of these skills.

The engaged craftsman is a committed craftsman, ergo the engaged organization is a committed organization and will work far more effectively.

Does this description describe work for the majority in the early 21st Century? I was asked by a senior leader of a large organization, when I was running a Transformation LAB, whether craftsmanship as a culture could truly be inculcated into a large organization – my answer was yes but it does require a change of culture. The ability to create a dynamic where space is created for a constant process of creating, critiquing, collaborating and communicating.

We are all designed to be risk averse, yet there are ways to mitigate risk, and that is through pattern recognition. Where people see no connection, no pattern, no new pathways, only chaos, the craftsman see patterns, which he can then deconstruct into steps that will lead him successfully to achieving his goal. ‘What do you see?’ and ‘What do I see?’ are questions we need to ask as we seek. For example, if I use Creative Commons legal frameworks in the design and manufacture of cars, what might that mean to accelerate innovation? If I use a highly motivated community open source software connected up to Google APIs and mobile GPS technology, what might that mean? If I use revenue sharing, how will that make my business more attractive yet more disruptive at the same time? Pattern recognition comes from insight – it doesn’t come from an inflexible linear process.

This is also a form of systems thinking – the craftsman thinks about the whole system.

The craftsman also knows how to deliver quality without it necessarily costing the earth.

This then leads on to the idea of whether creativity is a resource or a competence. Organizations from a linear world are designed to function at 100% efficiency, which largely means there is no way in which they can also be creative organizations, as this requires room for reflection, deliberation, conversation, trying stuff out; that’s the practical stuff, but also industrial organisations ideologically fear creativity – anything deemed ‘creative’ is outsourced – but for the craftsman, and the crafted organization, creativity, to be creative, to think and act creatively is something that is a fundamental part of what makes them who they are.

This is the pathway I argue to how we make work more meaningful and life-enhancing which is also a part of our new Human Operating System.

Many are arguing that our current notions of intellectual property emerged and reflected a world where a limited number of people had access to the capacities of cultural production and circulation, and they are reaching a crisis point as we expand the number of participants in the communication systems. How central is copy-right reform to the emergence of the kind of alternative social and culture structures you propose? What would a better model look like?

This is an extremely important question, as law is the hidden framework that underpins and shapes all our lives – in so many ways. The framing by large media conglomerates that all file sharing, and modding of content is ‘piracy on the high seas’, demonstrates an unwillingness by those that believe only they have the right to manufacture culture to adapt to the shape of a more participatory world.

Copy-right reform is central to creating a more diverse and rich cultural and economic landscape. A better model is created out of a commons approach that provides different types of permissions for usage as expressed through the creative commons licenses.

I also think that this parallel universe to law should be taught at law and business schools so our next generation leaders and practitioners of law can learn to assess the granular benefits of an economy built upon sharing and open frameworks as separate to an ideology of strict one-way controls.

Lets face it if copy-right had existed when Dvorak was writing some of his great works based on folk tunes, folk myths and folk culture we would not have that work, nor the great work of many others. They built upon the work of others.

It is of course a difficult area to negotiate; if I had invested $160m in making a movie I might feel very unhappy if I saw no return on that investment based upon piracy. However one could build a model where elements of the movie could be made available for modding, reinterpretation and for sharing and this engaged fan fiction approach could be of great value to creators of expensive content – through marketing, development of innovative ideas and even new content.

And of course we see and extraordinary surge in innovation through the open source movement – the ability to innovate at a much lower cost at greater speed.

So this redistribution of wealth and value, wealth of knowledge, the value of creating better, the ability to build multiple services shows that openness encourages diversity the default setting for life to flourish. As Weber writes in the Success of Open Source the conventional wisdom that innovation is driven by the promise of individual and corporate wealth, ensuring the free distribution of code among computer programmers can empower a more effective process for building intellectual products. But it does challenges the dominant logic of an industrial society.

For myself I published No Straight Lines in an open access epub format which is globally accessible to anyone with a browser and I ask people to tweet to pay, which I think is fair compensation for seven years hard work – but the work also exists in paperback and kindle formats and we ask payment for these. Some people are happy to pay, some people are happy to pay with a tweet, some people are happy to make a donation.

The point is I seek more than short-term monetary value by giving permission for my story to flow and to be part of a global consciousness which would not have been possible otherwise. To emphasize I have used combinations of legal frameworks as an author I am seeking various values and not all are financial. Standing on the shoulders of giants

If we look back to the 60’s it was the Grateful Dead that perfected the idea of sharing as an economic and cultural means to spread their music, hence more people came to the concerts, more people bought the T-shirts and a tribe of Deadheads were born.

So this new model is adaptive, flexible in allowing value to be created in a variety of ways. The economy and aesthetics of sharing creates cultural value, intellectual value and a richer and more diverse pool from which our wider humanity can profit from in a multiplicity of ways. It is a model created from the ethos of mutualism rather than cultural and economic monoculture and strangulation.

You end the book with a series of core principles, one of which is adaptiveness. Why do you see this trait as central to your “nonlinear” culture? What roles can education play in preparing future citizens to be more “adaptive” to a changing environment?

I see this as a core principle because if Humanity is demanding an upgrade from all our industrial institutions which are now proven to be inappropriate for our time – seeking to unleash the full creative potential of every human being and in so doing enhances their wellbeing and that of the wider society – from healthcare to education to the workplace, allowing humanity to surge forward united by a common purpose. We have to ask what do organizations look like in a human-centric world – and how do traditional organizations innovate to upgrade themselves to be able to belong to the extraordinary story of human evolution that now points towards a more participatory, cooperative, and regenerative model of our society?

So learning to be adaptive is central to the story. From an education perspective – we need to prepare our citizens and our organizations to be able to upgrade themselves constantly. Many of the skills I learnt as a typographer whilst at college were obsolete within three years of leaving. And so for me it is an important and key lesson – that we need to teach people to be curious about the world they live in, to want to play in it, and that life long learning – the requirement to be in constant beta (a skill the craftsman possesses) is a necessary condition of thriving in a non-linear world. Adaptiveness is upgrading personal capability, organizational capability, our economies and by default the means by which we do business.

More specifically the ability to individually and collectively: create, critique, collaborate and communicate are the necessary conditions to learning to be adaptive. Your work for the MacArthur Foundation also inspired me to think about adaptiveness as a core principle. You cite the need for play, to appropriate, to simulate – by which you express the need to be able to be a good builder of patterns that can bring new insight – and I would also suggest a new language to describe new and novel ways to create, to ‘scan one's environment and shift focus as needed to salient details’. There is an emphasis on collective intelligence which for me connects to participatory leadership – which ascribes to the view that a best possible future lies in the minds of the many. Teaching our children the power of participatory leadership would bring great value to our general society and therefore great rewards to individuals.

I worry these skills are not being taught, and I worry that there is a growing disconnect between the world we are creating and how education prepares the next cohort to inhabit that world meaningfully. We have to teach our children to be creative actors, and creators in our non-linear world – not to be passive consumers. As Proust observed “the real voyage of discovery is not to seek new landscapes but to look upon the world with fresh eyes”, and in that way we too can learn to adapt well to a changing world.

 

Alan  Moore sits on the “board of inspiration” at the Dutch Think Tank Freedom Lab. He acts as “Head of Vision” for the Grow Venture Community, is a board director of the crisis management NGO Ushahidi and is as a special advisor to a number of innovative companies and organizations including publishing, mobile, the theatre and finance.

Rethinking the Industrial Mindset: An Interview with No Straight Lines' Alan Moore (Part One)

In early 2007, I featured an interview on my blog with Alan Moore, then the CEO of SMLXL, the Cambridge based “engagement marketing” firm, and the co-author ofCommunities Dominate Brands: Business and Marketing Challenges for the 21st Century. At the time he explained, "Engagement marketing is a very broad term, and purposefully so. At its heart, is the insight that human beings are highly social animals, and have an innate need to communicate and interact. Therefore, any engagement marketing initiative must allow for two-way flows of information and communication. We believe, people embrace what they create." Through the years, we have remained in touch. Moore remains one of the most thoughtful people I have met in the contemporary marketing world -- someone who reads broadly, who asks challenging questions, who is willing to explore alternative perspectives, and who is trying to construct his own theoretical model for the changes that are impacting our contemporary society.

http://www.youtube.com/watch?v=5Y0a30z-v20&feature=player_embedded

All of that probing and reading comes together in his new book, No Straight Lines: Making Sense of Our Nonlinear World. No Straight Lines offers a fascinating perspective who roams far and wide across the worlds of business, media and entertainment, politics, education, even healthcare, suggesting a new framework for understanding the way the world is changing in the 21st century. And Moore has been putting his money where his mouth is experimenting with new kinds of relationship with his readers. The above video tells you how you can access a copy of the book at the price of a tweet, and below, he describes some of the ways that readers can participate within what he calls a "read/write" version of the book.

http://www.youtube.com/watch?v=8j9SXNUQWXA&feature=relmfu In the conversation which follows, Moore explores a few of the many dimensions of the book, talking about how he can function as both a cultural critic and an industry leader, his critiques of Web 2.0, and his thoughts on core concepts such as participation, information, networks, and democracy.

