Was Herman Melville a Proto-Fan?

Earlier this year, I proclaimed my ambitions to re-read (perhaps more accurately, read) Moby Dick this summer, having done a rather poor job of tackling this novel as a high school student. I am now a hundred pages from the end. What had inspired my own personal pursuit of the Great White Whale was my involvement through Project nml with Ricardo Pitts-Wiley, the artistic director of The Mixed Magic Theater based in Pawtucket, Rhode Island. Ricardo has been working to get young people more engaged in Melville's classic story by encouraging them to rewrite it in a more contemporary setting. The result was Moby Dick: Then and Now, a remarkable stage performance which our team (especially Deb Liu) has been documenting. This fall, we will be working to create a teacher's guide for Moby Dick based on the idea of learning through remixing.

In anticipation of work this fall with Wyn Kelly, my colleague from the MIT Literature Section and a leading Melville expert, I returned to the scene of the crime -- reading the novel in the battered Bantam classics edition that I had failed to complete in high school. I must say that reading Moby Dick through the lens of remix culture has taught me a new way to experience this remarkable and idiosyncratic work: rather than cursing the various digressions from the core adventure saga, I have found myself reading them with renewed attention.

Moby Dick, I am discovering, absorbs all of the genres of writing and speaking of its own times, sucking up stories and cultures, juxtaposing them with each other in fresh and unanticipated ways. The abrupt shifts in language, the desire to record every detail of life on board the ship, to catalog every piece of equipment, to dissect the whale from skin to bones, to trace stories across every possible mode of representation and to question all existing accounts of the Whale, these all become part of the work's encyclopedic drive.

Somewhere around page 400, I came to another realization. We might see Melville as adopting a range of interpretive strategies and modes of reading which would be recognizable to contemporary fan culture. What if we looked at Melville as a fan of whales and whaling lore. After all, only a true fan would be so obsessed with every detail and would chase the damned "fish" all around the planet the way Melville does.

Speculating

Here is one of the many passages in the book where Melville examines the story of Jonah:

One old Sag-Harbor whaleman's chief reason for questioning the Hebrew story was this:- He had one of those quaint old-fashioned Bibles, embellished with curious, unscientific plates; one of which represented Jonah's whale with two spouts in his head- a peculiarity only true with respect to a species of the Leviathan (the Right Whale, and the varieties of that order), concerning which the fishermen have this saying, "A penny roll would choke him"; his swallow is so very small. But, to this, Bishop Jebb's anticipative answer is ready. It is not necessary, hints the Bishop, that we consider Jonah as tombed in the whale's belly, but as temporarily lodged in some part of his mouth. And this seems reasonable enough in the good Bishop. For truly, the Right Whale's mouth would accommodate a couple of whist-tables, and comfortably seat all the players. Possibly, too, Jonah might have ensconced himself in a hollow tooth; but, on second thoughts, the Right Whale is toothless

.-- Moby Dick, Chapter 83

In this case, he is describing a process of speculation through which his fellow whaling fans -- the old sag-Harbor whalesman and Bishop Jebb -- try to make sense of contradictions in the source text, extending beyond the information given in order to try to reconcile what they know of whales in the real world with what the story tells them about Jonah's encounter with the Leviathan. Any one who has been in fandom for very long recognizes this conversation -- you take an element which doesn't quite work and rather than discarding it, you keep speculating around it trying to figure out under what circumstances it might make sense. Fans often describe such creative work as "repairing the damage" created by a distracted artist who didn't think through all of the implications of their own story and such speculation clearly leads step by step towards a whole scale rewriting of the narrative to better satisfy the fan's own fantasies and interests. What emerges is a kind of proto-fan fiction.

What if we imagined Jonah inside the Whale's mouth rather than fully swallowed -- maybe even inside his tooth? Ah, but we've already figured out that the Leviathan must have been a Right Whale, and not wanting to discard all of that earlier fannish labor, we want to preserve that theory and so we have to discard this new layer of speculation.

Nitpicking

In this case, the speculations also constitute a form of nitpicking. As I've discussed nitpicking here in the past, it involves a fan reading the text in relation to another body of knowledge. The example I used a while back was a site where doctors and medical students "nitpicked" House. Such nitpicking comes through most vividly when Melville takes on previous representations of the whale. Here, we see Melville boldly assert his superior knowledge and his desire to "set the record straight," both motives I recognize from myself and other contemporary fans:

I shall ere long paint to you as well as one can without canvas, something like the true form of the whale as he actually appears to the eye of the whaleman when in his own absolute body the whale is moored alongside the whaleship so that he can be fairly stepped upon there. It may be worth while, therefore, previously to advert to those curious imaginary portraits of him which even down to the present day confidently challenge the faith of the landsman. It is time to set the world right in this matter, by proving such pictures of the whale all wrong.

-- Moby Dick, Chapter 55

But, before he can do so, he must clear away previous representations, in this case, focus on the anatomical inaccuracies created by artists who have had no direct experience of the living beast:

These manifold mistakes in depicting the whale are not so very surprising after all. Consider! Most of the scientific drawings have been taken from the stranded fish; and these are about as correct as a drawing of a wrecked ship, with broken back, would correctly represent the noble animal itself in all its undashed pride of hull and spars. Though elephants have stood for their full-lengths, the living Leviathan has never yet fairly floated himself for his portrait. The living whale, in his full majesty and significance, is only to be seen at sea in unfathomable waters; and afloat the vast bulk of him is out of sight, like a launched line-of-battle ship; and out of that element it is a thing eternally impossible for mortal man to hoist him bodily into the air, so as to preserve all his mighty swells and undulations. And, not to speak of the highly presumable difference of contour between a young suckling whale and a full-grown Platonian Leviathan; yet, even in the case of one of those young sucking whales hoisted to a ship's deck, such is then the outlandish, eel-like, limbered, varying shape of him, that his precise expression the devil himself could not catch.

-- Moby Dick, Chapter 55

I am reminded of a recurring feature on Sequential Tart, a long-standing webzine by and for female comics fans, which regularly posts and critiques unlikely depictions of the female body in various superhero comics. Here, for example, is an excerpt from one tutorial on "Bizarre Breasts":

Bizarre proportions are nothing new to comics; be it the desire to cater to the cheesecake crowd or simply the preference of the artist, distorted anatomy has become commonplace. The fact that "professional" artists may utilize distortions in published works is a bit disappointing, but frankly, if they've gotten the job the odds are they aren't going to feel the need to change their style. That's fine, the world needs laughter. However, what does bother me is the possibility -- hell, the reality -- that amateur artists are copying this exaggerated anatomy and making these mistakes their own. So, in hopes of reaching those for whom this advice may actually have some impact, I have utilized my meager knowledge of anatomy and admittedly unpolished art skills to bring the world a brief tutorial on one of the comic artists' greatest challenges: the breast.

I don't want to push the parallels here too far but it seems to me that they are both fascinated with showing the absurd and inaccurate representation of anatomy which comes from artists who don't really understand the first thing about the subjects they are trying to depict.

Cataloging and Collecting

Melville, like modern day fans, refuses to restrict himself to a single text or even a single mode of representation. As he explains, "There are some enterprises in which a careful disorderliness is the true method." (Chapter 82) And indeed, some of the most productive modes of fan interpretation involve rampant interdisciplinarity and free association, creating unexpected juxtapositions of texts, tracing real and imagined allusions to other works, or simply doing the kind of "connect the dots" activity that is expected of readers of transmedia stories. Melville reads everything he can get his hands on -- ancient books, religious texts, paintings, scrimshaw, currency, tavern signs, even the stars in the sky, as he tries to find every available reference to his object of fascination. He exhibits here the fan's fascination with cataloging and collecting:

The more I dive into this matter of whaling, and push my researches up to the very spring-head of it so much the more am I impressed with its great honorableness and antiquity; and especially when I find so many great demi-gods and heroes, prophets of all sorts, who one way or other have shed distinction upon it, I am transported with the reflection that I myself belong, though but subordinately, to so emblazoned a fraternity.

-- Moby Dick, Chapter 82

I particularly like that last bit about becoming part of a "fraternity" of others who share his passions and knowledge for this touches about as well as anything I've read on the social bonds which link fan communities together. Doesn't this sound like someone trying to pimp his fandom?

Appropriation and Transformation

So far, I have shown Melville to be in many ways a classic fan boy -- trying to master a complex body of knowledge and show off to his fellow fans by nitpicking less satisfying works. Nothing we've described so far would be out of place on a contemporary discussion list -- although this last passage suggests that he sees his fandom in terms of his relationships with other fans and not just as a personal quest towards knowledge. Yet, there are brief passages in these sections of the novel that he may also be more openly rewriting classic stories to better satisfy his own fancies and that act of rewriting pushes him closer to contemporary fanfic practices. Consider, for example, how Melville manhandles the canon in his retelling of the story of St. George and the Dragon:

Akin to the adventure of Perseus and Andromeda- indeed, by some supposed to be indirectly derived from it- is that famous story of St. George and the Dragon; which dragon I maintain to have been a whale; for in many old chronicles whales and dragons are strangely jumbled together, and often stand for each other. "Thou art as a lion of the waters, and as a dragon of the sea," said Ezekiel; hereby, plainly meaning a whale; in truth, some versions of the Bible use that word itself. Besides, it would much subtract from the glory of the exploit had St. George but encountered a crawling reptile of the land, instead of doing battle with the great monster of the deep. Any man may kill a snake, but only a Perseus, a St. George, a Coffin, have the heart in them to march boldly up to a whale.

Let not the modern paintings of this scene mislead us; for though the creature encountered by that valiant whaleman of old is vaguely represented of a griffin-like shape, and though the battle is depicted on land and the saint on horseback, yet considering the great ignorance of those times, when the true form of the whale was unknown to artists; and considering that as in Perseus' case, St. George's whale might have crawled up out of the sea on the beach; and considering that the animal ridden by St. George might have been only a large seal, or sea-horse; bearing all this in mind, it will not appear altogether incompatible with the sacred legend and the ancientest draughts of the scene, to hold this so-called dragon no other than the great Leviathan himself. In fact, placed before the strict and piercing truth, this whole story will fare like that fish, flesh, and fowl idol of the Philistines, Dagon by name; who being planted before the ark of Israel, his horse's head and both the palms of his hands fell off from him, and only the stump or fishy part of him remained. Thus, then, one of our own noble stamp, even a whaleman, is the tutelary guardian of England; and by good rights, we harpooneers of Nantucket should be enrolled in the most noble order of St. George. And therefore, let not the knights of that honorable company (none of whom, I venture to say, have ever had to do with a whale like their great patron), let them never eye a Nantucketer with disdain, since even in our woollen frocks and tarred trowers we are much better entitled to St. George's decoration than they.

-- Moby Dick, Chapter 82

Fans might describe what Melville does here with St. George as a kind of Alternate Universe story: what if St. George had been a sea-faring rather than land-loving man? Indeed, we can see him here as involved in a struggle with another fan community over which one of them "correctly" captures what is interesting about this character and his adventures. Why should we not be surprised that Melville was involved in a battle with another "ship"! :-)

But like many later fans, Melville also struggles with how much fidelity the fan writer owes to the original. The author discusses the ways that multiple whalers approaching the same creature determine who can assert ownership over it, declaring some whales to be "fast-fish," that is, already harpooned and bound by a particular ship, and others to be "loose-fish," that is, free of any binds or constraints and thus subject to being grabbed by whichever ship approaches them first. Melville, then, extends this metaphor to talk about the work of the imagination: "What are you, reader, but a Loose-fish and a Fast-fish, too?" (Chapter 89) In other words, Melville is exploring to what degree we get hooked into a story and thus get captured by its authors and to what degree our imagination remains unmoored, capable of taking the story where-ever we want it to go. In a sense, that's exactly what fans are trying to make sense of when they debate how much they need to follow canon and to what degree they can construct their own fanon.

Read in this way, we can see Moby Dick, often described as the Great American Novel, as a piece of fan fiction which grows out of Melville's fascination for the whale and his mastery over whaling lore. Drawing on a range of stories, responding to competing representations, Melville constructs his own original fiction, which he asserts better captures what fascinates him about man's eternal struggle against the natural order.

Melville was one of us. Pretty cool, huh?

How We Make Media Theory at MIT...

In getting ready to teach our graduate prosem on Media Theory and Methods, I have been rereading some passages from Fred Turner's From Counterculture to Cyberculture: Stewart Brand, the Whole Earth Network, and the Rise of Digital Utopianism. This term, I am trying something different with the class, beginning with an extended examination of the role of theory and media production in the history of MIT as a way of helping our entering CMS students think about the place of our program within this institutional history. Turner's book is an ideal introduction to this topic in part because he has so much to say specifically about MIT but also because he speaks to the roles of both formal institutions and informal networks in shaping the production and dispersion of media theory. Turner's book is a study of the ways what he calls "network forums" have shaped our current interpretation of digital technologies. In particular, he is interested in how Stewart Brand, his primary subject, "began to migrate from one intellectual community to another and, in the process, to knit together formerly separate intellectual and social networks." Turner continues, "

Drawing on the systems rhetoric of cybernetics and on models of entrepreneurship borrowed from both the research and the counter-cultural worlds, Brand established a series of meetings, publications, and digital networks within which members of multiple communities could meet and collaborate and imagine themselves as members of a single community. These forums in turn generated new social networks, new cultural categories, and new turns of phrase."

Turner is interested in documenting the various "contact zones" where different subcultures of researchers were brought together and the kinds of "border languages" that were created to enable their ideas to flow from one discipline to another. Turner focuses less on Brand as a person than on the various social networks within which he participated -- The Whole Earth Catalog, the Well, and Wired, chief among them.

The book opens with some insightful analysis of what happened when MIT Professor and administrator Vannevar Bush convinced FDR to fund the National Defense Research Committee during World War II: this brought about a different set of relationships between corporate, government, and academic research. According to Turner, Bush, Norbert Wiener, and others of his generation created a context for multidisciplinary research at MIT. Writing about the "RadLab", Turner explains, "

It brought together scientists and mathematicians from MIT and elsewhere, engineers and designers from industry, and many different military and government planners. Among these various professionals, and particularly among the engineers and designers, entrepreneurship and collaboration were the norm, and independence of mind was strongly encouraged. Formerly specialized scientists were urged to become generalists in their research, able not only to theorize but also to design and build new technologies. At the same time, scientists and engineers had to become entrepreneurs, assembling networks of technologists, funders, and administrators to see their projects through. Neither scientists nor administrators could stay walled off from one another in their offices and laboratories; throughout the Rad Lab, and even after hours, in the restaurants and living rooms of Cambridge, the pressures to produce new technologies to fight the war drove formerly specialized scientists and engineers to cross professional boundaries, to routinely mix work with pleasure, and to form new, interdisciplinary networks within which to work and live."