You begin No Straight Lines with a provocative statement, “the purpose of this book is to highlight the corrosive effect that an industrial mindset and free market economy has ultimately inflicted upon humanity. My hypothesis is that we have got to the point where our industrial economy, projected onto society, can no longer support humanity.” These are strong and somewhat unexpected words coming from someone who has worked as the CEO of an branding company. How do you reconcile your positions as a cultural critic and as an industry leader? Does advertising have a constructive role to play in dismantling the industrial mindset which you claim has robbed us of aspects of our basic humanity? Or is advertising a key force promoting the old industrial model?

Craft

My early career originates in design, and design thinking. Deep is the connection between designers and their work as socially relevant to the world, so there is DNA in there.

I have often speculated that this is umbilically connected to craft – the craftsman works for the collective good. The creative marks yielded by my tools must have some form of satisfaction. Good work, good craft – yes, but also good for who else other than myself?

The shoemaker, the baker, the master craftsman used their skills and expertise to give something to society. And even the early industrial revolution through wrenching was geared towards giving light, heat mobility, communication, education etc., to a wider humanity.

Journey

My journey has been profound – I have worked for some of the biggest businesses in the world, but in my professional experience, and in the work I have undertaken initially for Communities Dominate Brands and now No Straight Lines I could see there was a systems problem.

I witnessed many organizations had lost their role and purpose for the wider society that a world defined purely by a commercial material culture had no value. Either through the products and services they were trying to sell, and or indeed the internal culture of these organizations.

The role of commerce in a networked world

These organizations were not asking – is what we create for the collective good?

I could see marketing had become harvesting cash flow for the quarterly numbers and shareholder returns. In many ways your book Convergence Culture demonstrated, to me anyway, humanities extraordinary need to create meaningful connection, to create culture and identity. Whereas you point to the cultural industries resisting any notion the idea that consumers had any right to participate in cultural production. Their job was to be good consumers.

So I asked myself do I need to help these organizations sell more or can I try to find a better use of my intent, my craft, creativity and skills? And that question led me to write No Straight Lines. Today my work is about helping large organizations see and create a better future.

Is advertising bad?

To your specific point advertising per se is not inherently bad – but its context on the whole is geared towards “I” and not “we”. With these jeans “I” will look cooler, more attractive, with this car “I” will feel more free, more important, with this black credit card it says “I” am important. Advertising represents the sharp end of the commercial intent of the organizations that define our world, its dominant logic is consumer culture is our salvation and I am afraid I have to disagree.

To demonstrate that lets briefly survey our commercial landscape – the bank HSBC has been laundering billions of drug cartel money in effect supporting murder, rape and torture; Barclays bank with others was fixing the interbank lending rate and undertaking massive tax fraud as we went into financial meltdown;  the subprime mortgage scandal in the US unleashed the global banking crisis which is still having significant implications for sovereign states today. Whilst they all advertise a better life through consumerism and debt.

Or in the UK the newspaper The News of the World that thought it was OK to hack into the voicemail of murdered school girls to sell tabloid newspapers and generate revenue through advertising. I would argue in pursuit of financial gain we have crossed a moral rubicon.

I was very happy to be in service of an industry which I believed to be inherently good – where commerce and society lived in mutual co-existence – but this is sadly no longer the case.

Part of your critique of the industrial era is that it forced humans to think and act in a very linear fashion, where-as you advocate a world where there are few if any “straight lines.” What do you see as some of the defining characteristics of the world you are advocating? What signs do you see that a post-industrial society is already moving us in that direction?

Firstly the defining characteristics I see are encapsulated in what I term the Human-OS (operating system).

This OS wants greater opportunity, greater freedom, greater empowerment, a revitalized sense of justice, a world where mutualism and participatory cultures are the default setting, where openness is seen as resilience and diversity is understood as a good thing, where we have greater autonomy and that seeks a greater aesthetic in everything we do: beautiful buildings, civic spaces, organizational design, it is as easy to make something beautiful as it is to make it ugly. So why choose the latter over the former? That question has always baffled me other than knowing ugly thoughts realize ugly realities.

This OS is the key driver to the systems change we are witnessing. I see this Human-OS in the transformational change of all the examples cited in No Straight Lines: from agriculture, hospital design, and healthcare service design, educational programmes, the response to complex civic challenges, manufacturing, NGO’s, the nature of finance, innovation and commerce itself. This OS is the story of why our networked world with its new Human OS is directing the shape of our post industrial future, which is why on the floors of our factories, in the waiting rooms of our hospitals, the classrooms of our schools, people are asking not what if – but how. How can we create a world designed around the wider needs of humanity, and that serves that humanity in ways in which our industrial society no longer can. As others have observed, when you get institutional failure you lose the right to lead and people learn to get what they need from each other – that is essentially what is happening.

There is also the well-documented insight that technology only succeeds when it meets fundamental human needs – if we are currently wrapping an interactive socially orientated communications membrane around the world we have to understand this is what the Human OS wants.

It demands we rethink a few things; how we educate our young, how we teach business, our sense of ourselves in relation to our communities and civic spaces the nature of the organisation and political institutions, legal frameworks, the nature of work, happiness and play.

And in fact there is not a single industry on this planet where people are not investigating ways in which these things can be achieved. And of course the old industrial order politically, socially, organizationally is resisting.

Alan  Moore sits on the “board of inspiration” at the Dutch Think Tank Freedom Lab. He acts as “Head of Vision” for the Grow Venture Community, is a board director of the crisis management NGO Ushahidi and is as a special advisor to a number of innovative companies and organizations including publishing, mobile, the theatre and finance.

"We Do Not Have a Hollywood on the Outskirts of Warsaw:" What Poland Can Teach Us About Copyright and Circulation (Part Two)

I was able to share some core insights from this research as part of an very engaged panel at this past week's Futures of Entertainment conference (with musician T-Bone Burnett and Annenberg Innovation Lab head Jon Taplin.) Expect to see the video of this panel (and others from the conference) on my blog before much longer. For those of you who live in Los Angeles, you might be interested in attending a one-on-one conversation I am having with T Bone Burnett this Weds. Nov. 14, 7:30, Hammer Museum. Check here for more information. Now back to your regularly scheduled interview...

 

You situate your study in a much larger tradition of media and cultural scholars in Poland writing about “circuits” or circulation. Can you share with us some of the core insights from that tradition? 

 

ALEK TARKOWSKI: Polish sociologists in the Communist era were very focused on the issues surrounding the so-called “second circulation”, grassroots political and cultural activism as protest against the hypocrisy of the system and a sort of safety valve that enabled the society to externalize its frustrations. But in Polish history, informal circulations also included diverse economic activities and a vigorous youth culture movement. For us, that tradition served only as background – we haven’t used the tools that Polish sociologists developed to study alternative circulations. Yet we took them into account, since as concepts they have the power to disrupt the current logic and point out existing mechanisms that can be eerily similar to the ones observed in the Communist period. For example, there were social exchange networks used by our parents to distribute independent media and barely available products of Western popular culture. The irony of the situation lies in the fact that people who were active users of informal circulations in the Communist era are mostly quick to condemn informal usage of such circulations among their kids and grandkids.

Of course it’s difficult to make a direct comparison between both situations, but it turns out that as far as moral economy, or what people consider right and wrong, is concerned, there are a lot of similarities between the two. A qualitative study that Mirek is currently conducting involves a closer look at these similarities.

 

How might we situate the study of grassroots circulation of media in relation to the larger examination of what I call participatory culture or what Yochai Benkler discusses as “peer production”? 

 

JUSTYNA HOFMOKL: Research shows that in Poland the creative output uploaded by people to the Internet is still marginal and the percentage of active creators does not grow. Of course, I do not mean all the marks we leave on the Web, like Facebook comments – just more substantial forms of creativity. There are some differences in the results depending on the indicator we chose, but no more than few percent of Internet users engage in regular cultural production. That’s why we decided to look for a Poland-specific point of reference for your and Benkler’s ideas, which would enable us to expand cultural participation categories to include more elements than just “production.” We considered things beyond “peer production,” like peer reproduction, redistribution, and recommendation, as we decided that even though they’re more controversial than grassroots production, they have just as strong an influence on the media and culture, which are known for wielding distribution control as a powerful weapon.