Studying Turner's book has given me some core insights into the institution where I have worked and thrived for the past sixteen plus years. One of the first things I observed when I came here was the difference between the ways that MIT students engaged with theory from the ways it is often discussed in the Big Ten institutes where I did my graduate work. In a liberal arts classroom, students tend to circle a theory like a pack of raptors and rip it to shreds in the course of a discussion, leaving only the tattered bits on the table, or they choose sides, some embracing, others critiquing the theory, and butt heads together like charging rams, to see which one can withstand the pressure. At MIT, the tendency is to tinker, to take the theory apart, reduce it to component elements, and then reassemble it again in a better form. It is a brainstorming and problem solving culture: a theory is only valuable if it allows us to do something we want to do and the test of a theory is its applications in the real world.

The Comparative Media Studies program's emphasis on "applied humanities" reflects these habits of mind: we are interested in figuring out what the Humanities, Arts, and Social Sciences might have to contribute to helping our society adjust to a profound and prolonged period of media change and our goals are to embrace and promote the emergence of a more participatory culture. To achieve these goals, we have tried to create a "lab culture" for the humanities at MIT. In the MIT tradition, we have created centers and labs which emphasize experimentation and research, organized conferences which bring together researchers from many different disciplinary backgrounds, and participate in larger national networks and projects which bridge between different spheres of activity. Perhaps most of all, we place an emphasis on the public communication of our ideas so that they can make a difference in the world and in the process, we try to strip our language of specialized terms or concepts that might impede its ability to circulate within these larger social networks. I have struggled a lot through the years with the question of what it means to be a humanist at MIT. Every so often, I get a glimpse of how well, in fact, our program fits within the MIT culture and how much I have absorbed of the institutional values and practices of this place.

Turner's book has also helped me to better understand MacArthur's current initiative on Youth and Digital Learning. The Foundation speaks openly about trying to construct a new field focused on understanding how young people incorporate new media technologies into their everyday lives, giving rise to new forms of civic engagement, cultural participation, and informal learning. Our Project nml is simply one node in this much larger network of researchers, drawn from universities and centers around the country, built up from people working in very different disciplines. Collectively, this network is doing field work and ethnography on young people's existing practices, developing curricular materials to support new media literacies, rethinking the place of the library within an information culture, forming after school programs and experimental schools, designing and distributing computer and video games designed to foster computational and design skills, editing and publishing books to guide parents and policy makers, creating and maintaining a blog to insure the circulation of these ideas to the larger public, and much more. The Foundation has done an extraordinary job in enabling intellectually meaningful connections between these various projects, bringing various mixes of researchers together for in person meetings and telephone conferences, creating shared projects that build upon our individual endeavors, insuring that we each have stakes in the success of the initiative as a whole. And they have done a good job of publicizing their efforts so that they have started to capture the public imagination. Increasingly, as I travel around the country, I am asked about what MacArthur is trying to do and my role in the larger process. Above all, MacArthur has instilled in us a sense that what we are doing can make a difference in the world.

Over the next few weeks, my students and I will be taking a look at: the development of cybernetic theory, the experimentation with strobe photography and its impact on our understanding of photography as a medium, the role of MIT as a center for video art and cinema verite documentary, several generations of thinking about the political impact of news and information, and several major traditions for thinking about the value of new media for education and self discovery. My hope is that these case studies will not only introduce our students to some core debates in media theory but also give them insights into how these theories originated, the institutional contexts within which they circulated, the discursive practices that shaped how they got picked up by the outside world, and the particular relationship which MIT has developed between theory and practice.

Part of the process of putting this class together has been to reconnect with researchers from these various traditions who are still actively part of the MIT community. For the most part, my students will be getting first hand reports on how these theories emerged at MIT and the contexts which shaped them. I hope to share some of what we learn through the blog in the weeks to come.

MIT is a particularly rich site for exploring the evolution of media theory because of the ways that social and cultural theories take shape here through interplay with technologists and designers, scientists and engineers, industry leaders and public policy makers, rather than in a self-contained academic discipline. I am going to be interested in exploring the kinds of "network forums," "contact zones," and "border languages" which support and sustain the production of theory here at MIT. From there, I hope to maintain at least some focus on the institutional contexts within which theory originated -- from Eisenstein's blurring of film theory and practice through to the Frankfort and Birmingham Schools and to contemporary digital theory (including the work of modern media makers/theorists, such as Scott McCloud or a growing number of folks in games studies.) I'd be curious to hear how other academics are getting students to focus on their own institutions and their historical evolution.

How I Spent My Summer Vacation...

Several weeks ago, I played hooky from writing this blog to attend an Aspen Institute Forum on Communications and Society. At the time, I promised to share some of my experiences with you but have been so focused on starting the term that I am just now getting back to you. Here's how the Aspen Institute described their goals for the event:

The purpose of the Forum is to develop recommendations for leaders in media, government, and other societal institutions to promote positive social and democratic values through the various communications media without undue governmental regulation. The Forum will explore how the new technological and behavioral environments are changing the way that media -- old and new -- will serve customers (advertisers/subscribers), users (readers/listeners/viewers/contributors), communities, and the broader social good. After an introductory plenary session describing the drivers and impact of the new media, the Forum will consist of three distinct roundtable tracks, exploring the ways that media may be used to promote an informed citizenry, civic participation, enhancement of community life, and consideration of intellectual property rights and interests.

The Forum brought together government leaders (including U.S. Representatives, current and former members of the Federal Communications Commission), the chief executives of major media companies (old and new), leading academics from a number of different disciplines, lawyers and policy makers, and heads of foundations and non-profit organizations with strong stakes in shaping the future of our media environment. The Aspen Institute events are legendary for creating a social and intellectual climate where people from very different perspectives can exchange views and arrive at meaningful compromises that move forward public policy on a wide array of topics. It was fascinating to watch this process work -- not only through formal events (including plenary conversations with heavy hitters like Michael Eisner, Arriane Huffington, Madeleine Albright, and Arthur Sulzberger, round table exchanges among clusters of participants, and more focused working groups designed to brainstorm and make policy recommendations) and informal exchanges (over breakfast, in the line for lunch, or at the cocktail parties and receptions in the evening.) Charles M. Firestone, the Executive Director of the Aspen Institute Communications and Society programs, was an adept moderator, making sure that every position got aired, cutting off conflict, and pushing us towards practical and pragmatic solutions.

One can get a sense of the caliber of the conversations by checking out the streaming webcast versions of some of the key events. While the videos don't preserve the work process, they do include some of the plenary exchanges which were a highlight of the event. (I am told that videos of the roundtables are forthcoming.)

Sparks flew during the opening session which featured Eisner, Huffington, music industry defender Jon Diamond, and advertising industry leader Lynda Resnick, for a passionate exchange about the current state of the media landscape. Taken as a whole, the group offered us some glimpses into the conflicted and sometimes self-contradictory thinking which is shaping old media's response to the emergence of a more participatory culture. Here, as throughout the sessions, disagreements about how to handle intellectual property in the digital age shaped more or less every other potential point of contact between old and new media companies.

Another memorable exchange, also available via webcast, paired current FCC chairman Kevin Martin with Vivianne Reding, his counterpart on the European Union's Commission on the Information Society and Media. Here, we were given textbook illustrations of the difference between how media policy operates under commercial and public service broadcasting models, as well as hints at the very different cultural and political traditions shaping media policy in Europe and the United States.

A third session on the Future of the Newspaper featured Sulzberger (New York Times), Caroline Litttle (Washington Post), Jake Oliver (Afro), Dean Singleton (MediaNews Group), Craig Newmark (craigslist), and Scott Moore (Yahoo!).

I was delighted to see new media literacies emerge as a central theme at the conference from the very opening session. An excerpt from our white paper was circulated to attendees as part of the packet they received in advance of the meeting and seemed to have heightened participant's awareness of the topic. The idea of young people's relationship to emerging media was posed by opening remarks from Jeff Cole (USC Annenberg School for Communication), who outlined a series of shifts in the ways younger Americans got their entertainment and information. By the end of the first roundtable, the need for robust and widespread media literacy education (for adults as well as for youth) had become part of the group's consensus.

This shared investment in media literacy provided me a context for raising what I saw as important issues about the ways that current ambiguities in copyright law are having a chilling effect upon our efforts to develop and circulate materials for media literacy education. It was clear that almost no one at the event had considered the connection between these two issues before.

Here's how I explained it: I am both a Professor of Literature and a Professor of Media Studies. As a Professor of Literature, I have a pretty good sense of what claims I can make on Fair Use in my work. In writing a printed work about a literary text, I understand roughly how much of a given work I can quote for the purposes of critical commentary and in what contexts; I also know when I need to seek additional permissions and where I can go to get those permissions; for the most part, a system is in place that allows me to pay an appropriate and reasonable rate for my use of those materials.

None of this applies to my work as a media scholar if what I want to do is directly quote from a media text in my own media work for the purposes of critical commentary. There is a pretty well established set of principles and agreements which allow me to show clips in class to my own students and even to break encryption if necessary in order to duplicate and archive those clips. But there is no such protection in place if I wish to circulate materials I have produced amongst other media educators.

Renee Hobbes, Patricia Aufderheide and Peter Jaszi are doing research for the MacArthur Foundation, trying to understand teacher's attitudes towards copyright and how this impacts media literacy education. So far, they are finding enormous fear and much uncertainty regarding many standard pedagogical practices which involve reproducing and sharing media content. Their long term goal is to develop principles of fair use which would provide greater protection to educators, but the effectiveness of these principles rests in part on getting them accepted within the media industry itself. If you want to learn more about this work, you can listen to a podcast of a plenary session we hosted at last spring's Media in Transition conference.

For the most part, Hollywood has been so aggressive at defending its trademark and copyright control over their content (especially in the context of current battles over Napster and YouTube) that university attorneys typically tell us that we run a risk of legal action if we directly excerpt any segments of commercial media content for distribution in any form or in any context. Surely, these attorneys are being conservative and the courts would no doubt recognize at least some limited notion of fair use defending our use of these materials. But this fear of legal action is creating a chilling effect on the development of instructional resources for media literacy.

If educators wanted, however, to get studio permission for our use of these materials, the history has been equally problematic. There is no established clearing house for identifying and contacting rights holders. The studios often do not respond to our queries and when they do, they set arbitrarily high prices. In one recent case, a faculty member was quoted a price of a thousand dollars a minute for the use of Hollywood content for an educational project -- a price which would have quickly bankrupted the initiative. Some organizations are producing media literacy documentaries which include clips from mainstream media, but they have historically felt they were taking major risks in doing so and this has in turn impacted how widely they publicize their efforts.

Thanks to the Aspen Institute, my story was heard by some of the key policy makers and leaders of the entertainment industry. My hope is that this issue will be part of the policy recommendations released by the Institute in the aftermath of our session and that we can use this as a rallying point in brokering a meeting between the Hollywood establishment and key media literacy educators (a possibility raised by several of the industry participants at the event). None of us are ready to declare victory yet but the particular climate of Aspen, which brings key decision makers together in the same space to talk about vexing issues of cultural policy, has made it possible for us to make some real progress on this issue.

One final aside about Aspen: As I found myself making small talk with everyone from the heads of major media companies to former members of the Bush administration, the one topic which seemed to have captured everyone's interest was Harry Potter. Almost everyone had stories to tell about the experience of reading the final book in the series. In Convergence Culture, I suggested that fan communities might offer us better chances to talk about shared values across the ideological divides that currently shape American politics because they offer us shared fantasies and common reference points. Well, this was a pretty dramatic illustration of that principle at work.

Digital Media and Learning Competition Announced

I've written here often about the MacArthur Foundation's Digital Media and Learning initiative, which has funded our Project nml. The Foundation has made a 50 million dollar commitment over the next five years to help foster a field devoted to understanding "the way young people learn, play, socialize, and participate in civic life" through their use of new and emerging media technologies. So far, the Foundation has tended to hand select researchers and community leaders to participate in the initiative, but earlier this month, they announced an open competition designed to identify innovative projects which might make a difference in this space. What follows are some excerpts from the press release announcing this competition:

"An open competition is an excellent way to identify and hopefully inspire new ideas about learning in an increasingly digital world," MacArthur Foundation President Jonathan Fanton said. "We do not yet know how much people are changing because of digital media, but we hope that this competition will help support the most innovative thinking about learning, the formation of ethical judgments, peer mentoring, creativity, and civic participation, all of which are increasingly conducted online."

Awards will be given in two categories:

* Innovation Awards will support learning pioneers, entrepreneurs, and builders of new digital learning environments for formal and informal learning. These innovations might range from a teacher add-on for MySpace that allows for safe assigning of a class group discussion, to a platform co-developed by teachers and students to facilitate digital literacy and peer-mentoring between college students and high-school drop-outs earning their GED degrees, to a digital learning festival for the leaders of a worldwide youth environmental campaign.

* Knowledge Networking Awards will support communicators in connecting, mobilizing, circulating or translating new ideas around digital media and learning. For example, a team of teacher bloggers who already reach hundreds of thousands of readers may now seek to provide multimedia coverage and translation of MIT Professor Henry Jenkins' recent white paper on media literacy.

The open competition will be administered by a network of educators and digital innovators called "HASTAC" (the Humanities, Arts, Science and Technology Advanced Collaboratory). HASTAC was founded and is primarily operated at two university centers, the University of California Humanities Research Institute and the John Hope Franklin Center at Duke University. HASTAC has a network reaching more than 80 institutions globally. The choice of HASTAC, one of a new breed of "virtual institutions," reflects MacArthur's goals in promoting next-generation learning.

"We are already teaching a generation of students who do not remember a time before they were online," said Cathy N. Davidson, John Hope Franklin Humanities Institute Professor of Interdisciplinary Studies at Duke University and co-founder of HASTAC. "Their social life and informal learning are interconnected. They don't just consume media, they customize it. These students bring fascinating new skills to our classrooms, but they also bring an urgent need for critical thinking about the digital world they have inherited and are shaping."

As part of their prize, awardees will receive special consultation support on everything from technology development to management training. Winners will be invited to showcase their work at a conference that will include venture capitalists, entrepreneurs, educators and policy makers seeking the best ideas about digital learning. Applications are due Oct. 15, 2007, and prizewinners will be announced in January. Detailed information on the competition is available online at www.dmlcompetition.net.

"With the digital media and learning initiative, the MacArthur Foundation is playing a leading role in reshaping both institutional and informal learning practices," said David Theo Goldberg, HASTAC co-founder and director of the University of California's Humanities Research Institute. "Traditional learning practices are being supplemented and supplanted by new digital media, which both enable and extend their reach through virtual institutions like HASTAC. This is a natural partnership."