We were also very inspired by Mirko Tobias Schafer’s “extended culture industry” concept, which dissolves the top-down/bottom-up distinctions. Even in the discourse of exploitation identical situations can be interpreted in completely different ways: Internet users redistribute content to which they have no rights, but simultaneously they are doing the dirty work for the corporations as they promote their work. In a way, both content authors and consumers are participating in culture – maybe both groups don’t share the same rights, but they surely share similar possibilities for action. The role of software in all this is also really significant – it’s often the case that participation based on redistribution requires very little activity. Many users of file-sharing networks exchange content almost incidentally, the software does it for them. The significance of technological architecture behind cultural participation is an avenue well worth exploring.

We still want to broaden our knowledge of the grey area between authorship and consumption because we feel that a lot of interesting things happen there. We just commenced a qualitative study of people who still aren’t authors but are something more than just consumers – the category includes people who function as grassroots content archivists, who prepare and release Polish subtitles for TV series and movies. In informal circulations these people are institutions, and preliminary interviews show that they often feel that their actions “serve a higher purpose.” At the same time, they’re still using content to which they have no rights.

 

As you note in your report, much of the work in “informal economies” has centered on the developing world. What new insights do we get if we apply this model to talk about how media travels through more developed countries? How, for example, might that operate in relationship to post-Communist Eastern Europe? 

 

ALEK TARKOWSKI: The claim that informal economies and circulations function worldwide should be a truism. This is well demonstrated by Robert Neuwirth, for example. We find it very interesting that the informal economy category, at first devised to describe the economies of developing countries now applies so well to modern creative economies. We also like Ravi Sundaram’s idea of “pirate modernity”, which claims that modernity is neither regulated nor sterile, but haphazard, informal or even illegal.

And Poland, today a developed country, has been very different only twenty years ago. Although we moved from a shortage economy to a surplus economy, some mechanisms are still working just fine. And digital technologies only invigorate the informal circulations. Many Poles still remember the times when public radio played entire music albums on the air, while people at home mass-recorded them on tapes. Nobody really knows whether it was legal, but we all suspect that we might have had pirate public media back then. In the 1990s, we had legally operating stores that copied for customers albums from CDs to tapes. But simultaneously we assumed that this informality was typical of the Communist era when it functioned as the prohibited, glorified second circulation, as well as the crazy transition period of the early 1990s. We’re trying to demonstrate that the informal processes are still heavily influencing our culture.

The application of concepts developed for third world countries in Poland might hurt the national pride of many people. Yet we believe that Poland should draw on the experiences of for example the BRIC countries instead of comparing its culture industries with the United States. Look at the official copyright policy one feels as if Poland’s strategy was to copy the American intellectual property model directly. Yet we do not have Hollywood on the outskirts of Warsaw. While IP policy is imposed by international trade agreements, there is still room for taking into account local specificity and the national interest. This is rightly emphasized by Joe Karaginis in his commentary on our report. Joe writes that in the 19th century, the United States tolerated copyright infringement when it benefited American citizens. Meanwhile the policymakers in Poland, as well as we as a society, are not collectively asking whether another model might suit the Polish national interest better than the one currently implemented.

What are the primary motives for seeking content through informal circulation? 

 

JUSTYNA HOFMOKL: Asking about motivations that drive people towards using informal circulations is very important, but it would be wise to remember that for the user, the delineation between a formal and informal circulation is blurry at best. The average user doesn’t have sufficient knowledge to easily discern whether a given online source represents the formal or informal circulation. Even payment doesn’t help to distinguish between the two, as the grey area in Poland includes websites that charge the users not for content, as they claim, but for data transfer. But for users, that distinction is often unclear. For the purposes of our project, we classified online sources such as streaming as part of the informal circulation. But to answer your question, it appears that price is the key factor when it comes to picking the informal circulation; about two-thirds of the respondents point to this motivation. Availability of content and ease of acquisition turn out to be equally important. This criterion is especially important for people living in smaller cities. Many respondents also pointed out that it’s important to them how up-to-date the content offer on the Web is. With no comparable offer from the official distribution channels, the Internet becomes a much more attractive source of content. In Poland, the offer of video-on-demand services, online music stores and paid streaming websites is still very limited and aimed at a mainstream audience.

In our study, we also analyzed attitudes towards downloading. The results basically paint Poles as pragmatists: for many people downloading is simply easier than visiting a store.

 

Near the end of the report, you describe what you are calling “Next Generation Internet Users.” Who are these people and what distinguishes them from the general population in your country? Are they more or less likely to buy content online? 

 

JUSTYNA HOFMOKL: Faced with rising Internet penetration rates, we decided to make the “Internet user” category a little more nuanced. That’s why we applied the concept of “Next Generation Internet Users,” a term proposed by the World Internet Project’s William Dutton. The term describes heavy Internet users, also accessing the Web through various mobile devices, people who are constantly online, more or less. They’re also distinguished by their relatively high creative output – they take photographs, create digital content, build their own websites. They are heavily involved in content sharing but frequently purchase content as well. In Great Britain, these users make up over 40% of all Internet users. The people we polled in our study, however, demonstrated higher than average Internet usage: they spend multiple hours on the Internet, often accessing it via different devices. They turned out to be a very cultured group: e.g. 89% of them declared that they read at least one book in the past year. Using informal circulations is common in the group. About 88% of them use the informal circulation of music, 73% use the informal circulation of books; 78% use the informal circulation of movies. A high percentage of the people we studied declare buying cultural content online – a little over a third of the respondents (37%) claim to have paid for access to content online in the past year.

Our study has demonstrated that the division of the Polish population into Internet users and people who don’t use the Internet is consistent with the division into people who actively consume cultural content and those who don’t engage with any type of content circulation (except broadcast media – TV and radio – which weren’t the subject of the study). At the same time, the people displaying heaviest Internet usage and cultural consumption are also the most active users of informal circulations.

 

What do you think are the biggest mistakes made by policy and industry folks when they look at the relationship between formal and informal circulation of content? 

 

MIREK FILICIAK: Policy and industry folks have to stop perceiving informal circulations as excommunicated havens of the illegal and the anti-cultural. They need to treat these circulations as an alternative or as competition – it might be amoral and dishonest, but it is a part of the general circulation of culture. If a different approach is the desired result, changing the language might be a good place to start.

Policymakers make the mistake of considering only the legal implications of using informal circulations – we need to place a few positive aspects of these circulations on the other scale, like increased access to content and increased cultural activity. On the other hand, the industry in Poland offers few legal alternative to downloading – there’s not enough content, it’s expensive, and there’s no easy way to access it. We believe that people who engage with informal circulations might switch to legal purchasing of content online if given an honest alternative offer.

Presenting our findings to a group of industry representatives was an interesting experience. Many of the people from the creative industries, who publicly decried our report claiming that it legitimizes stealing, changed their tone and agreed with us in private conversations. They were aware of the fact that they will need to adapt to the users, and that the status quo is untenable and cannot be artificially supported by making the laws more severe. It was obvious especially to people working in the Internet industry. When asked about the main obstacles that hinder business development they didn’t mention piracy, they spoke about lack of flexibility on the part of collective rights management organizations and copyright holders, especially in the film industry.

We hope that the public debate currently underway in Poland, in which our report voiced a few very important issues, will head in the right direction. That we’ll witness the foundation of new services based on new business models and that the authorities, after learning from the experiences surrounding the ACTA fiasco, will introduce balanced regulations that will care for the interests of authors and producers as well as the society in general.

Mirek Filiciak is a cultural studies scholar, works at the Warsaw School of Social Sciences and Humanities. He is interested in the influence of digital media on cultural participation practices and research methodologies. Co-editor of Polish cultural studies quarterly Kultura popular (Popular Culture), co-author of book Youth and Media.

Justyna Hofmokl is a sociologist and vice-director of Centrum Cyfrowe - think-and-do-thank building digital society in Poland. She is the author of Internet as a New Commons and published in International Journal of Commons.
Alek Tarkowski is a sociologist and works as director of Centrum Cyfrowe. He is Public Lead of Creative Commons Poland and former member of the Board of Strategic Advisors to the Prime Minister of Poland. His research interests focus around the intersection of intellectual property, society and digital technologies, with a special interest in open models of collaboration and sharing.