I know many of my readers are doing interested work in this space. I'd like to personally encourage you to pull together a proposal for this competition. Many of us have been frustrated by the climate of fear which so often clouds public policy as it relates to young people and new technologies. MacArthur is offering us another model -- one which is governed by reason and research rather than sparked by fear and ignorance, one which puts theory into practice to redesign public institutions and practices which touch the lives of children and youth.

The New Mr. Spock?

I am being forced to relive the 1960s as journalists seek ways to describe my work. Last year, Howard Rhinegold dubbed me "the 21st century McLuhan," a comment my publishers felt compelled to put on the front cover of Convergence Culture. And I've been hit again and again ever since with questions about my relationship to McLuhan. Short answer: McLuhan and I differ in our conceptual starting points. McLuhan starts from the communications technology to explain its potential impact on society (his famous "the medium is the message") where-as I tend to start from the culture and focus on how social agents redefine technologies through their uses. McLuhan was important to me, however, in so far as he paved the way for comparative perspectives on media (moving us beyond medium specific debates which had limited the discussion in my opinion) and in that regard, he ranks alongside Harold Innis and Ithiel DeSola Pool in terms of being a founding figure in Comparative Media Studies.

McLuhan also provides me with a role model: he was someone who was willing to talk with media corporations and policy makers alike in his efforts to shape his culture; he was deeply invested in the concept of media literacy; he was a public intellectual who saw the value of engaging with the news media and with the public in an attempt to make his ideas more widely accessible; he was the head of a center which brought together intellectuals across many different disciplines; and he was someone who constantly experimented with new media platforms, including newsletters, records, video, and photographi collages, in his effort to spread his ideas more widely. These are all goals I try to embrace in my own work, though so far, I haven't been interviewed in Playboy, been the subject of jokes of Laugh-In, or made a cameo appearance in a Woody Allen movie. :-)

This past week, the analogy shifted with Stephanie Olsen from ZDNet News calling me "The Internet's New Dr. Spock." I was initially bemused by the comparison, especially since most of what I had said during the interview about Spock had ended up on the cutting room floor. But I was even more amused by the fact that several people out there responding to the interview have confused Dr. Benjamin Spock, the leading child advice writer of the 20th century, with Mr. Spock, the Vulcan first officer on board the Enterprise on the classic Star Trek series. Talk about generational differences in perspective!

Here are some comments from the Talk Back section following the article:

....Doctor Spock?

I thought it was Mister Spock and Doctor McCoy??

***********************************************************************

Aye, Aye Scotty!

Reader post by: Commander_Spock

Story: The Internet's new Dr. Spock?

Prepare To Beam Us Up For This Debate!

On Board Enterprise Warp.

Commander_Spock

Of course humans are not the only ones to make such confusions. The ad words that cropped up spontaneously on one site which mirrored the article pointed consumers towards a range of Star Trek related products, including, no joke, rubber Spock ears.

Leonard Nemoy struggled his whole career with people who confused Dr. and Mr. Spock, a confusion which normally resulted in an arch of his eyebrow. As it happens, I have written extensively both about Mr. Spock, through my work on Star Trek fans, and about Dr. Spock, through an essay I published in the Children's Culture Reader.

For the purposes of identification as this discussion continues, this is a photograph of Mr. Spock from Star Trek:

4134-25.jpg

And this is a photograph of Dr. Spock, the child rearing expert and anti-war protester:

dr_benjamin_spock.jpg

As it happens, there is a NEW Mr. Spock, as Entertainment Weekly reported a few weeks ago: Zachary Quinto, the actor who plays Sylar on Heroes, was recently cast to play the young Mr. Spock in the next Star Trek film which is being produced by J. J. Abrams.

heroes_l.jpg

I have been having fun imagining what readers thought Stephanie Olsen meant when she compared me to Mr. Spock: Is it some kind of comment about my logical mind, my (hardly) stoic attitudes, my commitment to "Infinite Diversity in Infinite Combinations," the fact that every seven years I go into Pon Farr, my lust for Jim Kirk, or some other aspect of the television character's personality which escapes me. Of course, I always fancy my job as going where no humanist has gone before, so there may be some resemblence to THAT Spock after all! :-)

It occurs to me reading such comments that it would be useful to spend a moment explaining who Dr. Spock was for a generation which may have grown up without his sage guidance or seems to have no clue who he was.

Wikipedia provides a pretty good summary of Benjamin Spock's life and work:

Benjamin McLane Spock (May 2, 1903 - March 15, 1998) was an American pediatrician whose book Baby and Child Care, published in 1946, is one of the biggest best-sellers of all time. Its revolutionary message to mothers was that "you know more than you think you do." Spock was the first pediatrician to study psychoanalysis to try to understand children's needs and family dynamics. His ideas about childcare influenced several generations of parents to be more flexible and affectionate with their children, and to treat them as individuals, whereas the previous conventional wisdom had been that child rearing should focus on building discipline, and that, e.g., babies should not be "spoiled" by picking them up when they cried.

I wrote an extensive discussion of Spock's work for my book, The Children's Culture Reader, and that essay is reproduced on line for anyone who'd like to read it. Essentially, this article argues that Spock was one of a generation of post-war children's advocates who began to reassess the power relations between adults and children and who also helped the society come to grips with Freud's discoveries about infantile sexuality. I argue in the essay that this post-war parenting advice prefigures and predates later discussions of adult sexuality in important ways:

The recognition of children's sexuality as a positive, rather than as a negative, force led to a close examination of how parents should respond to and facilitate children's erotic awakenings. Children, so often, in our culture become the bearers of our own utopian fantasies for a better world. In this case, the world which was being envisioned was a world without erotic inhibitions, a world which was open to sexual pleasure and free from guilt and negative self-images.

By looking closely at children, their bodies and their desires, permissiveness developed an ideology about sexuality which helped to prepare the way for the sexual revolution of the 1960s. First, sex was rendered "wholesome," natural, biologically necessary, and in the process, old superstitions and moral prohibitions were pushed aside. Second, sex was stripped of its ties to procreation, with the child's masturbatory exploration of its own body and its pursuit of pleasure assuming positive values in and of themselves. Third, healthy sensuality extended to the entire body and not simply the genitals. The child's polymorphous eroticism was to be retained in adult life as a new and more vivid form of sexual experience. Fourth, pleasure was seen as beneficial, necessary, and the body was depicted as knowing its own needs. The body doesn't lie; if it feels good, it can't be bad. Fifth, all aspects of life, especially learning and creativity, assumed an erotic dimension, as practices of re-direction and sublimation transformed sexual energies into other kinds of activities, and the desire to explore the world was understood as primarily sensual in origins. We know through our senses, and as a result, we should awaken our senses to the broadest possible range of experiences. Sexual frustration and perversion were seen as resulting from boredom and understimulation. Sixth, sexual openness within the domestic sphere was viewed as positive, including some "healthy" interplay between parents and children, yet sex was, by its design, a private act, which should be performed behind closed doors and held in check by public expectations. Morally charged concepts, such as "sin" or "guilt," were gradually displaced by socially-directed concepts, such as "privacy" and "propriety." Most of these conceptions of eroticism would become core tenants of the self-help books or liberation literature of the sexual revolution; they would become the common wisdom of a generation which sought to expand the place of recreational sex within American life and to prolong the period of childhood sexual experimentation into a richer, fuller erotic life as adults.

So, what does this have to do with my work on youth and digital media? Not a lot. I am a media scholar, not a pediatrician or child pyschologist. But for the baby boom generation, Spock functions as short hand for all advice literature for parents. In practice, Spock himself was deeply distrustful of mass media even though he himself used the media very effectively to get his advice out to parents. Subsequent children's advice writers have tended to say very little about media or reduce their advice to parents to what I call the "just say no to Nintendo" position. That is, good parenting comes through restricting access to media: keep it out of the children's bedrooms; limit the number of hours.

I would argue, however, that parents have a constructive role to play in actively shaping young people's relations to media, helping them learn skills which will allow them to meaningfully participate in the new media landscape and develop a healthy, ethical, creative, and intellectually engaged pattern of media use. As I wrote in Technology Review several years ago, media literacy begins at home and parents have an active role to play in insuring that children acquire the core social skills and cultural competencies needed to become full participants in the emerging media culture.

It is not even clear that there could be a Spock of the Internet Age. Spock's books emerged within the context of a consensus culture; they were being read at a period of mass migration in which the dominance of the extended family was breaking down as children moved away from their hometowns as they started their own families and thus needed a different form of advice than their parents had required. Spock's books were read by almost everyone in the society where-as today's market for advice literature is increasingly fragmented, responding to a multicultural society with many different definitions of what a family is and what values should shape the interactions between parents and children.

But if we look at what Spock said in his books, we might construct some core principles of what advice to parents would look like:

1. Spock felt that parents should remain calm and trust common sense to get them through most problems. In the case of the Internet, parents would do better to try to find analogies between what occurs online and other more traditional forms of activities. So, in what ways is hanging out in MySpace like the teen haunts of previous generations? In what ways is joining a guild in a multiplayer game like signing up for sports? In what ways is Live Journal like writing for the school newspaper? And so forth. These analogies would only get us so far but starting from an idea of radical difference may cause parents to freak out about every aspect of their teen's online lives rather than focusing on real points of conflict or weighing risks and benefits of certain activities.

2. Spock worked hard to insure popular access to the latest thinking of academic experts. We've already argued that he was a popularizer of Freud and psychoanalysis; he also helped to bridge between cultural anthropologists like Margaret Mead and the American public. He wanted to insure that parenting was governed by reason and reliable information rather than having parents strike out blindly. He wanted parents to see their jobs in a larger social and cultural context and that's something which could help contemporary parents find the right solutions for their own families.

3. Spock taught parents to respect their children and see them as citizens within a democratic society rather than subjects of a totalitarian regime. Permissive child rearing doctrines then and now got a bad reputation because people imagined children as becoming tyrants and parents as reluctant to set limits. But Spock, in fact, shifted back and forth over time in his advice trying to counter both the authoritarian impulses of parenting in the immediate post-war period and the excesses of totally permissive parenting which came in its wake. Respecting children, listening to their point of view, but also providing leadership and governance within the family was at the heart of the social ballance he advocated. And that ballance is totally off at the moment where the internet is concerned. Some parents remain ignorant and indifferent of what their children are doing online, while others employ all kinds of surveillance tools to snoop on their kids. The key is, as I said in the interview, to watch their backs and not snoop over their shoulders. Parents need to engage children and youth in a process of reflecting on their own ethical choices and educating them about the risks they face as they move into this unfamiliar space. And that means adopting an informed perspective on the online world rather than acting in ignorance or fear. Spock's advice literature helped another generation learn what it needed to know in order to confront the social transitions of the post-war society. A new Spock would need to give them the information they require to manage the cultural, economic, and technological transitions of our own era.

To borrow a line from Leonard Nimoy, I am not Spock. I suspect there never will be another Dr. Spock given the fragmentation of our culture. But we can all learn things from Spock's legacy which would help parents deal with some of the challenges they face right now.

The Power of "Collegial Pedagogy": An Interview with Youth Radio (Part One)

When I spoke at the National Media Education Conference in Saint Louis earlier this summer, I was approached by Elisabeth (Lissa) Soep and Ayesha Walker. Soep is the Research Director and Senior Producer f and Walker is an Online Project Associate for an organization called Youth Radio, which defines its mission as: "to promote young people's intellectual, creative and professional growth through training and access to media and to produce the highest quality original media for local and national outlets." As it happens, Soep is a regular reader of this blog and as it happens, because I like to listen to NPR and PRI podcasts when I walk every day, I had heard several of the segments her team had produced. We immediately fell into an intense conversation about authorship in an age of collective intelligence and participatory culture and about what these shifts in the notion of participation and collaboration mean in the context of a program which is trying to "authorize" young people (that is, empower them to become authors.) That conversation convinced me that Soep and her gang had something to teach all of us about youth media production, the nature of radio as a medium, and the shifting construction of authorship in a digital age. And so I immediately asked her if I could do an interview with her and with the people who she is working with for my blog.

This is, in that sense, an unusual interview. Most of my interviews are with specific individuals; this is one of the few times we have done a collaborative interview. The answers which follow come from both youth and adult participants in the Youth Radio program. Such a process is the most appropriate way to capture what Soep calls "collegial pedagogy" -- which depends on shifting the power relations between children and adults. (She says more about this concept below so I don't want to pre-empt her comments.)

I have written here before about my reservations about the "digital natives/digital immigrants" terminology which has gained such circulation in recent years. When I first heard the terms, I thought they were powerful and I have since seen that power many times. They immediately give people a tool to think about something they are experiencing -- some kind of generational shift in the ways that young people and adults relate to these emerging technologies. But it is a power we should use selectively since these terms also distort many aspects of the phenomenon that they seek to describe. There are at least three major distortions involved:

1. The terms are ahistorical. They give rise to the myth that this is the FIRST generation where kids have known more about technology than their parents. I hear this claim again and again from people who should know better and it is simply not true. There have been a series of generation gaps surrounding technology across the past century or more and these gaps have had real impacts on the historical development of communications media. We can learn more about the present moment by looking to the past and using language which cuts us off from that larger history is profoundly unhelpful in understanding our present moment.

2. It collapses all young people into a so-called digital generation. David Buckingham, the British researcher, was the first to really help me understand the risks involved here. We could argue, as I did in Technology Review several years ago, after attending one of Buckingham's conferences, that there are two competing myths -- the Columbine Generation (which we hear much less often now, thankfully, which sees young people as at risk because of their "unique" access to technology) and the Digital Generation (which celebrates the positive transformations being brought about by young people's access to technology). We give up the myth of a Digital Generation at our own risk since it is the most powerful way to counter the Columbine Generation myth. But we also need to recognize the ways that it erases class boundaries in young people's access to and ability to participate in the new media landscape. The Digital Natives metaphor doesn't acknowledge either the digital divide (in young people's access to the technologies) or the participation gap (in young people's access to the social skills and cultural competencies needed to fully and meaningfully participate in the emerging digital culture.)

3. It ignores the degree that what's really powerful about most of the new forms of participatory culture of fans, bloggers, and gamers is that such affinity spaces allow young people and adults to interact with each other in new terms. These affinity spaces (to use James Paul Gee's term) bring together youth and adults who don't have fixed and hierarchical relationships (students/teachers, children/parents) on the basis of their shared interests. There are all kinds of anxieties about such relationships in the modern era (since any contact between youth and adults who are not members of their families bring with it a fear of child predators) but there is also something very constructive about many of these normal relations between children and adults. Even traditional forms of contact between adults and youth, such as Sunday school outings or Boy Scouts gatherings, have been tainted both by the fear and the reality of child molestation. And in any case, many of the older ways that youth and adults interacted outside of school and family -- whether through churches or youth organizations -- are facing declines in participation. Moreover, most of the traditional youth organizations were modeled on the same hierarchical relations that shape formal education. In an internet world, where people can meet first without such clear identity markers, young people and adults may at least sometimes interact without age being a major factor. In almost every case, the new participatory cultures are ones which have been built by youth and adults working together. We need to spend more time examining how and where such relationships occur and articulating their value. One of the things which interest me about Youth Radio is that they are pulling such interactions into a public service organization in very conscious ways and that's at the heart of what they are calling "collegial pedagogy." And like many related youth media projects, they involve youth speaking directly to adult and youth audiences about things that matter to them, encouraging us to take seriously young people's perspectives on the world.