"We Do Not Have Hollywood on the Outskirts of Warsaw": What Poland Can Teach Us About Circulation (Part One)

The Centrum Cyfrowe Projekt: Polska recently posted an English language translation of their report, The Circulations of Culture, which deals with the informal, sometimes illegal exchange of media content which is occurring in contemporary Poland. This report is a model of the kinds of thoughtful research which should be done in other countries around the world, including the United States, on this highly contentious topic. They start with a recognition that the pervasive language of "piracy" closes off issues which we need to be exploring. As they write:

"Wanting to become familar with and understand new practices one may not assess them in advance, let alone condemn them as illegal or wrong. Only knowing their scale, character and consequences may we assess the influence of new circulations of content on the sphere of culture. The domain remaining out of control of the state and the market is very varied. We lend and borrow books and records. We watch films uploaded to YouTube, but also we download them from websites and p2p networks. Usually we do not think whether we do it legally or not. And the facts of the case may be varied – there is content made available on the web illegally, but we may also use many materials in accordance with the law. Only 13% of Poles buy books, music or films. As many as 33% get hold of them in digital form, in a non-formal manner and for free. This number increases to 39% if we include also the „physical” forms of exchange into informal circulations, such as lending CDs. That is three times more than the market circulation, based on purchases of content."

So far, the report's findings might seem to support those who feel that informal circulation undercuts the development of a commercial market. Yet, the picture they develop turns out to be more complicated. They found that the rate of cultural consumption in contemporary Poland remains very low -- only 44% of Poles had contact with a book over the past twelve months and only 20.80% of Poles went to the cinema over the past year. Among those who are most active online, though, the numbers are significantly higher. 89% of "Internauts" or "heavy Internet users" have read at least one book over the past year, and 82 percent have gone to a movie in the past 12 months. So, while less than 5 percent of Poles have bought a book and less than .1% have bought cps in the past year, those numbers are much higher for those who are most active online -- 68% bought a book, 29 percent bought music.

Most of the heavy internet users acknowledged downloading some form of media content without paying for it -- the number can be as high as 95 percent depending on how we define our terms, but they also represent the core of the existing media market. As the report concludes, illegal downloads do not preclude legal purchases. So much for the argument that it is going to be impossible to get people to pay for content they can download for free. Instead, we need to enter into a much more complex exploration of when and why people who could and do download content illegally choose to pay for media content. So, when the media industry declares war on pirates, it may also be declaring war on its best customers, and this may explain why their tactics so far have been so unsuccessful at slowing the rate of "media piracy," because they are directed at the wrong people, because they do not understand the root causes of the issue, because they are not addressing the key motives for why people choose to pay for media.

 

Mirek Filiciak,  Justyna Hofmokl, and Alek Tarkowskithe primary authors of the report, were kind enough to participate in the following interview, which helps situate their findings within the context of a broader range of research in Poland and other parts of Eastern Europe concerning "sharing cultures" and "informal media economies." In what follows, they share further insights from their research which might guide policy-makers in other parts of the world as they seek to develop a more nuanced understanding of the ways such unauthorized circulations may impact the creative industries and the culture more generally.

For a creative presentation of the report's core findings, visit this site.

 

Can you provide some context abort the current state of the debates around intellectual property and file sparing in Poland? What motivated your study? 

 

MIREK FILICIAK: The subject has been moving from the fringes towards the mainstream of the debate on culture for several years now. The shift has motivated the Polish government to work at increasing access to the public domain and to create initiatives such as the Digital School project, which directed a significant amount of funding towards the creation of open educational resources. The protests of Polish youth against ratification of the ACTA treaty in January and February of 2012 were a breakthrough moment for public discussion surrounding the subject. Incidentally, that’s when we unveiled our report, the end result of more than a year’s work.

For our team, taking on the subject was a continuation of our previous initiatives and research projects. Take, for example, the series of “Culture 2.0” conferences we co-organized, one of which featured you as a keynote speaker. Justyna and Alek founded the Polish chapter of Creative Commons and now they’re heading Centrum Cyfrowe (Digital Center), which is a leading Polish organization working towards greater cultural and civic engagement through digital technologies. IP issues are one of the Center’s main areas of interest and thus the organization hosted our research project. I myself have extensive research experience in this field and my previous research projects concerned for example fans of American TV series in Poland, or the “Youth and Media” project (the full report will soon be available in English) which was an ethnographic study of the use of media by Polish youth. We demonstrated in that study that thanks to networked digital media content often flows outside of official markets and without the involvement of institutional intermediaries. Our previous work and experiences with research, policy and activism suggested that the available indicators of cultural participation, often focused on official distribution channels, illustrate only a subset of the cultural practices of Poles.

That’s why we decided to provide empirical data that can be useful both for researchers and for policymakers. In Poland, previously data was limited and skewed: based on outdated research schemes of official statistics or biased studies set to prove that piracy is wrong and harmful for culture. There are some commercial studies, but usually the methodology is kept secret, which makes it hard to debate the results. From the very start, our project was designed to be a scientific study as well as an additional voice in the public debate. We also wanted to propose a set of standards for transparency of methodologies and data presentation (not only did we make the report and raw data sets available to the public, we also prepared a very approachable mashup).

 

You make a clear point in the opening paragraphs of the report that you are not studying “pirates,” but rather you are researching “informal content sharing practices.” Can you explain the distinction you want to make between the two and why it is such an important one for framing your findings? 

 

JUSTYNA HOFMOKL: Above all, we wanted to draw public attention to somewhat deeper aspects of cultural activities of Internet users. And to retire the “pirate” label, as it basically leaves no space for debate and substantial arguments. In Poland, content sharing via the Internet has been presented for the last few years strictly as a struggle between “thieves” and “pirates” on one side and “evil corporations” on the other, without making any attempts at trying to understand the phenomenon.

The “piracy” tag draws attention solely to the financial consequences suffered by authors and intermediaries, while omitting issues that are absolutely fundamental for the state’s cultural policy, such as building social and cultural capital through accessing and sharing content. Only by framing the issue in a neutral way can we look for regulatory solutions that will balance the interests of the authors and intermediaries with societal benefits.

That’s why we were determined to take a closer look at the circulation of content outside of the market and reinvigorate the public debate, which doesn’t seem to have developed in Poland in any sensible way in the years that passed since the fall of Napster. Instead of talking about “piracy,” we’d rather discuss the flow of cultural content in the society. It often slips outside of the control and regulation of both governments and markets – and forms informal circulation.

We didn’t want to evaluate the legality of the behaviors we studied – and by the way, that’s not an easy task. In Poland, even the lawyers themselves can’t agree on what classifies as “fair use.” We assume the point of view of the users themselves and take a closer look at the way they access and use cultural content. We want the debate on regulating certain cultural practices on the Internet to be based on facts and reliable data.

 

Many have argued that the informal sharing of media content online comes at the expense of purchasing media. We hear the argument that people are unlikely to pay for media when they can get so much of it for free. What did you discover around this question through your research? 

 

ALEK TARKOWSKI: Our results demonstrate that the people who access informal circulations can be roughly divided into two groups. About a quarter of them are people who at the same time download informally and purchase content. Surprisingly enough, they are among the culture industries’ best customers. They make up the largest group among said customers and their expenditures are similar to the expenditures of consumers who don’t engage in illegal downloading. Formal and informal distribution channels are not competing in their case. However, 75% of people who participate in the informal circulation – this amounts to about 25% of all adults in Poland – don’t purchase any media from the formal circulation. They use radio, the TV, and the Internet. The question is whether they’re people that have “quit” the market or ones that never participated in it to begin with. We think (although that’s strictly a hypothesis) that they’re potential future customers or people that don’t participate in formal distribution due to economic reasons. Informal circulations increase the cultural activity of people who, until now, were only passive consumers of mass media.

In our next research projects we are trying to better understand the exact relationship between the two types of circulations, studied through the practices of individual persons. We don’t know for example whether an Internet user that engages with both circulations does it with equal frequency or how downloading influences purchasing behavior over time. We are also pressuring the government to organize a research consortium that would explain the economics of the two circulations.

 

Mirek Filiciak is a cultural studies scholar, works at the Warsaw School of Social Sciences and Humanities. He is interested in the influence of digital media on cultural participation practices and research methodologies. Co-editor of Polish cultural studies quarterly Kultura popular (Popular Culture), co-author of book Youth and Media.