The interview which follows not only explains but embodies those relationships. I would also encourage you to check out some of the links to the group's productions which are sprinkled throughout this interview: it will give you a powerful demonstration of what can be achieved when we take seriously young people's perspectives on the world and help them get access to the means of cultural production and distribution.

How would you define the mission of Youth Radio? What are you trying to accomplish?

Response from Elisabeth (Lissa) Soep, Research Director and Senior Producer. You can learn more about Soep's perspective by checking out Lissa's blog.

Youth Radio is a youth development organization and independent media production company founded by Ellin O'Leary in 1992. Headquartered in Oakland, CA, we've got satellite bureaus and youth correspondents working across the U.S. and around the world producing and curating award-winning converged media content. Youth Radio stories and shows reach massive audiences through outlets including National Public Radio (with its 27 million weekly listeners), iTunes, Radio Bilingue, YouTube, and MySpace. Youth Radio promotes young people's intellectual, creative, and professional growth and citizenship and transforms the public discourse through media production.

Students come to Youth Radio primarily from the nations strapped, heavily tracked, re-segregating public schools. Most are low-income, digitally marginalized youths and young people of color. Our approach links deadline driven, production-based media education with programs that support personal and community health, engage active citizenship, and pave pathways to college and living wage jobs in the media and beyond.

Over the past several years, Youth Radio's teen reporters have examined the status of free speech in U.S. classrooms in an era of shrinking civil liberties. Our Reflections on Return series has documented the experiences of young troops coming home from the Iraq war. A Cape Town college student grappled with her father's participation as a police officer in the former apartheid state. One young man documented his experience of deportation, having been released from prison to a country he hadn't set foot in since he was two years old. A son reflected on his mother's struggle, and his own, with her AIDS diagnosis. Teens described the horror of running into their moms on MySpace.

Young people produce culture everyday. Through stories such as these, they put cultural production to work for themselves, their communities, and their audiences across our connected, divided world.

What roles do youth play in your production process? What roles do adults play?

Response from Lissa Soep, Research Director and Senior Producer

The answer depends on where young people are in the program. Within the first week of starting an introductory class, students go on the air for a live public affairs radio

show, which goes out via broadcast and online. In this phase of their Youth Radio

experience, they learn mainly from peers how to produce commentaries, news,

roundtables, public service announcements, original beats, music segments, blogs, and

videos. Recent program graduates--most teenagers themselves and some younger than their

own students--serve as the lead instructors, editors, and co-producers. Peer teachers

make the transition from students to educators with scaffolding from adults through

weekly professional development workshops on topics ranging from how to operate a flash

recorder, to how to navigate the uncertain ethics of today's digital culture.

After the 10-week introductory course work, young people move through another 10 weeks

of more advanced training in specialized areas (e.g., engineering, journalism, music

production, etc.) and eventually into paid internships in every department across the

organization. Here's where they start to collaborate in a different way with adults.

Take, for example, our professional newsroom. Young people facilitate weekly editorial

meetings where they pitch stories to peers and adult producers. Youth reporters then

work closely with adult media professionals on every stage of developing the story:

finding an angle, identifying characters and scenes, developing interview questions,

gathering "tape" (a term we still use all the time inside our fully digital studios)

and then devising an outline, composing a script, mixing the story, and delivering to an

outlet.

I call our newsroom methodology "collegial pedagogy" (Vivian Chavez and I have

written about this in a Harvard Ed Review article and we've got a chapter devoted to

it in our forthcoming book, Drop That Knowledge, with UC Press).

Collegial pedagogy is a deeply interdependent dynamic that's markedly different from most classroom scenarios. In collegial pedagogy, young people and adults co-create original work

neither could pull off alone, and over which neither stands as final judge, because the

work goes out to an audience no one--young or old--can fully predict or control. The

adult producer could not create the story without young people to identify topics worth

exploring, to host and record peer-to-peer conversations, and to experiment with novel

modes of expression and ways of using words, scene, and sound. At the same time, young

people could not create the story without adults to provide access to resources,

equipment, high- profile outlets, and institutional recognition, and to share the skills

and habits developed through years of experience as media professionals. Young people

offer a key substantive contribution that the adults cannot provide -- a certain kind

of access, understanding, experience, or analysis directly relevant to the project at

hand. They contribute insights and challenging perspectives to a mainstream media that

too often ignores the experience and intelligence of youth. And yet adults do not only

oversee or facilitate the learning experience surrounding a given media production

experiment; they actually join in the production process itself.

It can be tricky to work as an adult inside collegial pedagogy, tempting as it often is

to get so swept up in a project that you start to take over. It's a problem youth

media producer Debra Koffler from the Conscious Youth Media Crew has cleverly termed "adulteration" - a risk that seems inherent in creative collaborations where young

people and adults feel mutual passion, investment, and vulnerability. That's why

there's one policy that is absolutely non-negotiable at Youth Radio: young people

always have final editorial say over everything they create. The ultimate goal of

collegial pedagogy, after all, is for young people to develop the technical, creative,

and intellectual capacities they need to step away from adults. In our newsroom, they

increasingly work independently to create high quality products, while maturing into

journalists prepared to partner, from the other side of the pedagogical dynamic, with

students following in their footsteps.

What do you see as the continued value of broadcast radio as a medium in an era of blogs

and podcasts?

Response from Nishat Kurwa, Youth Radio graduate and News Director

The teenagers and young adults currently enrolled and working in our organization are bridging this gap between broadcast and digital outlets. They're key consumers and producers of converged media products, finding new music through social networking sites and seeing their online radio programs downloaded as podcasts hundreds of times a week. But there are still technological barriers to online radio and podcasts becoming their own listening formats of choice.

Even though they are increasingly using their cell phones and iPods for music downloads, they often have limited access to computers on which to stream online radio. And even when they do have home computers, that access engenders a very individual - even lonely - listening experience. Broadcast radio, on the other hand, creates a listenership community. Even a high school student graduating in the class of 2008, coming of age alongside MySpace and Sirius, will have made most of the new music discoveries of his or her lifetime during drive time terrestrial radio broadcasts. I'd be surprised if the power of this nostalgia didn't echo into the next generation of listeners.

Even though radio's "golden era" (which can plausibly refer to any period before the FCC's 1996 deregulation of the industry) offered far more musical diversity, it has something in common with the post-consolidation period. A favorite radio jock is crown prince or princess of the morning, determining the proverbial water cooler conversation: Are you going to the Art and Soul Festival Chuy mentioned? They're going to have a blood donation booth. Did you hear that crank call to the bakery? That interview with Mary J. Blige - I didn't know she was in town this weekend!

I also think that despite the surge of interest and influence in user-generated content and the move-away from top-down journalism, there's still a strong desire for traditional media producers' authority of experience and delivery. "I can't live without my radio!"

I noticed that you are making your broadcast content available via iTunes. How did that

come about and how successful do you think this approach has been at broadening who

listens to youth radio?

Response from Nishat Kurwa, Youth Radio graduate and News Director

As digital media/online radio and podcasts began to draw increasing audiences a few years back, Youth Radio approached Apple's iTunes as a potential outlet for our radio stories. We ended up with both a weekly podcast on iTunes and a 24-hour radio stream, found under iTunes "Public," "Urban," and "Eclectic" categories.

In addition to being another opportunity for our students to refine the improvisational live hosting and interviewing skills they learn in our classes, the radio stream has been an important free space for creative stories and uncensored music that might be difficult to place on our terrestrial broadcast outlets, given time constraints and FCC regulations.

Youth Radio has produced a variety of talk-format programs for weekly and monthly broadcast on San Francisco Bay Area commercial and public radio. However, most of that programming was dominated by public affairs content - roundtable discussions and interview segments responding to news events or exploring various aspects of youth culture. The iTunes stream presented an opportunity to run 24 hours of music-driven content. This programming is akin to the live radio format that draws many young people to Youth Radio in the first place. The fact that the stream is online and carried by a significant media company vastly expands the potential audience, with listeners in various national and international locations, represented as pushpins on the world map in our iTunes studio. And like our relationship with NPR, the recognition and marketing potential of the Apple brand provides valuable leverage as we seek new digital media outlets.

The iTunes stream also has great potential as a place for experimentation as audiences' appetites shift. For example, as YouTube came to prominence, one of our students shot and posted cell phone footage of the Oakland A's mascot hyphy dancing (an energetic hip hop genre originating in the Bay Area) and the clip has been viewed more than 400,000 times to date. We were inspired to start experimenting with this less highly produced aesthetic in our audio work, launching a content stream called "Youth Radio Raw." iTunes was the natural, (and frankly, only) place to debut this material.

There's been a general trend suggesting that contemporary youth are less likely than previous generations to seek out information from traditional news channels. What insights do you have about why young people might be turned off by news?

Response from Pendarvis "Dru" Harshaw, Youth Radio Reporter and Commentator For a sample of Dru's broadcasts, see "N-Bomb", NPRand "The Turf/The Village"

Readily available news. Everyone reports. How do you decide? The information age has reached the point where news is constantly flashing in our faces, from news tickers on

the sides of skyscrapers in major cities, to news flashes on your hand held communication tool that you use as a cell phone.

News is everywhere. So how credible is every source?

Many would say that laziness is the reason that my generation doesn't re the news. But

I say searching for credibility is where my generation's laziness comes into play. Instead of researching the origin of stories and the hard facts, we would rather take what is given as fact, or not take anything.

We have an urge to know about the news that directly relates to us. When I read the newspaper, I read about the sports team I like and the city side section to see if anyone I know died. I get on the internet and check my email and MySpace, and if something on Yahoo's web page catches my attention, it's because it directly relates to me...In turn, credibility has been substituted for relativity. That's why we do not read YOUR news, we read our news.

The difference between Youth Radio and MySpace or a YouTube or any new site which allows

a person to produce themselves is ... media literacy. Youth Radio does what MySpace

would hate us to do: Teach us why sites like MySpace work--the advertisements, the

conglomerates, and how all of this relates to them getting our money. Instead of

blindly posting our videos and pictures on a website owned by a round table of old

farts, Youth Radio teaches us the process of broadcasting, the mechanics of production,

and the influence of media --not from the mouth of an old fart, but from the mouths of

young people who have also gone through this program, young people who are literate in the power of media, and the power we have in producing the media.

Navigating a "Remarkable Wilderness": In Tribute to Peter Lyman

When Peter Lyman passed away several weeks ago, after a long struggle with cancer, his students and colleagues paid tribute by revising his Wikipedia page. It was a fitting tribute to a man who had spent his lifetime helping us to better understand how we live with information and information technologies. Peter was a professor emeritus at the University of California, Berkeley's School of Information and a former university librarian. I didn't know Lyman well, we met only a few times, but I have come to know and admire many of his students and through them, I have been touched by his passing. Today, I want to pay tribute to Peter and all those who have worked through him. The world is a better place because he spent time with us. The man I remember was soft-spoken, gentle, and nurturing, but also someone who was full of intellectual curiosity and a passion for learning. I did not meet him in good times -- he was already struggling to maintain his professional life in the face of the treatments he was undergoing for his illness -- and yet I remember him as a man who was full of joy and courage and who was still at the very center of the community of scholars he had helped to create.

The first time I saw Peter Lyman, he was speaking before the governing board of the MacArthur Foundation at a meeting held inside the Exploratorium in San Francisco, and describing the work that his team had done through the How Much Information Project, a multi-year initiative which he ran with Hal Varian. The How Much Information Project sought to identify how much new information emerged per year and which spoke to the challenges we face in being able to process all of that new data. Looking to confirm my memories of this research, I found the Executive Summary on the project's home page. Here's some of what Peter and his team found:

Print, film, magnetic and optical storage media produced about 5 exabytes of new information in 2002. Ninety-two percent of the new information was stored on magnetic media, mostly in hard disks.

How big is five exabytes? If digitized with full formatting, the seventeen million books in the Library of Congress contain about 136 terabytes of information; five exabytes of information is equivalent in size to the information contained in 37,000 new libraries the size of the Library of Congress book collections....

The United States produces about 40% of the world's new stored information, including 33% of the world's new printed information, 30% of the world's new film titles, 40% of the world's information stored on optical media, and about 50% of the information stored on magnetic media.

How much new information per person? According to the Population Reference Bureau, the world population is 6.3 billion, thus almost 800 MB of recorded information is produced per person each year. It would take about 30 feet of books to store the equivalent of 800 MB of information on paper....

Information explosion? We estimate that new stored information grew about 30% a year between 1999 and 2002....

Information flows through electronic channels -- telephone, radio, TV, and the Internet -- contained almost 18 exabytes of new information in 2002, three and a half times more than is recorded in storage media. Ninety eight percent of this total is the information sent and received in telephone calls - including both voice and data on both fixed lines and wireless.

These statistics were staggering when I first heard them, giving a count (although one so vast that it is beyond my comprehension) of the amount of data -- good, bad, and indifferent -- we pour into the media-stream on a regular basis. This research helps us to understand the overwhelming challenges we face as a society in weighing the information that passes between us and placing even a small portion of it in a meaningful context.

Yet, as someone who cared deeply about libraries and the kinds of learning cultures they fostered, Peter was concerned about this information overload but also in his own quiet way set to work to shore up the structures we as human beings create to help us confront these insurmountable challenges.

Looking to get closer to Peter, I stumbled upon a 1998 talk he presented on "Designing Libraries to Be Learning Communities: Toward an Ecology of Places for Learning." Here are a few excerpts which give a taste of his perspective on the human dimensions of information:

Today we speak of people in the library as "users." The term, "user" suggests that it is the relationship to the information technology that is central, just as the term "reader" used to refer to a relationship to printed collections. While this is certainly a valid perspective, there is a certain social isolation implicit in each of these terms, suggesting that the library is a public place where strangers might gather to work side by side in peace, but remain strangers. And clearly, the creation of a public place within which such peaceful strangers might dwell is a substantial achievement in an urban civilization. But while some people can learn some things alone by reading books or computers, much learning is collaborative and tacit, and requires a social dimension as much as it requires access to information. While individual people do come to libraries in order to find answers to informational questions (or perhaps to be entertained, overcome loneliness, or get out of the rain), information is often only a necessary but insufficient condition for learning. Beyond information alone, learning may require the exchange of information between individuals, and ultimately a sense of membership in a community of learners....Digital libraries are often described as 'information resources' yet it is difficult to use digital information, for it provides no sense of place. It has no boundaries, for in principal every networked information resource may be linked to every other, and indeed many encompass the globe. The structure of digital information is defined by technical standards, but unlike print or other media, there is no authority in cyberspace that might determine the quality of information....Information is not a landscape; it is a remarkable wilderness, needing the vision of a technological Capacity Brown.

These two passages are taken from a document which seeks to explain to librarians in technically precise and yet accessible terms the nature of the new digital landscape. Yet, the tone of this passage suggests the human touch which Peter Lyman brought to his work -- the wry acknowledgement that people go to libraries for reasons beyond reading the Great Works of Western Civilization, the focus on the social life of information and the fascination with the very human structures we create for processing and engaging with the very inhuman amount of information that passes between us. For him, libraries were not simply data bases but were fundamentally cultural institutions and learning wasn't simply what occurred within the single, isolated mind but what passed between minds and formed the basis of our social contact with each other. These are powerful ideas that we lose track of at our own peril and they were at the heart of what Peter Lyman contributed to the world -- someone who understand the nature of our changing mediascape and yet also held onto the traditional values which have long shaped human societies.

Another of Peter's essays spoke about "the poetics of the future," analyzing the various metaphors -- Information Highways, Digital Libraries, and Virtual Communities -- which we deployed to make sense of our new and evolving relationship to information technologies. Throughout this powerful essay, he insists that we should discuss our relationship with information as "citizens" and not simply "consumers" and demanding that we address such matters out of a concern for social justice and out of our highest hopes for the kind of world we want to inhabit in the future. Peter wrote:

Highways and libraries are useful metaphors, but are taken from an industrial society, and related to networked information only in their functions of transportation and information management. The term, community, originally referred to social relationships in feudal villages and if anything, modern life in an urban industrial society is marked by a lack of community. I do not mean to imply that there is anything wrong with the use of metaphor in general -- indeed, poetic thinking is among our most important resources -- but the subject may deserve better poets and poetry. Thus my project today is to test these three metaphors, to see how well they function as heuristics for thinking about economic and social justice in the information age.

After a precise and thoughtful analysis of these three well worn metaphors, he concludes with a call for new imagery: "Poetry comes from the street, and the second research task I propose that we jointly undertake is to listen to the language of cyberspace for new poetry, new images that will take us farther than the noble but tired language of industrial society we now use."

I am not sure whether the search for social justice or for "new poetry" led him to focus on youth and their relationship to digital learning in the final years of his life: I suspect a combination of the two. But it was in that context that I met Peter. Along with Mimi Ito, Peter was the director of the Digital Youth Project, a three year collaborative project funded by the John D. and Catherine T. MacArthur Foundation, which explores how kids use media in their everyday lives. I had a chance to watch Mimi, Peter, and the researchers on their team present the first year's findings from this research and have followed it closely ever since. I know I will be reporting on their findings in the future here in the blog. As a group, the team is exploring young people's use of Wikipedia and Live Journal, their engagement with anime, fan video, music mashups, multiplayer games, and fan fiction, all topics of interest to regular readers of this blog. I have come to consider them to be the sister project of our own Project nml, part of the powerful social network of researchers from around the country and across a range of disciplines that the MacArthur Foundation has brought together through their concerted effort to understand and help to shape the kinds of informal learning that kids engage with as they travel across the new media landscape.

Peter's presence will be missed as his team, and the MacArthur network more generally, takes the next steps towards redefining how we think about youth, informal learning, and participatory culture. Yet, there's no question that his early interventions will have pushed all of us towards a greater understanding of the human dimensions of information technologies and perhaps nudged us to keep an eye open for the "new poetry" that is emerging as kids take these media in their own hands.

How Class Shapes Social Networking Sites...

danah boyd knows more about social network technology than anyone I know. I was lucky enough to have her as a student in my Gender, Sexuality, and Popular Culture class some years ago and she's been teaching me things ever since. She and I conducted a public conversation at South By Southwest this past year which was well received, and we are going to be running a similar session at the YPulse's Mashup 2007 conference in San Francisco later this month. danah's bright, articulate, playful, and extremely well informed about how young people are constructing their own cultural identities through their use of new media technologies. Last week, she published an important statement through her blog about the role which social class plays in defining which social networking site young people use, which I wanted to call to my reader's attention.

boyd struggles with the concept of class here. As Americans, we don't tend to want to talk about class very well and our class structure is squishier, less clearly defined, than the way class works in the various caste systems of Asia or Europe. Drawing on sociologist Nalini Kotamraju, boyd argues, though, that class works through lifestyle choices and social networks rather than purely economic stratifications:

In other words, all of my anti-capitalist college friends who work in cafes and read Engels are not working class just because they make $14K a year and have no benefits. Class divisions in the United States have more to do with social networks (the real ones, not FB/MS), social capital, cultural capital, and attitudes than income....Social networks are strongly connected to geography, race, and religion; these are also huge factors in lifestyle divisions and thus "class."

Trying to avoid loaded terms, boyd distinguishes between "hegemonic" youth (upwardly mobile, college bound) and "subaltern" youth (operating outside those norms defined for them by their parent's generation), identities which she suggests have implications in terms of where these young people congregate on line:

The goodie two shoes, jocks, athletes, or other "good" kids are now going to Facebook. These kids tend to come from families who emphasize education and going to college. They are part of what we'd call hegemonic society. They are primarily white, but not exclusively. They are in honors classes, looking forward to the prom, and live in a world dictated by after school activities.

MySpace is still home for Latino/Hispanic teens, immigrant teens, "burnouts," "alternative kids," "art fags," punks, emos, goths, gangstas, queer kids, and other kids who didn't play into the dominant high school popularity paradigm. These are kids whose parents didn't go to college, who are expected to get a job when they finish high school. These are the teens who plan to go into the military immediately after schools. Teens who are really into music or in a band are also on MySpace. MySpace has most of the kids who are socially ostracized at school because they are geeks, freaks, or queers.

These divisions reflect where these social networks started (MySpace's early users including rock bands and their fans; FaceBook starting at Harvard and radiating outward through other colleges) and what they have become. With social network sites, young people tend to go where their friends already are, using their face-to-face community as a starting point for connecting with like-minded others. And as a result, the membership of these sites reflect social divisions within youth culture -- who knows who and who knows what:

While teens on Facebook all know about MySpace, not all MySpace users have heard of Facebook. In particular, subaltern teens who go to school exclusively with other subaltern teens are not likely to have heard of it. Subaltern teens who go to more mixed-class schools see Facebook as "what the good kids do" or "what the preps do."... Likewise, in these types of schools, the hegemonic teens see MySpace as "where the bad kids go." "Good" and "bad" seem to be the dominant language used to divide hegemonic and subaltern teens in mixed-class environments....

To a certain degree, the lack of familiarity amongst certain subaltern kids is not surprising. Teens from poorer backgrounds who are on MySpace are less likely to know people who go to universities. They are more likely to know people who are older than them, but most of their older friends, cousins, and co-workers are on MySpace. It's the cool working class thing and it's the dominant SNS at community colleges....

In so far as social class gets defined through lifestyle, it is reflected through aesthetic choices, including those surrounding the design of personal profile pages. The patterns she identify here are familiar to anyone who has read Pierre Bourdieu's Distinction, which develops a sociological theory of how taste and aesthetic judgements get mapped onto class differences in very powerful ways. Tastes, he argues, are systems of choices, which point towards a basic division between bourgeois restraint and working class excess, rather than individual or local decisions. Anyone who wants to see this dramatized should check out the classic 1930 melodrama, Stella Dallas, where a mother, who is proud of her "stacks of style" (as played out in excessive make-up, jewelry, and fru-fru clothing) must ultimately distance herself from her more "tastefully" restrained daughter if she is to insure the girl's class mobility.

In many ways, this same notion of "stacks of style" carries over into the design of MySpace pages. Again, here's boyd:

Most teens who exclusively use Facebook... are very aware of MySpace and they often have a negative opinion about it. They see it as gaudy, immature, and "so middle school." They prefer the "clean" look of Facebook, noting that it is more mature and that MySpace is "so lame." What hegemonic teens call gaudy can also be labeled as "glitzy" or "bling" or "fly" (or what my generation would call "phat") by subaltern teens. Terms like "bling" come out of hip-hop culture where showy, sparkly, brash visual displays are acceptable and valued. The look and feel of MySpace resonates far better with subaltern communities than it does with the upwardly mobile hegemonic teens. This is even clear in the blogosphere where people talk about how gauche MySpace is while commending Facebook on its aesthetics....That "clean" or "modern" look of Facebook is akin to West Elm or Pottery Barn or any poshy Scandinavian design house (that I admit I'm drawn to) while the more flashy look of MySpace resembles the Las Vegas imagery that attracts millions every year. I suspect that lifestyles have aesthetic values and that these are being reproduced on MySpace and Facebook.

And in return, these stylistic differences play themselves out in public policy where there is a moral panic about the sexual excesses of MySpace while teachers, parents, and others have tended to accomodate FaceBook because of its associations with higher education. It is as though FaceBook represented a gated community and MySpace the sketchy section of town.

boyd shows how this even translates into military regulations, where MySpace preferred by enlisted men has been banned as a drain on bandwidth, while Facebook, preferred by officers, remains uneffected. She speculates that this decision may have more to do with the military's concern about recruitment than about any technical issues:

MySpace is the primary way that young soldiers communicate with their peers. When I first started tracking soldiers' MySpace profiles, I had to take a long deep breath. Many of them were extremely pro-war, pro-guns, anti-Arab, anti-Muslim, pro-killing, and xenophobic as hell. Over the last year, I've watched more and more profiles emerge from soldiers who aren't quite sure what they are doing in Iraq. I don't have the data to confirm whether or not a significant shift has occurred but it was one of those observations that just made me think. And then the ban happened. I can't help but wonder if part of the goal is to cut off communication between current soldiers and the group that the military hopes to recruit....Young soldiers tend to have reasonably large networks because they tend to accept friend requests of anyone that they knew back home which means that they're connecting to almost everyone from their high school. Many of these familiar strangers write comments supporting them. But what happens if the soldiers start to question why they're in Iraq? And if this is witnessed by high school students from working class communities who the Army intends to recruit?

At Project nml, we have argued that social networking skills are one of those core cultural competencies young people need to master if they are going to become full participants in our society. More and more of us use such sites to manage our professional contacts and learning how to move from our core contacts to others who have skills, knowledge, or connections we need is part of what it means to be upwardly mobile in the digital age. We have often drawn an analogy to older writings about the "hidden curriculum" -- the ways that children who grow up in middle class homes, where they regularly experience high culture and political discussions, often perform better in schools because their cultural style is better aligned with the expectations of their teachers.

We are just beginning to understand how class manifests itself in the ways children relate to new media technologies. This discussion takes us beyond the Digital Divide which had to do with unequal access to the technologies themselves. It certainly includes the Participation Gap which has to do with unequal access to the social skills and cultural competencies which emerge from participation in online worlds. But boyd's essay suggests ways that class works to divide and fragment this generation of young people even where youth are embracing the online world and developing new media literacies. This is somewhat distressing to imagine given how lofty the rhetoric has been about a cyberspace where no one knows you're a dog, erasing differences of all kind that hold people back in the real world. Anyone who cares about the principles of participatory culture should care about the invisible forces which work to segregate our communities or exclude people from participation.

At the same time, boyd is warning us against the impulse to use this new knowledge to regulate or influence where young people go online. It is too simple to embrace Facebook and reject MySpace without understanding what these sites mean to the young people who choose to congregate there. As boyd notes several times, much "misconduct" occurs on Facebook but it gets read differently because of the class and educational status of the people involved.

I am still processing some of the implications of boyd's analysis of how class operates in social networking sites. I am hoping her post may spark some thoughts and comments amongst my readers.

WHAT WIKIPEDIA CAN TEACH US ABOUT THE NEW MEDIA LITERACIES (PART TWO)

RETHINKING EXPERTISE At a time when schools still emphasize the autonomous learner and most kinds of research collaboration get classified as cheating, the Wikipedia movement emphasizes a new kind of knowledge production Pierre Levy has described as collective intelligence. As Levy notes, collective intelligence exploits the potential of network culture to allow many different minds operating in many different contexts to work together to solve problems that are more challenging than any of them could master as individuals. In such a world, he tells us, nobody knows everything, everyone knows something, and what any member knows is available to the group as a whole at a moment's notice.

Indeed, such groups are strongly motivated to seek out problems that are sufficiently challenging that they can engage as many members as possible:

"Members of a thinking community search, inscribe, connect, consult, explore...Not only does the cosmopedia make available to the collective intellect all of the pertinent knowledge available to it at a given moment, but it also serves as a site of collective discussion, negotiation, and development....Unanswered questions will create tension with cosmopedic space, indicating regions where invention and innovation are required."

What holds a knowledge community together is not the possession of knowledge -- which can be relatively static -- but the social process of acquiring knowledge -- which is dynamic and participatory, continually testing and reaffirming the group's social ties. The Wikipedians bond by working together to fill gaps in their collective knowledge.

Wikipedian Kevin Driscoll proposes a suggestive analogy for thinking about such collaboration:

"The only thing that i can think of in my life that's similar in an "off-the-internet" kind of way is sometimes when you go to the beach there will be a bunch of people making a sand castle. And you can just come over and start making another part of the sand castle and then join them together. And then somebody sees like "wow those guys are making a huge sand castle." And then they get involved and then the thing gets so big, you might not even ask the other peoples' names. You still built the thing together. And nobody owns that sand castle. You all built it together. You're all proud of it. And you all get the benefit of each other's work so you're all really relying on each other. And Wikipedia is like that sand castle except no ocean is going to wash Wikipedia away."

Part of what young people can learn through contributing to, or even consuming, Wikipedia is what it is like to work together within a knowledge culture.

It might be helpful to trace some of the ways that this idea of a knowledge-generating culture contrasts with what Peter Walsh has called the Expert paradigm:

1. The expert paradigm requires a bounded body of knowledge, which can be mastered by an individual. The types of questions that thrive in a collective intelligence are open-ended and profoundly interdisciplinary.

2. In the expert paradigm, there are some people who know things and others who don't. A collective intelligence assumes that each person has something to contribute, even if they will only be called upon on an ad hoc basis.

3. The expert paradigm uses rules about how you access and process information, rules which are established through traditional disciplines. Within the collective intelligence model, each participant applies their own rules, works the data through their own processes, some of which are more convincing than others, but none of which are wrong at face value. Debates about rules are part of the process by which knowledge gets generated.