Justyna Hofmokl is a sociologist and vice-director of Centrum Cyfrowe - think-and-do-thank building digital society in Poland. She is the author of Internet as a New Commons and published in International Journal of Commons.
Alek Tarkowski is a sociologist and works as director of Centrum Cyfrowe. He is Public Lead of Creative Commons Poland and former member of the Board of Strategic Advisors to the Prime Minister of Poland. His research interests focus around the intersection of intellectual property, society and digital technologies, with a special interest in open models of collaboration and sharing.

Creating Transmedia: An Interview with Andrea Phillips (Part Three)

Game designers have long debated how they might create a game that makes people cry or indeed, whether people cry about games all the time (and not just from frustration.) I am often asked a similar question about transmedia.  Is our experience of transmedia a necessarily cold and analytic one -- putting together pieces of a puzzle, searching for clues which provide insights -- or does it produce its own range of emotional impacts on the audience? 

The idea that weeping is the sole arbiter of emotional response is absurd. The fact is that not only can games and interactive narrative produce a range of emotions -- the same tears and laughter and boredom you can get from flat media -- but also a whole new palette of emotions that require the audience to have agency. Frustration, as you say, but also fiero. Guilt over one's actions. Pride over an accomplishment. Relief at escaping from danger.

Many transmedia narratives share that element of interaction, and hence can open up that broader range of human emotions to provoke. Indeed, this is one of the things I find the most exciting, as a writer -- if the goal if a story is to provide an emotional experience, then surely the forms that allow you to access a wider scope of emotions is the clear winner.

The idea that a transmedia experience must be cold and analytic is equally misdirected. It's mistaking form and structure for content. The emotional payload is carried by the context and meaning each piece has, not by how you consume it. You wouldn't call a business letter anything but a cold and emotionless format, but the memo that hires you or fires you is going to have tremendous emotional weight because of the meaning you bring to it as a reader.

It also bears noting that insight based on fragmented evidence is our natural experience of life. Not to go down that "the whole world is a transmedia experience" path, but there is definitely a seed of truth there -- attaching meaning and therefore emotional weight to what amount to breadcrumbs is a very common and very human activity, whether the stories we're engaging with are authored fiction or not.

Writers have often described film and theater in terms of the willful suspension of disbelief, yet it can be hard to sustain disbelief across a story which is dispersed across so many different media. Indeed, transmedia often calls attention to the processes of its own production and circulation in ways which can impact its emotional reality. This may be why early ARGS claimed “this is not a game” and thus incorporated the reality of the web into the story. I’ve suggested we might think about the active production of belief as part of the expectation the transmedia storyteller places on their audience. What insights do you have about the problem of maintaining the credibility of a transmedia story?

This is an issue I've wrestled with quite a lot, because there are tremendous ethical and legal questions around pervasive fiction. How do you account for bystanders misinterpreting your content -- and maybe reporting you to the authorities? And yet how do you create an immersive experience if you're lamp shading the fact that your story isn't really real?

The solution, I think, is to separate the idea of realism and verisimilitude from the idea of emotional and narrative authenticity. It's easy to mistake the two, because they're both interpretations of truth. This isn't a new problem, either. In the 18th century, many novels claimed to be papers found in an attic, journals arrived in a mysterious parcel, and the like. They, too, were striving for realism in an effort to stake out credibility and authenticity, as the novel was considered a low form at the time. But now we've grown comfortable with the idea that a novel is outright fabricated by a writer, and that novels have cultural value, too.

Transmedia narrative will get there as well, and I suspect a lot faster, because audiences now have much more sophisticated media habits than audiences three hundred years ago. The audience will happily forgive you for gaps in realism. The hero rarely has to take a bathroom break, after all, and the bad guys are nearly always terrible marksmen. But if you have a character react to a situation in a way that doesn't feel true to the audience, you'll simply lose them.

Once you recognize this key distinction, it liberates you from striving to make things all look perfectly and completely realistic. The audience wants to buy into your story, so using intro and outro bumpers on video clips and corporate footers on websites don't damage the heart of the experience.

Classic Hollywood developed principles of redundancy so that every detail that mattered was repeated multiple times -- they sometimes talked about the Law of Threes. Does redundancy become more or less important in a transmedia text? What are some strategies that are effective for building redundancy into the text without boring your most dedicated fans? Are there other principles which should be used to insure the accessibility of a transmedia story?

As with many parts of transmedia creation, there's no one right answer. It depends on what works best for the project you're trying to make. Outright repetition could be necessary in some works and not others.

The one hard rule I'd put is this: if you're providing multiple entry points to your story, then you need to provide enough context for the audience to understand what's going on at exactly that point. If that means you have to repeat important details, then so be it, but a more elegant solution might be to provide easy access to that information in an out-of-story reference source. It might also be possible to include certain key information in entry pieces of content and then never repeat them. If you're making a sprawling Star Wars-style venture, you probably don't need to explain what a Jedi is in every new book or film; you can assume a certain amount of canon knowledge in your audience.

There is one more consideration, though, and that's the effect of fandom on a work. In an emergent and adaptive narrative, you may not even know what details will be important ahead of time. You simply choose the things your audience has focused on and reward that focus to the best of your ability.

Some communities thrive on explaining the story to one another, as well. Homestuck comes to mind -- it's recently been described as the Ulysses of the internet by the Idea Channel. It's nominally a web comic, but there are strong game influences and even outright games, music, and heavy audience influence over the events of the story. At this point, there are dozens of characters and an incredibly convoluted universe that operates under some very specific rules. The story can be nearly inscrutable in places if you aren't active in the fan community one way or another.

But if the creator, Andrew Hussie, were to repeat important details in the way that Hollywood might suggest, it would disrupt the flow of the story, limit its scope to what could be planned ahead of time, and it would remove the need for a sort of social grooming that happens in the fan community, of sharing common knowledge about the story and world. I don't think that fandom would be as robust if Homestuck itself wasn't as opaque.

 

Some argue that elements built into a transmedia story in order to intensify fan engagement can seem overwhelming to a more casual consumer who wants to just sit back and be entertained. Is this tension inevitable around a transmedia work or can we, as Christy Dena has argued, created different forms and levels of participation for different segments of a transmedia audience?

We can design for different levels of participation, and in fact for the most part we do. But there is a point of diminishing returns. If only ten people in the world will ever see a piece of content, perhaps you're better spending your budget on something else. You do in general have to choose between providing a very rich and deep experience for very few people, or providing a somewhat shallower experience to a much broader audience.

The fashionable solution right now is to make each platform a self-encapsulated narrative, completely accessible to casual audiences. Star Wars works just as one movie. Lizzie Bennett Diaries works just as a web series. Lance Weiler's Pandemic works just as a short film, and so on and so forth. But there are varying degrees of immersion available if you're motivated for all three of these. For Star Wars, you get entire other stories. For Lizzie Bennett, you get just a little characterization and depth.

And again, the issue of fandom rears its head. In a classic alternate reality game, most people will never actually solve a serious puzzle or pick up documents in a secret meeting at midnight. But the players who do jump through those hoops actually become a part of the entertainment for more passive audience members. The experience becomes something akin to a spectator sport.

Andrea Phillips is an award-winning transmedia writer, game designer and author. Her book A Creator's Guide to Transmedia Storytelling is published by McGraw-Hill. Her work includes educational and commercial projects such as The Maester's Path for HBO's Game of Thrones with Campfire Media, America 2049 with human rights nonprofit Breakthrough, Routes for Channel 4 Education, the independent commercial ARG Perplex City, and The 2012 Experience for Sony Pictures. These projects have variously won the Prix Jeunesse Interactivity Prize, a Broadband Digital award, a BIMA, an IVCA Grand Prix award, the Origins Vanguard Innovation Award, and others.

Creating Transmedia: An Interview with Andrea Phillips (Part Two)

By now, we have enough experiments to start to develop some core insights about what kinds of stories work best in a transmedia context. How would you define the goals and properties of a good transmedia story?

 

The core goal should always be to create a compelling story. Every facet of the work would reflect that, in a perfect world. But it's interesting to think about what elements of a story will actually sustain it, and what won't.

A lot of great transmedia works share certain surface characteristics: intricate mythologies or story worlds, a thread of the mysterious unknown, and some form of group identity the audience can relate to and imagine being a part of. Science fiction and fantasy are of course the main stock of transmedia so far, both because those genres easily fit those criteria, and because their fans tend to both interrogate their fiction relentlessly and sit early on the tech adoption curve. But we also see a lot of thrillers and mysteries, because those provoke seeking and solving behaviors; the audience actively wants more angles to the story and is motivated to seek them out.