4. Experts are credentialized; they have gone through some kind of ritual which designates them as among those who have mastered a particular domain, most often through formal education. While participants in a collective intelligence often feel the need to demonstrate how they know what they know, this is not based on a hierarchical system and knowledge that comes from real life experience may be highly valued.

(These ideas are developed more fully in the Survivor chapter of Convergence Culture.)

Learning how to weigh different claims about expertise should be part of Hobbe's "informed skepticism." We might, for example, ask young people to talk through the differences in the kinds of expertise displayed by a couch and a ballplayer, a librarian and a researcher, an actor and a director, a mechanic and a race car driver, an architect and a construction worker, or a biologist and a nurse. Some of these people gained their expertise from formal education, other through practical experience; they know different things because they play different roles in a shared process; and having all of these people contribute to the production of knowledge is likely to result in richer and more valuable insights than weighing one's perspective above the others. At the moment, I am playing the part of an expert in writing this article. Perhaps some individual readers see themselves as having greater expertise than I do and at least some cases, they may be right. But there's no question that there is more knowledge in the combined readership of this article than I have at the time I am writing it. The Wikipedia movement is allowing people with very different backgrounds to work together to share what they know with each other.

Of course, Wikipedia is simply one of a broad range of online activities that involve the collaborative and coordinated production and circulation of knowledge. For example, alternative reality games -- large-scale informational scavenger hunts -- are being designed so that they occupy the interests of several hundred players working together: any given problem might require a mix of skills and knowledge drawn across different disciplines and domains. Writers

like Steven Johnson and Jason Mittell have shown that television narratives are becoming increasingly complex, involving many different characters and subplots, as they are being consumed in very active and collaborative ways by online fan communities.

Games researcher T.L. Taylor has shown how the guild structure of a massively multiplayer game such as World of Warcraft may encourage people with very different skills to work together to meet challenges that are designed for this kind of coordinated activity; the community may develop its own mods and toolkits that help them to monitor and organize such large-scale activities. Similar tools, institutions, and practices have emerged around Wikipedia as the community has sought to flag problems to be addressed and identify people with the skills and knowledge needed to solve them. The Wikipedians we interviewed stressed the broad range of skills needed for the project to succeed.

Participating in the Wikipedia community helps young people to think about their own roles as researchers and writers in new ways. On the one hand, they are encouraged to take an inventory of what they know and what they can contribute. The school expects every student to master the same content, while Wikipedia allows students to think about their own particular skills, knowledge, and experience. Wikipedia invites youth to imagine what it might mean to consider themselves as experts on some small corner of the universe. As they collect and communicate what they know, they are forced to think of themselves writing to a public. This is no longer about finding the right answer to get a grade on an asignment but producing credible information that others can count upon when they deploy it in some other real world context.

On the other hand, participants are encouraged to see themselves as members of a knowledge community and to trust their collaborators to fill in information they don't know and challenge their claims about the world. Composition theorist Kenneth A. Brufee has emphasized the power of collaborative writing to change how young people think about the relationship between readers and writers:

"Most of us are not in the habit of thinking about writing nonfoundationally as a collaborative process, a distanced or displaced conversation among peers in which we construct knowledge. We tend to think of writing foundationally as a private, solitary, 'expressive' act in which language is a conduit from solitary mind to solitary mind....When each solitary reader in the socially unrelated aggregate reads what we write, what happens, we suppose, is that another mind 'absorbs' the thoughts we express in writing. Our goal is to distinguish our own distinct, individual point of view from other people's points of view and demonstrate our individual authority....Once we understand writing in a nonfoundational way as a social, collaborative, constructive conversational act, however, what we think we are doing when we write changes dramatically. The individualist, expressive, contentious, foundational story we have been telling ourselves about writing seems motivated by socially dubious (perhaps even socially immature) self-aggrandizement.... We use a language that is neither a private means of expression nor a transparent, objective medium of exchange, but a community construct. It constitutes, defines, and maintains the knowledge community that fashions it. We write either to maintain our membership in communities we are already members of, to invite and help other people to join communities we are members of, or to make ourselves acceptable to communities we are not yet members of. "

Contributing to the Wikipedia might encourage students to adopt the very different kinds of rhetorical goals and mindset Brufee claims emerges through collaborative writing activities.

Again and again, the Wikipedians we interviewed for our documentary made reference to certain shared principles that shapes the group's activities and offers a framework for adjudicating disputes. Rather than arguing each point, the group agrees to work together to insure that all points of view get heard. This is what Wikipedians call adopting a "neutral point of view", which is understood here as a goal or ideal shaping the writing process as much or more than it is seen as a property that can be achieved by any given entry.

This focus on neutrality takes on special importance when we consider the global context within which the Wikipedia operates. While Wikipedia projects are being created within a broad array of different languages, many of which are dominated by a single national context, all of these groups want to insure that their perspectives are fairly represented in the most widely consulted English language edition. So, we might consider the very different way than a topic like the Winter War, the Russian invasion of Finland during the Second World War, gets represented in Russian and Finnish history textbooks as opposed to the challenges of producing an account acceptable to Russians, Finns, Germans, Americans, and everyone else within the shared space of the English language Wikipedia. Mastering the protocols concerning "neutrality," then, might provide young people with good skills at navigating across the cultural differences that they will encounter elsewhere in the digital domain. Network culture is bring people together who would never have interacted face to face given geographic distances but who now must work together to achieve shared goals.

What Knowledge Counts...

The decentralized nature of knowledge production in the Wikipedia movement results in some surprising gaps and excesses. Historian Roy Rosenzweig notes,

"It devotes 3,500 words to the science fiction writer Isaac Asimov, more than it gives to President Woodrow Wilson (3,200); American National Biography Online provides a more proportionate (from a conventional historical perspective) coverage of 1,900 words for Asimov and 7,800 for Wilson."

Rosenzweig models one of the core critical activities that students might perform in examining Wikipedia: systematically comparing how the same topic gets dealt with within traditional and emergent kinds of reference works. In doing so, we can flag the selection process which goes into the production of any kind of texts. How do we decide how much space to devote to any given topic?

Remember that the relationship of space to prioritization operates differently within the economy of scarcity that dominated print culture and the plentitude that surrounds a digital resource. The amount of space given a topic in a printed encyclopedia reflected its relative importance because space cost money. Wikipedia space is free and unlimited so the amount of space devoted to a given topic might reflect a range of other factors, including how much the community knows or feels able to communicate about the subject, how many people know about the topic, and what kinds of contexts this information gets used. There isn't someone out there -- an editor or publisher -- deciding how much space to grant a given topic, though the group may sometimesprune entries that they feel are over-inflated. Rather, someone who cares deeply about a subject takes the first crack towards writing an entry and others who share her interests may also contribute, thus often swelling its word count.

The Wikipedians discuss this issue in terms of what they call "systemic bias." Our documentary on Wikipedia features the following exchange between Wikipedians Mark Pellegrini and Jim Giles:

Jim Giles: Some groups of people really like Wikipedia, like scientists, computer programmers, mathematicians. Technically-minded people seem to like Wikipedia. So they write really good articles. So on those topics, Wikipedia is likely be stronger than on say, poetry.

Mark Pellegrini: It's called a systemic bias is how we refer to it as. We, originally our draw was, yeah, people who are really technologically savvy, you know, white males in the Western world. And so the hope is that as we get larger, the systemic bias will kind of go away.

The greater focused place on a science fiction writer over an American president reflects this systemic bias: early participants in the Wikipedia project were more likely to reflect the biases and values of geek culture. The solution, the Wikipedians argue, is to become more inclusive, to draw together a more diverse range of participants, and thus to expand what

topics get discussed and what kinds of information get included. Collective intelligence places new emphasis upon diversity: the more diverse the participants, the richer the final outcome.

Accordingly, the Wikipedians argue that the question isn't what knowledge matters but rather what knowledge matters to whom under what circumstances for what purposes. Indeed, the whole point is to produce a work which can serve many different purposes and thus which may offer many different structures of information. This is consistent with what David Weinberger argues in his new book, Everything is Miscelaneous; one of the defining characteristics of a networked culture is that it enables information to be configured and reconfigured in many different ways:

"It's not about who is right and who is wrong. It's how different points of view are negotiated, given context, and embodied with passion and interest....It's not whom you report to and who reports to you or how you filter someone else's experience. It's how messily you are connected and how thick with meaning are the links... A topic is not a domain with edges. It is how passion focuses itself."

While networked culture will generate many different institutions and social structures which individually and collectively help us to sort through information, the final decision about which process works rests not with traditional gatekeepers but with the community of participants.

The Wikipedia Project's openness to knowledge not valued in academic settings, for example, has made it possible for young people to more actively contribute:

Ndesanjo Macha: Most of the kids who come to our Boys and Girls Club are very very good consumers of information tools and knowledge. They know how to chat, how to email, how to do MySpace, Facebook, how to play video [and] computer games, very very good consumers. But they're not producers of knowledge and information. And if knowledge and information are going to be the key elements that are going to define this moment of history, I think it's very very important for kids in schools to start being producers of these things.

Andrea Forte: So one of the things that happens on Wikipedia that makes it different from other encyclopedias is [that] people start writing about popular culture. So this is an area where young people far far outstrip their older peers when it comes to being able to contribute new knowledge about the world.

Kevin Driscoll: Some of my students are super big fans of a T.V. show or a sports team. And I think that those two are things that people document really heavily. Because what happens is that there's a new--another football game every week. And there's another episode of the TV show. So there's something new to add to the Wikipedia entry.

Similarly, people from different class, race, religious, ethnic, and gender backgrounds will choose to write about different topics, including many which are under-represented in standard reference works. This again places new emphasis upon the problems caused by the participation gap: by locking some segments of our society (let alone the world's population) out of full participation online, we deny the society at large access to the things they know and the ways they know them.

As Levy suggests, a knowledge culture sees such gaps as an incitement to activity. It is certainly valid to ask what information is not included in the Wikipedia and why. However, critics then should roll up their sleeves and taking responsibility for making sure that topics that matter to them gets full and adequate representation

At their most passionate, they see Wikipedia as part of a larger process of insuring a more democratic culture by taking seriously what each member has to contribute:

Joe Abraham: The idea that a few "experts" tell us how we should live our lives,what battles we should fight in, is going to, I think, go by the wayside and we as a collective community, as a democracy, as a world of equals will decide together where we should go and what we should learn. "Raymond's law," that is destined to be one of the great comments of history, which is funny because it's a rather geeky expression: "Given enough eyes, all bugs are shallow." That if enough people are looking at something, that you will find the bugs--the errors. And once you identify the error, you will almost always very quickly find the solution.

Mark Pellegrini: If you look at the "What the Wikipedia is Not," it says "Wikipedia is not experiment in democracy" and I know that because I wrote it! But it has the trappings of democracy, which is to say it's driven by the collective will of the people.

Joe Abraham: What makes a democracy so different is that each of us has our hand on the wheel of the ship of state.

Kevin Driscoll: I imagine that Wikipedia is the beginning of a much larger movement for us to be sharing our knowledge with one another in a real, world-wide way. So there are all of these parts of our culture and parts of our society that have not yet been experimented-on the way that the encyclopedia was experimented-on. And Wikipedia proves that it's possible to find a different way to build these things--a cooperative way--that people who don't ever meet each other can work together. But I believe that this idea will endure, because it's so powerful. And people care about it so much. And when you see that happening, that is something that can't be beat.

If we understand the Wikipedia movement as fostering civic engagement, then it becomes all the more important that we insure the diversity of participation. We should take steps through classroom and after school activities to broaden who gets to participate in this process of knowledge production and evaluation.

Wrapping Up

I have tried to suggest throughout this essay that the Wikipedian movement might be one space where young people could acquire the kinds of social skills and cultural competencies necessary to meaningfully participate in the new media landscape. The Wikipedia movement is a place where young people and adults work together to achieve shared goals. The group itself has worked to make its standards, practices and protocols as transparent as possible, giving us the tools we need to evaluate the information the group produces. Wikipedia assumes an active reader who asks questions about the factual claims presented, the evidence supporting the claims and the sources that were consulted.

In particular, I have identified several key skills which are potentially enhanced through active engagement with Wikipedia:

Collective Intelligence -- the ability to pool knowledge and compare notes with others towards a common goal.

Judgment -- the ability to evaluate the reliability and credibility of different information source.

Networking -- the ability to search for, synthesize and disseminate information.

Negotiation -- the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative sets of norms.

But, we need to help our students to develop a larger context for identifying the strengths and limitations of its particular model for knowledge production. As we do so, we need to return to the core questions which Project Look Sharp has central to the Media Literacy movement and rethink them in relation to this changing context of media production, circulation, and consumption.

1. Who made - and who sponsored - this message, and for what purpose? In this case, we need to understand this question from the perspective not of someone who is consuming media produced elsewhere but of someone who is invited to actively participate in the production and circulation of media content.

2. Who is the target audience, and how is the message specifically tailored to them? In this case, we need to focus on the sets of norms and shared ideologies that are shaping the Wikipedia movement.

3. What are the different techniques used to inform, persuade, entertain, and attract attention? In this case, we need to focus on the rhetorical tools which establish credability or motivate participation.

4.What messages are communicated (and/or implied) about certain people, places, events, behaviors, lifestyles, etc.? In this case, we need to consider the different kinds of expertise that different participants in the Wikipedia movement bring to the project, looking at the ways that these diverse perspectives get negotiated through the production of any given article.

5. How current, accurate, and credible is the information in this message? In this case, we need to focus attention on the devices which make the research process more transparent and the ways we need to deploy them to test the reliability of the information.

6. What is left out of this message that might be important to know? In this case, we need to reflect on the systemic biases of the project and how they emerge from the participation gap and from other obstacles which limit individuals ability to access technologies and participate within networked culture.

Clearly, the media literacy community has lots of work to do if we are going to develop as rich and nuanced an understanding of Wikipedia as we have created together over the past several decades around older media forms such as print advertising or television news. But I hope that this article -- and the documentaries and curricular guides being produced by Project nml -- will represent a step towards integrating Wikipedia into the range of topics that media literacy education seeks to address.

Special Thanks to Alice Robison, Neal Grigsby, and Anna Van Somerin for their help in developing and presenting this paper and to the MacArthur Foundation for their ongoing support of Project nml.

Since I am getting a new influx of readers from the Media Literacy world as a result of my talk on Monday, I wanted to provide a few links to earlier posts which may be of interest to you:

Behind the Scenes at MyPopStudio

Never Let Schooling Get in the Way of Your Education

What DOPA Means for Education

Cory Doctorow as Exemplar

The Education of Sky McCloud

Making Comics

"The Only Medium That Can Make You Blush in the Dark": Learning About Radio

Eight Traits of the New Media Landscape

In YoYogi Park

Grafitti as an Exemplary Practice?: Tats Cru

"The Family's CTO": An Interview with Net Family News's Anne Collier

The Sony Games Workshop

The Merits of Nitpicking

How Computer Games Help Children Learn: An Interview with David Williamson Shafffer

Big Games with Big Goals

Of course, most of the other topics we cover here are also very relevent to media literacy instructors so I hope you will browse a bit and then settle down as regular readers.