There are a few genres that haven't yet been explored very well, though, and so I think we've found only a few things that work. How I Met Your Mother is pioneering the extended transmedia punch line. We'll definitely see more and more of that. And MTV's Valemont and now Lizzie Bennett Diaries tap into a potentially rich vein of complex social drama, for example. I think there's potentially a thriving market for soap-style transmedia relationship drama, but there haven't been as many efforts in that direction so far.

There's a related question: Is there anything in transmedia guaranteed not to work? I think very internal, literary stories might struggle to carry an expanded treatment without transforming into something entirely different. The Old Man and the Sea, for example, is a moving piece of writing, a work of classic literature, absolutely worth your time. But not really a great candidate to create a transmedia property. If you were to fracture it into pieces or expand the core of the story, you'd inevitably lose the power of the work as it stands. That's a huge part of being a transmedia creator, too; knowing when to leave well enough alone, because applying your tools will make the story worse, not better.

 

You describe yourself as a “big fan of physical artifacts” which help expand the world of the story. So often, transmedia is associated with digital media in popular discourse. What are some rich examples of projects which brought tangible and tactile media experiences into the mix? What do you see as the value of doing so?

 

Tangibility is a profoundly powerful thing. It's why we bring back souvenirs from trips, and why we cherish old concert t-shirts, why we buy replicas of rings and swords from movies we love. It's almost like locking all of the feelings and memories about a certain time and place into that object for safekeeping. I couldn't begin to explain the neuroscience, but I know the tool is that compelling. As an artist, of course I want to use that tool for the benefit of my story! And as a businesswoman, if people are willing to pay for that depth of experience, then I should definitely make it available.

Of course the HBO Game of Thrones campaign The Maester's Path is a great example of physical artifacts in transmedia marketing. The scent chests and food trucks dreamed up by Campfire were beautifully executed and well received (and I say this as someone who was on the team but definitely not the genius who dreamed up the strategy). Alternate reality games as a whole have an enormous history or providing tangible goods, to such an extent that the annual conference ARGfest sets up a museum every year so people can see and touch that history for themselves.

I'm working on an indie project right now called Balance of Powers, and just a few weeks ago, Kickstarter backers were sent an eight-page newspaper from the story world. It had display ads, classified ads, horoscopes, political news, a crossword puzzle -- just like a real newspaper, but all slightly altered to give information about the alternate-history universe where the story is taking place. The audience loves it, we have a way to make a little more revenue, and the story world expands in breadth and depth. It's a winning proposition all around. I am determined at this point to make a tangible element for every project I make, if I can manage it -- it's that powerful.

But as with many of the tools we place under the transmedia umbrella now, it's not even a very new practice! Video games used to use tangibility all the time. I loved Infocom text adventures, back in the day. The games themselves had no sound or graphics, but the boxes they came in were works of art. I remember letters and postcards, a swizzle stick shaped like a palm tree, a plastic evidence envelope with "cyanide" pills inside, maps and journals. Ultima games did it, too: coins and tarot cards and cloth maps. These objects both helped to evoke the game world right off the bat, and became cherished objects long after you'd finished the game. Games still do some of this, but they've switched to the revenue model, as well. You only get Master Chief's helmet if you shell out for the premium edition of Halo III.

I am a naysayer and don't consider all licensed objects to have that power, though. For me, there has to be an element of touching the story world. A toy light saber? Absolutely yes. Action figures and bed sheets? Maybe not so much. Those may be important sentimental objects, but they don't feel like objects from a fictional world that have materialized in our universe the way a replica of The One Ring might.

One common misunderstanding in transmedia is that because the information is dispersed across media, it can be consumed in any sequence and thus the story is essentially nonlinear. What roles do you see sequencing of information playing in shaping the transmedia franchise and what are some strategies people are using to influence to order in which we engage with the different segments they have produced?

This is one of the big structural challenges we deal with again and again. You can make entirely nonlinear experiences, but they're the exception, not the rule. That said, it is common for a minor component of a project to become a vector for introducing people to the greater work -- one wonder how many new people gave How I Met Your Mother a chance after the Robin Sparkles "Let's Go To The Mall" video. So you can certainly make discrete pieces that don't have much bearing on the chronology of the overarching storyline.

There are several possible solutions to the problem, though. One is to make it very obvious what your intended sequence of consumption is.  Reading or viewing guides, for example, for finished works. It's also good design to account for that in your structure; to make entry points obvious and numerous. Everybody knows where to get started with Star Wars -- you watch the movies.

For an experience that plays out in real time, finding a way to catch up new audience members is an enormous challenge, but an important one if you want to keep your audience growing. One of the things I'm most impressed with from The Lizzie Bennett Diaries is their recap model. Of course viewing order for the web series is obvious from looking at the YouTube channel. But there's also a handy reference page where important Tumblr posts and Storified social media exchanges are archived.

And then there's the Fourth Wall Studios approach with Dirty Work -- there's a main linear narrative with a distinct and obvious path through it. Other elements add to that, but it's not strictly necessary to consume them at all -- and they're all anchored in the main video so that it's literally not possible to access them from the wrong spot.

I think, though, that all of this is still a little clumsy. This is one of those elements of transmedia narrative where I feel like we haven't yet established the right conventions and vocabulary. In film, you know how to interpret a montage or a scene with calendar pages dropping to the floor. One day, we'll have simple and agreed method for showing an audience the best and intended way to navigate a transmedia experience, even if we're not quite there yet.

You use the example of “Chekhov’s Gun” to describe a particular kind of storytelling, where everything introduced must have a clear function within the narrative. Once you introduce a gun into the story, at some point you have to have a character fire it or otherwise what's the point. Yet, transmedia expands the potential range of functions which a device or detail might serve. For example, it might simply tell us something about the world which goes beyond the demands of a particular story, or it might be a rabbit hole which opens up places for the audience to explore beyond what’s explicitly on the screen. How, then, do transmedia producers know when to stop adding details? How do you answer the core question which many game designers learn to address early in their creative process -- what’s not in the game?

That's a particularly pertinent question in light of the reaction to Prometheus. The film centered around explaining a mystery from the first Alien film -- at least in part; there were a few points of conflict between the two accounts. But many viewers of both films were very unhappy with how that mystery was answered. They felt that by spelling out the origin of that first alien, the original work lost some of its impact.

When you're writing a complex work of fiction, it's often the case that you'll have a lot of information about backstory that you aren't going to pass on to your audience. It might seem like a waste to generate that knowledge and then not use it as content. But sometimes it's crucial to get your story straight about events and motivations you never want to spell out -- you're creating a negative space, and that space has to remain consistent. In order to preserve consistency, though, you have to be completely clear about what occupies that space.

I think, though, that part of this is simply the art of storytelling. The act of telling a story is implicitly the act of choosing a frame. There will always be things that happen before your story begins, and after it's over; there will always be things that occur during the story that you choose not to include. The art of narrative is to curate what you include in order to create the most satisfying possible story. Unfortunately, that's one of the hardest skills for a writer to learn.

The best (but still imperfect) advice I'd have is to understand what parts of your story are absolutely immutable, and which you can change. If you can cut something out of the story and still have a comprehensible story, then that element has to go through a harder vetting process. What is it adding? If you can't put your finger on a rock-solid reason to keep it in, maybe that's your signal that you shouldn't include it at all.

 

Andrea Phillips is an award-winning transmedia writer, game designer and author. Her book A Creator's Guide to Transmedia Storytelling is published by McGraw-Hill. Her work includes educational and commercial projects such as The Maester's Path for HBO's Game of Thrones with Campfire Media, America 2049 with human rights nonprofit Breakthrough, Routes for Channel 4 Education, the independent commercial ARG Perplex City, and The 2012 Experience for Sony Pictures. These projects have variously won the Prix Jeunesse Interactivity Prize, a Broadband Digital award, a BIMA, an IVCA Grand Prix award, the Origins Vanguard Innovation Award, and others.

 

 

Creating Transmedia: An Interview with Andrea Phillips (Part One)

Over the past few years, there has been a minor publishing industry emerging around books which seek to explain the aesthetics and economics of transmedia or crossmedia entertainment production. Among them: Drew Davidson (from Carnegie Melon University’s Entertainment Technology Program) contributed Cross-Media Communication (2010); Wired Magazine’s Frank Rose (2010) published The Art of Immersion; Nuno Bernardo (2011), a Portugal-based transmedia producer who has done work in Canada, Europe, and the United States, published A Producer’s Guide to Transmedia; the similarly titled A Creator’s Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms  is the work of Andrea Phillips (2012), whose clients have included HBO, Sony Pictures, and Channel 4, and Max Gionavagnoli (2011), an Italian based transmedia producer and teacher who has organized the Ted X Transmedia events, recently published a more theoretical work, Transmedia Storytelling: Imagery, Shapes, and Techniques. It is not simply that these books come from both industry and academic sources or that they come from both the United States and Europe, but the individual authors also often straddle borders, as creative producers who work sometimes in academic settings, or as producers who work in multiple national contexts. These books engage in what might be described as speculative aesthetics, theorizing future directions in transmedia, alongside pragmatic advice for would be producers.  

As someone who teaches courses in this space (and regularly hears from other faculty who are developing such classes), it is great to have such a rich array of texts to use to instruct and inspire our students. I am committed to using this blog to run interviews showcasing this projects: so far, I have run interviews with Davidson and with Rose, and now, I am happy to share this exchange with Andrea Phillips.

Phillips is one of the most thoughtful writers working in this space today: she manages to hit the right balance between pragmatism and vision, between describing the conditions under which transmedia producers work today and spelling out the long term potentials of this still emerging form. She has the weight of hard experience behind her, but she is also deft at exploring theoretical and aesthetic dimensions of her project. I learned a ton from reading her book, and I learned more from her response to some potentially challenging questions I threw her way. I hope you enjoy this interview which I will run across the next few installments. I am very much looking forward to meeting her in person at the Futures of Entertainment conference at MIT next week. (And, shameless plug, it's not too late for you to register to join us there.)

 

I was delighted to see such a strong emphasis on the audience in the title of your book. Many people want to see transmedia as centrally about textual practices or about technological affordances. What model of audience underlies the approach you take in your book?

I come to the creation of transmedia narrative as an audience member myself, first and foremost. As a result, I'm absolutely militant about making sure that the story has value to my intended audience, even across a spectrum of consumption styles. This approach arguably has as much in common with software design as with other kinds of storytelling: use cases and user flows become just as important as emotional texture and pacing.

There's an interesting piece of mental gymnastics required when you're thinking explicitly about your audience. On the one hand, the audience is made of multiple individuals who will each have different experiences of the narrative, depending on factors like mood and context you have no control over. And for many people, that individual experience is all they'll have.

On the other hand, your audience is made up of individuals who talk to one another -- on forums or other digital communities, on social media, in person. Just as your work is hopefully greater than the sum of its parts, so too is the audience. It's smarter than the single smartest person. It's a living organism that makes decisions about how to engage with your story on behalf of a huge share of your audience.

You have to be able to hold both of these ideas in your head, and plan both for the individual and for the hive mind simultaneously. That can be a tricky maneuver. It's easier to design simple for a single-player experience or assume every audience member will be experiencing your story through the lens of a collective. But it's much better practice to take both angles into account.

 

Your first sentence tells us, “there’s never been a more exciting time to be a storyteller.” Why? 

 

We're in the middle of an epochal shift in how human beings communicate with each other. There have been other disruptions in the past, of course. The printing press and television were both incredible disrupting technologies that totally altered our communications landscape. But the internet and the mass availability of the tools of production have for the first time put the power of one-to-many and many-to-one communications in the hands of just about everyone. (Gibson's unevenly distributed future notwithstanding.)

The result is a revolution in how we view and consume news, in how we engage politically, how we promote and fund businesses, how we spend our leisure time. And more to the point, it's completely altered the landscape of the possible for art and for artists. We have new tools and new ways to reach audiences -- and that's amazing.

But the part that gets me incredibly excited is that we're experimenting with new forms, too, or changing old ones into something breathtakingly novel. We're making new kinds of art that can exist only in the intersections between media, not just taking old media to new places. It's not every generation that gets to feel like you're shaping a whole new art form.

 

You write in the book about the East Coast and West Coast Schools of transmedia design philosophy. How important do you think these geographic distinctions have been in the ways transmedia has evolved over recent years? And what happens when we open transmedia to a more global perspective? Surely, East and West Coast mean something different if we are talking about Europe, Latin America, or Australia, each of which has made innovative transmedia properties.

In a way, I regret codifying that West Coast vs. East Coast ideology in the book, because the distinction I was addressing has much more to do with philosophy than with geography -- it's meant to underline a cultural difference created by different underlying industries and mechanisms of productions. Of course Los Angeles transmedia is heavily influenced by Hollywood and the TV industry that exists out there -- many of the people coming into transmedia in that region happen to come in already having that skill set, and it's wise to use the skills you have.

Meanwhile, New York has a very strong live theater community, and a strong network supporting independent film. So it makes perfect sense that works in that region would be influenced by proximity to those artists.

I find it extremely frustrating that a perception exists that big franchise-style intertextual works and very personalized independent works can't both be transmedia at the same time. It doesn't need to be a value judgment. Removing either one cheapens the whole of transmedia and what's possible under that umbrella.

Of course there are tremendous transmedia works coming out of Canada, Australia, the UK, Scandinavia -- and it's not easy to slot those into East Coast vs. West Coast. They all have their own distinct style and flavor, because of varying local factors. Canada, for example, has a world-class presence for transmedia documentary and nonfiction, as a side effect of how its funding bodies operate.

As we open our eyes to even more work being done globally, we'll find more interesting variations in approach than even that. In fact, I'd put down money that distinctions in that work already exist, but they haven't yet been thoroughly documented in English. What's the state of transmedia in Bollywood? What strides are occurring in the Korean MMO community?

It would be remarkably arrogant to just assume there are none -- it's a better bet to imagine there are marvelous works being created that the English-speaking transmedia community simply hasn't encountered yet. This is doubly true when you consider how many creators in English have independently stumbled into transmedia by making it before they ever heard the term.

From the start, transmedia has been caught in the competing pulls of marketing and storytelling. But, is this really different from any other form of commercial or popular entertainment form, which have historically been described in terms of the tension between Art and Commerce? What’s at stake in seeing transmedia as a form of storytelling as opposed to a form of marketing?

It's not a brand new thing, or unique to transmedia, not at all. This is the same old song and dance that early film went through, in particular. We have to navigate a tangled web of issues ranging from the credibility of art and artists, the need to make a living, public perceptions of the form, and the filters that audiences use to view any given work. The net result, though, is that being viewed solely as a potential marketing vehicle is very definitely a huge risk to the development of transmedia storytelling as an independent industry.

These risks are threefold. First, it means transmedia is on the hook to produce successful marketing outcomes in order for ongoing production of new projects to continue. This is problematic because transmedia isn't inherently a particularly good or efficient marketing vehicle. Transmedia marketing campaigns projects have created some amazing press buzz, to be sure, but the efficacy of a transmedia marketing campaign varies tremendously. And even in the areas where transmedia marketing excels (creating depth of engagement, for example) it's notoriously hard to measure how A few high-profile, expensive failures could chill any client's appetite for transmedia work. It would be a tragedy for something like that to smother the industry in the cradle.

And it means that audiences approaching a transmedia work will always be trying to ferret out the hidden brand message. Worse, it means that the creators are beholden to stay on message, limiting the scope of possible work enormously. A marketing client may place limits ranging anywhere from a mild "no swearing" to something as confining as "no responding to Tweets or comments." These limitations can hinder the viability of individual projects. But they're invisible to the public -- all they'll see is a transmedia marketing campaign that just doesn't quite work, and before you know it, transmedia itself is written off as an unviable mode of creation.

But equating transmedia with marketing, not storytelling, also means that independent artists have a more difficult time with winning grants, for example, or even generating press coverage. This does rise from that tension between art and commerce you mention; there is a myth that real artists don't sully their hands with concerns about mere money, the romanticizing of the starving artist in a garret producing purer work. Meanwhile, some of the finest art of our time is created as design work for advertisements. But it's not considered "art" in the purest sense because it was commissioned for a commercial purpose.

Ultimately, the credibility of transmedia as an art form is on the line, and therefore the willingness for programs to permit it as a course of study, for funding bodies to award money, or for investors to contribute will all suffer.

Andrea Phillips is an award-winning transmedia writer, game designer and author. Her book A Creator's Guide to Transmedia Storytelling is published by McGraw-Hill. Her work includes educational and commercial projects such as The Maester's Path for HBO's Game of Thrones with Campfire Media, America 2049 with human rights nonprofit Breakthrough, Routes for Channel 4 Education, the independent commercial ARG Perplex City, and The 2012 Experience for Sony Pictures. These projects have variously won the Prix Jeunesse Interactivity Prize, a Broadband Digital award, a BIMA, an IVCA Grand Prix award, the Origins Vanguard Innovation Award, and others.