WHAT WIKIPEDIA CAN TEACH US ABOUT THE NEW MEDIA LITERACIES (PART ONE)

The following is based on the keynote lecture which I presented on Monday at the National Media Education Conference in Saint Louis. A more polished version of this talk will eventually appear in the media literacy journal, The Journal of Media Literacy, but I am offering this in a rawer, less processed form now in hopes of getting some more feedback from my readers and also of making this available to the conference attendees. Watch for a notice here later this summer when the exemplar about Wikipedia goes on line. n Fall 2006, Vermont's Middlebury College found itself the center of a national controversy when its history department took a public stand against students referencing Wikipedia in their research papers. The ban had been inspired by one faculty member's discovery that a large number of his students were making the same factual error (dealing with the role of Jesuits during the Shimabara Rebellion in 17th century Japan) which could be traced back to a bit of misinformation found in one entry of the online encyclopedia. Despite the publicity that surrounded it, the statement was scarcely a condemnation of Wikipedia: "Whereas Wikipedia is extraordinarily convenient and, for some general purposes, extremely useful, it nonetheless suffers inevitably from inaccuracies deriving in large measure from its unique manner of compilation." Students were asked to take responsibility for the reliability and credibility of the information they used in their papers; Students were told not to use Wikipedia as a scholarly source.

Jimmy Wales, the co-founder of Wikipedia, publicly supported the Middlebury History Department's decision: "Basically, they are recommending exactly what we suggested -- students shouldn't be citing encyclopedias. I would hope they wouldn't be citing Encyclopaedia Britannica, either. If they had put out a statement not to read Wikipedia at all, I would be laughing. They might as well say don't listen to rock'n'roll either." Despite Wales's statement, Middlebury's announced policy inspired a series of national editorials:leading journalists and scholars weighed in on the perceived merits of the Wikipedia and on the credibility of online information more generally. The Middlebury History faculty were cast as poster children in the backlash against Web 2.0 and its claims about the "wisdom of crowds."

Wales's analogy between Wikipedia and "Rock'n'Roll" suggests that the Wikipedia debate has also become emblematic of the divide separating the generation that grew up in a world where digital and mobile technologies are commonplace from their parents, teachers, and school administrators for whom many of these technologies still feel alien. As Jonathan Fanton, president of the John D. and Catherine T. MacArthur Foundation, wrote in an op-ed piece published on the eve of this conference,

"The real gap between tomorrow's digital haves and have-nots will be a lag in competence and confidence in the fast-paced variegated digital universe building and breeding outside schoolhouse walls.... Today's digital youth are in the process of creating a new kind of literacy; this evolving skill extends beyond the traditions of reading and writing into a community of expression and problem- solving that not only is changing their world but ours, too... In this new media age, the ability to negotiate and evaluate information online, to recognize manipulation and propaganda and to assimilate ethical values is becoming as basic to education as reading and writing."

Responding to these challenges, the MacArthur Foundation has committed 50 million dollars over the next five years to support research which will help us understand the informal learning which takes place as children interact within the new media landscape and how we might draw on the best practices that emerge from these new participatory cultures as we redesign school and after-school programs. I was part of a team of MIT based researchers which drafted a white paper that accompanied the MacArthur announcement and sought to identify some of the core social skills and cultural competencies that young people need to acquire if they are going to be full participants in this new media environment. And I am the principle investigator for Project nml, a MacArthur funded effort to develop resources to support the teaching of these skills through in school and after school programs. As it happens, we are just now completing a documentary about the Wikipedia movement and an accompanying curricular guide. This documentary is one of a number of short films produced for online distribution through the Project nml exemplar library.

Here, I will draw on the interviews and research behind the documentary to explore what Wikipedia (and the debate around it) might tell us about the new media literacies. Through looking more closely at what young people need to know about Wikipedia, I hope to suggest some of the continuities (and differences) between this emerging work on New Media Literacies and the kinds of concerns that have occupied the Media Literacy community over the past few decades.

THE NEW MEDIA LITERACIES

According to a recent study from the Pew Center for Internet & American Life, more than half of all teens have generated media content and roughly a third of teens online have shared content they produced with others. In many cases, these teens are actively involved in what we are calling participatory cultures. A participatory culture is one where there are relatively low barriers to artistic expression and civic engagement, where there is strong support for creating and sharing what you create with others, where there is some kind of informal mentorship whereby what is known by the most experienced gets passed along to newbies and novices, where members feel that their contributions matter, where members feel some degree of social connection with each other at least to the degree to which they care what other people think about what they have created.

A growing body of scholarship suggests potential benefits of these emergent forms of participatory culture, including opportunities for peer-to-peer learning, a changed attitude towards intellectual property, the diversification of cultural expression, the development of skills valued in the modern workplace, and a more empowered conception of citizenship. Access to this participatory culture functions as a new form of the hidden curriculum, shaping which kids will succeed and which will be left behind as they enter schools and workplaces.

Not all of these skills are dramatically new -- they are extensions on or elaborations of aspects of traditional research methods, text-based literacies, and critical analysis that have long been valued within formal education. In some cases, these skills have taken on new importance as young people move into emerging media institutions and practices. In some cases, these new technologies have enabled shifts in how we as a society produced, dissect, and circulate information. Those interested in reviewing the full framework should download the report.

While some have argued that these new media skills represent the different mindsets of "digital natives and digital immigrants", that analogy breaks down for us on several levels. First, the participatory cultures we are describing are ones where teens and adults interact but with less fixed and hierarchical relations than found in formal education. It is a space where youth and adults learn from each other, but it would be wrong to see young people as creating these new institutions and practices totally outside of engagement with adults. Second, the "digital natives" analogy implies that these skills are uniformly possessed by all members of this generation; instead, young people have unequal access to the technologies and cultural practices out of which these skills are emerging and so we are facing a growing participation gap in terms of familiarity with basic tools or core cultural competencies.

Even if we see young people as acquiring some of these skills on their own, outside of formal educational institutions, there's still a strong role for adults to play in insuring that young people develop a critical vocabulary for thinking about the place of media in their lives and engage in meaningful reflection about the ethical choices they make as media producers and participants in online communities. While the MacArthur researchers take serious youth innovations through media and respect the meaningful role that these experiences play in young people's social and cultural lives, they also value what teachers, parents, librarians, youth workers, and others bring to the conversation. We want to help these adults respond to the changing circumstances young people face in a period of prolonged and profound media change. It is our belief that these new media literacies need to inform all aspects of the educational curriculum; they represent a paradigm shift in how we teach English, social science, science, math, and the other schoolroom subjects. If these skills are going to reach every American young people, it is going to require the active participation of collaboration of all of those individuals and institutions who impact young people's moral, intellectual, social, and cultural development.

Our initial report raised three core concerns, which suggest the need for policy and pedagogical interventions:

1. The Participation Gap -- the unequal access of youths to the opportunities, experiences, skills, and knowledge which will prepare them for full participation in the world of tomorrow.

2. The Transparency Problem -- The challenges young people face in learning to see clearly the ways that media shapes our perceptions of the world.

3. The Ethics Challenge -- The breakdown of traditional forms of professional training and socialization which might prepare young people for their increasingly public roles as media makers and community participants.

Educators need to work together to insure that every American young person has access to the skills and experiences needed to become a full participant, has the ability to articulate their understanding of the way that media shapes our perceptions of the world, and has been socialized into the emerging ethical standards which should shape their practices as media makers and participants in online communities.

This context places new emphasis on the need for schools and afterschool programs to foster what we are calling the new media literacies -- a set of cultural competencies and social skills which young people need as they confront the new media landscape. Participatory culture shifts the focus of literacy training from individual expression onto community involvement: the new literacies are almost all social skills which have to do with collaboration and networking.Just as earlier efforts at media literacy wanted to help young people to understand their roles as media consumers and producers, we want to help young people better understand their roles as participants in this emerging digital culture.

In the discussion of Wikipedia that follows, I am going to be emphasizing four of the eleven skills we identify in our report:

Collective Intelligence -- the ability to pool knowledge and compare notes with others towards a common goal.

Judgment -- the ability to evaluate the reliability and credibility of different information source.

Networking -- the ability to search for, synthesize and disseminate information.

Negotiation -- the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative sets of norms.

Wikipedia Reconsidered

Many educators express concern about young people's increased reliance on Wikipedia as a resource for their homework assignments and research projects. These teachers worry that youth aren't developing an appropriate level of skepticism about the kinds of information found on this particular site. There are legitimate concerns about the credibility of online information and the breakdown of traditional notions of expertise which should be debated. Our documentary project, and this article, reflects our assumption that these vital debates need to be shaped by a clearer picture of the Wikipedia movement. Our ultimate goal is not to convince you to use Wikipedia in your classes, but rather to argue that in a world where many young people are turning to this as a key source for information, educators need to understand what is going on well enough to offer them meaningful advice and guidance.

Much as educators responded to the debates in the 1990s about "political correctness" and multiculturalism by arguing that we should "teach the debate," today's educators should help young people to understand competing arguments about the value of Wikipedia. In this context,

it is not enough to construct policies restricting the use of Wikipedia as a source if we don't help foster the skills young people need in order to critically engage with a site which has become so central to their online lives.

I am reminded of a powerful statement by Renee Hobbes about the role that media literacy education should play in shaping young people's relationship to news and information:

"Some students, when asked to ask questions about the believability of media texts, may respond from deep within the familiar adolescent state of alienation and mistrust. In a more or less conscious way, they may answer, "I can't believe in any of this information. Nothing is believable." This cynical perspective is the antithesis of what the educational experience strives to foster. It is informed skepticism and a sense of the power of communication as a form of action to transform and shape society that educators hope to impart to students."

The same might be said of teachers and their relationship to Wikipedia: educators need to adopted an "informed skepticism" rather than a dismissive attitude. Wikipedia is a very rich site for teaching young people about many of those things that have historically been at the heart of the media literacy movement but we can only capitalize on its potentials if we understand how it works and what it is trying to do.

Here's what the About Wikipedia site tells us about the project:

"There are more than 75,000 active contributors working on some 5,300,000 articles in more than 100 languages. As of today, there are 1,843,251 articles in English; every day hundreds of thousands of visitors from around the world make tens of thousands of edits and create thousands of new articles to enhance the knowledge held by the Wikipedia encyclopedia."

All of this development has occurred since Wikipedia launched in 200. This volunteer army of writers, editors, and fact-checkers has been supervised, if we can use that word, by a paid staff of roughly five people. So much negative attention has been directed against Wikipedia that it is easy to forget the idealistic goal which motivates all of this activity. As Jimmy Wales explains, "Imagine a world in which every single person on the planet is given free access to the sum of all human knowledge. That's what we're doing."

Wikipedia has benefited enormously from its use of the encyclopedia analogy. People already know what an encyclopedia looks like; they start from a shared understanding of the kinds of information it contains, language it deploys, and functions it serves. This familiarity with basic genre conventions allows large numbers of people to roll up their sleeves and starting working and even more people to go to use Wikipedia as a central reference work.

Yet, like most analogies, calling Wikipedia an encyclopedia clarifies some aspects of the phenomenon while obscuring others. Describing it as an encyclopedia emphasizes Wikipedia as a product rather than focusing attention on the ongoing process by which its community pools information, debates what knowledge matters, and vets competing truth claims. Encyclopedias we have known in the past were depositories of an always already completed process of writing and research.

Wikipedia is something different. Andrea Forte, a Georgia Institute of Technology researcher who has studied Wikipedia, told our production team,

"When you first come to Wikipedia, it really seems like a collection of articles. It seems like a bunch of pages about different topics. Now when you talk to people who are very involved in Wikpedia, it becomes a collection of people who are carrying out a project....Wikipedia was a place where people were coming together to write about the world and figure out what's true about the world and what kinds of facts are important to know about the world. These are the kinds of things I think students should be doing."

Critics also argue that the analogy to an encylopedia is misleading. Robert McHenry, a former editor of the Encyclopedia Britanica, argues,

"To the ordinary user, the turmoil and uncertainty that may lurk beneath the surface of a Wikipedia article are invisible. He or she arrives at a Wikipedia article via Google, perhaps, and sees that it is part of what claims to be an "encyclopedia". This is a word that carries a powerful connotation of reliability. The typical user doesn't know how conventional encyclopedias achieve reliability, only that they do."

Surely, the appropriate response to the problem which McHenry identifies is not to turn our backs on the enormous value of the Wikipedia project but rather to help young people place Wikipedia in a larger context, developing a deeper understanding of the process by which the its information is being produced and consumed. Wikipedians would push us further, arguing that we also should develop a more critical perspective on other, more traditional sources of information. If McHenry is correct that most people don't know how conventional encyclopedias achieve reliability, that should be an indictment of how our schools teach research skills, not an excuse to blindly accept Britanica.

The Wikipedians sought to make the production of knowledge more transparent to everyday people. The practices around Wikipedia preserve traces of the disputes and disagreements that typically go on behind the scenes through the editorial processes that shape traditional reference works. Jason Mittell, a media studies professor at Middlebury College, explains,

"Wikipedia is transparent in its goals and rules, explicitly listing its policies and guidelines. As far as I know, other encyclopedias offer no such reflexivity as to what they are, how they work, and what type of content and form they follow. As an educator, transparency provides an excellent teaching opportunity to get students to reflect on sources and their usage."

Mittell's blog documents some of the teachable moments as his students tried their hands at producing their own Wikipedia entires:

Aaron was one of the first to dive into Wikipedia, choosing to edit an entry on a Columbian volcano that he'd previously written a research paper about. As he blogged about his experiences, the act of becoming an editor made feel invested in a topic that he'd otherwise just learned about as an assignment. Simply the act of sharing his knowledge made him feel like an expert and care about a remote subject. He followed up by considering how other people's edits to his information made him feel part of a community, even though the other editor was anonymous and remote...

Paxson created a new entry on Eagle Peak, a mountain near his hometown in Alaska. He discovered that unlike Aaron's entry, nobody seems invested in this topic, as he's the only editor who has contributed. But he did learn a lesson about copyright, as he uploaded his own photo of the mountain, which was immediately tagged for lacking the proper copyright - he needed to give it a public domain, GPL, or Creative Commons license to fit with Wikipedia policy. Although we'll be reading about copyright issues later in the semester, this hands-on experience with the practicalities of the system are far more pedagogically striking.