 

 

 

 

 

Can a Game Help Low-Income Youth Get into College?: An Interview with Colleagology Games (Part One)

Today, the Collegeology Games project, a collaboration of the USC Rossier School of Education's Pullias Center for Higher Education and the USC School of Cinematic Arts' Game Innovation Lab, launched Mission: Admission, a Facebook game designed to help underserved students, often the first in their families to aspire to college, navigate the complicated process of applying for college and financial aid. (Full Disclosure: I am proud to be on the advisory board for the Colleageology Games Project.)  The game's release comes as the application season opens for many American colleges and universities, including the University of Southern California.As described in the project's press release: "The game allows students to virtually experience the demands of the college application process and empowers them with the skills and knowledge they need to apply, get into and pay for college. Students guide their avatars through the process of meeting with college advisors, choosing the types of schools to apply to (including four-year, community and technical colleges), scheduling community service and sports activities, applying for scholarships and financial aid and requesting recommendation letters." The game is seen as a crisis intervention: cutbacks in budgets for education mean fewer and fewer high school students have access to college counselors -- the average ratio nation-wide stands at 459 students per conselor, and California's ration is 800 to 1. This shortage most dramatically effects low-income students who are more likely to be the first in their family to attend an institution of higher learning and thus lack the social capital in their immediate surroundings to help them make up for lack of help through their schools. By contrast, middle and upper-class parents are spending more and more money, helping their sons and daughters through SAT prep classes or getting special coaching to increase their chances of getting into the school of their choice.

Colleageology Games knows that games, in and of themselves, can not make up for these gross inequalities of access to information and mentorship, but the group does believe that spending time with the game can expose young players to core vocabulary and processes, help them think through issues of time management, and otherwise, get some of the foundations of the application process. They have found that those students who play the game more than once get a chance to improve on their performance and further rehearse these skills.

 

In honor of the game's launch, I asked Tracy Fullerton from USC's Game Innovation Lab and Zoe Corwin from the Pullias Center for Higher Education to talk about some of the research which went into this project.

 

Can you tell us something about the problems confronting low-income Americans as they think about preparing to apply for college? Have those issues grown better or worse in recent years? Why?

 

ZBC: Apart from an uneven playing field in the caliber of academic instruction afforded to students across schools, perhaps the most glaring problem in public high school education is access to high quality college guidance and support. The private college counseling industry – where parents pay top dollar for professionals to guide their children through the college application process – is a multi-million dollar industry. Students who can afford private college counseling services often attend schools with dedicated college counseling services and teachers who promote college readiness. Students from low-income communities are much more likely to attend schools with exorbitant guidance counselor ratios and limited college counseling resources.

This year, many of the low-income schools we work with in Los Angeles have had to cut college counseling positions due to budget cuts. As a consequence, low-income students with college aspirations are slipping through the cracks because they do not have anyone to assist them in filling out college and financial aid applications.

Bottom line: they don’t apply or they do apply but fail to fill out financial aid documents and housing applications and don’t enroll. College counselors serve as critical on-site champions for encouraging college aspirations and providing college-related support to students AND teacher advocates.

 

Why do you believe that games might provide an effect channel to help young people develop a deeper understand of the processes surrounding college application and financing?

 

TF: Games provide a safe space for exploring difficult to navigate systems – and the college application process is certainly a difficult to navigate system, especially the first time around, and given the importance of decisions made during this process it seems clear that giving students a way to gain experience with this system without having the weight of real world consequences on them can help them develop confidence and understanding of the strategies they’ll need to employ when they go through the process for real.

 

Tell us something about the process you use in developing these games. How have you sought feedback from the young people who will ultimately be most impacted by your project? What did you learn through this process about their understanding of college readiness? Do low income youth see college as a game they have any realistic chance of winning?

 

TF: In developing all of our games we reach out to players in our target group to help develop the game concepts and make sure they are addressing not only the needs of that group but also the sensibilities. For Application Crunch and Mission: Admission, this group consisted of high school students.

For both games, we created “junior design teams” – groups of about 15 students drawn from local high schools, who fit our target demographic. The students came to the Game Innovation Lab after school to learn about game design, and we learned about their hopes and concerns surrounding the college going process. We asked them to design games about the college application process and from those games, took away the kinds things that they want and need to understand about the process.

Some of the key things we learned from them is that they are concerned about time management – knowing where best to put their efforts in school. Also, they have fears about being able to afford college and a very limited understanding of their financial options.

Just making kids understand how important it is to fill out the FAFSA (Free Application for Federal Student Aid) is a key victory. It is one of the opportunities that is in both games, and we find that after playing once, the kids remind each other when they play again: “don’t forget to turn in your FAFSA!”

 

Your first game, Application Crunch, was a card game. Can you tell us something about the game’s mechanics and what it teaches its players?

 

TF: The first game was originally intended as a prototype for the digital game. We found that it played very well on its own, and that it served as an excellent intervention in places where computer access might be an issue. So, we developed the card game as a stand-alone product that is now available on Amazon and though our website.

The game is for 3-4 players who each take on the role of a college applicant. These roles are drawn randomly and range from the “Super Jock” to the “Misunderstood Artist.” Each character also has a family financial background that will affect their ability to pay for college.

The game centers on a set of deadlines that advance each round; these deadlines are for various colleges, scholarships and other opportunities. Players need to manage their time (in the form of actions) wisely to make sure their characters have “leveled up” in academics, extracurricular activities, and service to stand out when they apply to these deadlines.

The cards all have a kind of snarky tone to them that we picked up from the student design team. They know that this is serious information, but that doesn’t mean you can’t have fun with it.

One of the best features of this version of the game is the social play. Students tend to help each other with their strategies as they play, and even though there is a “winner” in the end, everyone who gets into school and can pay for it feels like they succeeded in the game. That kind of open discussion about how best to focus your time, to develop your character, it is a thinly veiled discussion about real world issues that the players are facing as they look to apply to college themselves.

 

You’ve found that students learn more when they play the game a second time. Why?

 

TF: If you think about your own experience in life, you probably look back and wish you’d done things a bit differently when you applied to college. Well, playing Application Crunch a second time is a lot like that. You take your learning from the first play through and apply it to the second.

In a sense, this is the entire point of developing a game like this: so that “playing” the admissions game the first time around in real life isn’t your first experience with it.

We find that the players come to their second game with confidence, a sense of what to expect in the deadlines they will face, the knowledge that things like FAFSA are out there, along with scholarships and other forms of financial aid. They know that they can set high aspirations for their characters—as long as they have safety schools. They understand the value of focusing deeply on one or two activities in school rather than spreading themselves thin, etc. In short, they feel a sense of ownership in their strategies about the application process. That knowledge and confidence raises their sense of efficacy around the real world process as well.

 

ZBC: When observing students play, I’ve been struck by their concentration when learning the rules the first time they play.  They tend to collaborate throughout the whole play session and remain engaged for the duration of game play.

The second time they play I’ve noticed a trend. Usually they haven’t seen the game for a few weeks and when they enter the room, they voice enthusiasm about getting to play again. Then they start with upbeat banter: “I’m going to get into a Liberal Arts college this time!” Almost immediately they deal the cards and set up the game table.

Second time play is faster, more animated and a bit more competitive. After playing, students can articulate how their strategy changed from the first time and what they plan to do differently the next time they play.

 

As a researcher with the Pullias Center for Higher Education, Dr. Zoe Corwin has conducted research on college preparation programs and access to financial aid for underserved students, college pathways for foster youth, and the role of social media and games on postsecondary access and completion.  She is co-editor of Preparing for College: Nine elements of effective outreach with SUNY Press and in addition to academic articles, has published several monographs designed for practitioners outlining effective college preparation strategies.  Dr. Corwin is currently involved with the Collegeology Games project, collaborating with game designers to capitalize on game-based strategies and social media to engage students in college preparation, college application and financial aid processes.

Tracy Fullerton, M.F.A., is an experimental game designer, professor and director of the Game Innovation Lab at the USC School of Cinematic Arts where she holds the Electronic Arts Endowed Chair in Interactive Entertainment.  The USC Game Innovation Lab is a design research center that has produced several of the most influential projects to be released in the emerging field of independent games, including games like Cloud, flOw, Darfur is Dying, The Misadventures of P.B. Winterbottom, and The Night Journey -- a collaboration with media artist Bill Viola.  Tracy is also the author of “Game Design Workshop: A Playcentric Approach to Creating Innovative Games,” a design textbook in use at game programs worldwide.  Prior to entering academia, she was a professional game designer and entrepreneur making games for companies including Microsoft, Sony, MTV, among many others.