...Scott had a less productive experience - he created an entry for the Middlebury College hockey team, which was "speedy deleted" for not justifying its notability. Scott & I sat down and together rebuilt the entry, following the template for other college sports teams with me teaching him some of the language & protocols for wiki editing, an experience which certainly increased his fluency and strengthened his awareness of how Wikipedia functions as a self-regulating process.

Wikipedia empowers students to take seriously what they have learned in other classes, to see their own research as having potential value in a larger enterprise, and to take greater responsibility over the accuracy of what they have produced. Much as young people become more critical consumers of media when they have engaged in production activities, young people ask better questions about the nature of scholarship and research when they contribute to Wikipedia.

Educators ask the wrong question when they wonder whether Wikipedia is accurate, because this implies a conception of Wikipedia as a finished product rather than a work in progress. Wikipedians urge a more skeptical attitude:

"Wikipedia's radical openness means that any given article may be, at any given moment, in a bad state: for example, it could be in the middle of a large edit or it could have been recently vandalized. While blatant vandalism is usually easily spotted and rapidly corrected, Wikipedia is certainly more subject to subtle vandalism than a typical reference work."

The key word here is "at any given moment." The community has taken on responsibility to protect the integrity and accuracy of its contents; they have developed procedures which allow them to rapidly spot and respond to errors, and the information they provide may be more up-to-date than that found in printed encyclopedia which in school libraries might sit around for decades. As historian Roy Rosenzweig explains,

"Like journalism, Wikipedia offers a first draft of history, but unlike journalism's draft, that history is subject to continuous revision. Wikipedia's ease of revision not only makes it more up-to-date than a traditional encyclopedia, it also gives it (like the web itself) a self-healing quality since defects that are criticised can be quickly remedied and alternative perspectives can be instantly added."

Yet, the accuracy of an entry has to be judged "at any given moment." Some entries, which receive heavy traffic, also receive more regular attention than others which might represent tide pools that lay stagnant for extended periods of time. Someone using the Wikipedia needs to assess the state of a current entry. The good news is that Wikipedia provides a series of tools that help us to trace and monitor the process by which an entry is taking shape.

We can see this process in action if we visit the entry on the Shimabara Revolution which caused such controversy at Middlebury. At the top of the site are two warning tags. The first tells us that "This article or section is in need of attention from an expert on the subject" and if we follow a link there, we find ourselves in a Talk section where participants weigh in about the contents of the entry, including discussing extensively the criticisms raised by the Middlebury history faculty. This section tells us the entry is being reviewed by the WikiProject Japan, which is seeking to improve the quality of entries on Japanese history and culture and by the Military History WikiProject, which gives the entry a B for its overall quality. The section includes a list of details under dispute and tasks which still need to be completed.

Going back to the top level of the page, we see a second and even more troubling flag: "This article does not cite any references or sources" and a link to a page which lays out standards of verifiability:

"The threshold for inclusion in Wikipedia is verifiability, not truth. "Verifiable" in this context means that any reader should be able to check that material added to Wikipedia has already been published by a reliable source. Editors should provide a reliable source for quotations and for any material that is challenged or is likely to be challenged, or it may be removed."

If one reads the history pages of most Wikipedia entries, one can see vigorous debates about what counts as reliable evidence. Many of these pages offer compelling case studies that teachers could use to teach the logic through which historians, or other scholarly communities, interprete, evaluate, and contextualize the information they gather.

Wikipedia taps the power of networked culture by providing hyperlinks where-ever possible; this make it very easy for readers to return to the original source and weigh its evidence for themselves. Wikipedian Kevin Driscoll has proposed a game, much like the popular "Six Degrees of Kevin Bacon," where students challenge each other to see who can find the quickest pathway between two seemingly unrelated concepts. So, for example, we might ask whether one could trace the connection between William Shakespeare and the Apollo Space Program in five or fewer links: We could go from William Shakespeare to his play, The Tempest (move one), from The Tempest to the science fiction film, Forbidden Planet, which was losely based on Shakespeare's plot (move two); from Forbidden Planet to the larger category of Science Fiction Cinema (move three); from Science Fiction Cinema to La Voyage Dans La Moon, one of the earliest science fiction films (move four); and from La Voyage Dans La Moon to the Apollo Moon Mission (Move five). This trajectory takes us between high and low culture, across the divides between science and the humanities, across several periods of human history. and across three national borders.

In doing so, students follow their curiosity, tap their knowledge, and draw connections between topics that might not seem intuitively linked. As Joseph Wang, one of the people we interviewed at the Wikimania conference, explained,

"You have to just, every now and then just step back and say, "What do I think is fun? What do I want to learn?" As you learn more you realize how much there is in the world that you don't understand. And that's really fun. And the thing that I find fascinating about Wikipedia is that there is all this cool stuff that I didn't know I didn't know."

Just as young people coming of age in a hunting based culture learn by playing with bows and arrows, young people coming of age in an information society learn by playing with information. This playful relationship to learning and knowledge is one of the things that motivates the community's participation, though the Wikipedians are quick to stress that they also take on very hard tasks, such as proofreading and fact checking pages.

The practices and tools that sustain Wikipedia are designed to insure the highest degree of transparency -- the most controversial entries come with the maximum numbers of warnings. Yet, realistically, many young people are going to the site in search of quick data and may lack the critical vocabulary necessary to use its contents meaningfully. So, at the most basic level, a media literacy practice around Wikipedia needs to focus attention on the basic affordances of the site, so that students are encouraged to move beyond the top level and see what's going on underneath the hood.

Researchers have shown that the current generation of young learners often exploits digital tools to copy and paste information, sometimes getting confused about where any fact came from, or blurring the lines between their own insights and those from secondary sources. Preliminary work from the researchers at a MacArthur funded project at the University of Southern California suggests that differences in access to digital technologies further impact young people's research practices. Those children who have the most extensive access to networked computers are most likely to look critically upon the kinds of information that they draw from Wikipedia: they have the time to experience knowledge production as a collaborative process. For those young people whose only access is through schools and public libraries, however, they need to get in quick, get the information they need, and make way for the next user. These time constraints encourage them to see the web as a depository of information and often discourages them from taking time to closely examine where that information comes from or under what circumstances it was produced. This is only one of the many consequences of what we are calling the participation gap.

The participation gap is shaped by uneven access to technologies but also by unequal access to formative experiences and thus unequal opportunities to acquire the social skills and cultural competencies we are calling the new media literacies. Participation in these online communities constitutes a new hidden curriculum which shapes how young people perform in school and impacts the kinds of opportunities they will enjoy in the future.

TO BE CONTINUED

Want to Work for Comparative Media Studies?

I know that a fair number of Media Literacy teachers and facilitators read this blog. So I wanted to flag for your attention a new position opening up in our programing working as the Project Manager for Project nml. Official Job Title: Project Manager

Position Title: Comparative Media Studies/ New Media Literacies Project Manager

Payroll Category: Sponsored Research Staff/Administrative

Normal Work Week: 40

Starting Date: August 1, 2007

End Date: June 30, 2009

Salary: 50K- 60K annually full time plus competitive benefits package

Supervision Received: Henry Jenkins, CMS director and Sarah Wolozin, Program Manager

Supervision Excercised: New Media Literacies staff and students

Project: The New Media Literacies (NML) project, funded by the MacArthur Foundation, is developing a theoretical framework and curriculum for K-12 learners that integrate new media tools into broader educational, expressive and ethical contexts. This four-year project - through collaborations with MacArthur's "Digital Kids" research project at UC/Berkeley and a community of educators, anthropologists, cognitive scientists, academics and media professionals - will establish how to define new media education, how to implement it, and how to sustain it once the project is completed.

Principal Duties and Responsibilities (Essential Functions): Serve as primary contact and coordinator for the New Media Literacies Project based at MIT Comparative Media Studies, directed by Henry Jenkins (MIT), and sponsored by the MacArthur Foundation.

Specific role will be tailored for qualified candidates, but minimum duties include:

-- Implement the vision of the Principal Investigator during Phase II of the research project, overseeing current activities, maintaining current collaborations, and forging new partnerships to facilitate upcoming project initiatives;

-- Ensure the dissemination of the project's key ideas and findings through publications, conference presentations, online communities, parent resources, and teacher training programs, and 1-2 NML conferences per year;

-- Oversee the development and management of project-related communications, including a new website and other media production in a variety of forms (i.e., written, audio, video, PowerPoint, etc.);

-- Guide the research process, ensuring a high level of team coordination to facilitate the process of refining pedagogical models and the continued production of multimedia curricular materials;

-- Oversee the processes of prototyping and testing project's curriculum materials;

--Develop advisory board and serve as primary contact; send out regular communications; ensure participation in project; organize annual or bi-annual meetings with board;

--Together with Comparative Media Studies Program Manager manage all administration for project including but not limited to overseeing and managing budget; resolving legal, contractual, copyright and IP issues; generating necessary reporting for funder, CMS program, and MIT; managing and monitoring all documentation and reporting for the program, including coordination of reports with the Committee on the Use of Humans as Experimental Subjects and the Office of Foundation Relations; ensuring project is in compliance with CMS program and MIT policy; handling personnel issues including hiring, training, and terminations.

-- Keep abreast of developments in media theory, educational design, entertainment, popular and youth cultures, and consumer electronics and bring such knowledge to bear on the development of teaching modules;

-- Communicate with corporate, government, educational, and academic leaders who traverse appropriate K-12 and undergraduate market spaces;

-- Coordinate regular communications and formal updates for the MacArthur Foundation and other stakeholders;

-- Present research findings at conferences and in publications.

Qualifications/Technical Skills: Experience in managing media research projects, developing learning environments, implementing educational innovations in media- and/or technology-rich classroom settings, and producing digital and multi-media projects, conducting quantitative and qualitative research, as well as possessing an understanding of the application of a wide variety of media in learning, especially to develop multiple literacies across media. Ability to communicate with a wide variety of contributors and audiences, including both university instructors, educators, designers, artists, comparative media specialists, and current and future sponsors AND young adults, teens, tweens, and children, is critical. Secondary school and/or college teaching experience, strong research skills and a commitment to publication agenda in education or media studies expected; experience in commercial media and/or product design and development preferred. Proven ability to bridge multiple research disciplines and apply theory to effective practice a must. Minimum of Master's Degree in education, media studies, instructional technologies, or related fields; Doctoral candidates with ABD status are strongly encouraged to apply.

Send inquiries to Sarah Wolozin, swolozin@mit.edu.

We will also be looking later this summer for:

Post-Docs to work with the GAMBIT Lab (for games research) and for the Knight Center for Future Civic Media.

A Research Manager for the Knight Center.

An Outreach Coordinator for Project nml.

If any of these sound like they might be a good fit for you, send e-mail to swolozin@mit.edu.

Big Games with Big Goals

Last September, the Project nml team went to the Come Out and Play Festival in New York City, cameras in hand, ready to document the so-called Big Game Movement. The finished product, the latest in our series of films for the Project nml exemplar library, recently went up on the web and will be relevant to my many readers who are interested in the serious games movement more generally. What's a big game? Here's the provisional definition offered by some of our supporting materials:

Games for big groups of people in real world spaces (such as a park or the

streets) that use mobile communication technologies like cell phones to link

people together in gameplay.

In its early chapters, the film both shows some of the large-scale public games staged in Manhattan during the festival, including Cruel 2 B Kind, a game developed by Jane McGonigal and Ian Bogost, which becomes the central example running through the piece. It also offers some historical analysis of the emergence of the Big Games movement (Future GAMBIT director Philip Tan discusses how today's Big Games relate to Assassin and other live action role play games and c3 researcher Ivan Askwith talks about their relations to alternate reality games). As Askwith notes, McGonigal turns out to be the key connector between the world of ARGS (such as I Love Bees, The Beast, and The Lost Experience) and the world of Big Games, in part because of her interest in using games to promote greater social interaction and spatial exploration:

What Jane McGonigal really kind of brought to the mainstream in ARGs was the idea that rather than just being online and using email and going to webpages to find information, you would actually have to in real life play in the game yourself. You would go out, you would do something, you would be somebody and interact with other people in real time. Her idea was that games could be a communal activity, which is something they stopped being when we started playing video games like Mario Brothers where you would sit at home by yourself.

As the documentary continues, McGonigal becomes a key spokesperson describing the kinds of learning which can occur through engagement with these kinds of large scale games:

Jane McGonigal:

There are a couple different categories of skills that I think players leave the game with. The first is just really basic familiarity with mobile computing technologies.

A lot of players who had come to play the game had never even used the sort of texting function of a cell phone. They didn't know how to switch from numbers to letters on their cell phone pads, right, and people came and played the game and suddenly knew how to use all the features of their cell phone that they had been ignoring.

For "ilovebees", which was the game that we did in 2004 with 42 Entertainment, we involved a lot of GPS navigating. For a lot of players that was their first experience working with GPS coordinates and going out to navigate physical space with this kind of virtual data to make them feel like really powerful users of the technology. Anyone who played that game now is clearly an expert and could go out and continue to feel like an expert when it comes to using technologies in real life.

For me, it has to do with how you are able to be an effective citizen in massively networked culture. So, are you able to collaborate with people at a really big scale. For Cruel 2 B Kind, one of the design choices that I made was the idea that, after you got killed, instead of getting thrown out of the game, you actually worked with the people who killed you.

You have to make decisions together in real time, all 40 bodies moving together, with the same goals, with the same purpose and to execute the strategy that was collectively decided upon. For a lot of the players, that part of the game got really hard, and was hard to keep everybody together, was hard to have everybody stay involved. For some game designers that would be a sign that it was a bad- maybe we should make the game so that you're only working in small teams, right, but because Cruel 2 B Kind was a research game, one of the goals really is to see how we can bring players into this sort of unfamiliar sort of future forward-looking social interaction. You know, as we look at all kinds of collective intelligence applications unfolding on the web, and smart mobs where people are, you know, individually becoming part of a large mob, how can we take all of that and teach players how to have massively scaled real time collaboration face to face. You're sort of learning skills for the future is one way to think about it.

The players will be the people who were first on the scene, the first people to learn these skills and techniques and hopefully 10 years from now, they're going to be the people who are in charge of companies, and in charge of non-profits, and in charge of community groups- the real leaders and innovators.

Another game designer, Mattia Romeo describes how playing some of these games changed the ways he thought about the urban landscape:

One game that I enjoyed very much was "Conqwest", which was game that Frank Lantz and I worked on for the cell phone company, Qwest, and that one involved teams of players from local high schools, going, gaining control of certain territories of downtown by taking pictures of these semicodes, these stickers with information that were spread out throughout the space. One of the great things about that experience was that, because the stickers were of a certain size, the players' experience of the city got broken down to that size. The entire city became spaces this big that contained an object of this size, which was an amazing experience to watch people have that- all of the sudden, they're used to seeing the city in terms of like, "There's a store here and there's a street here, and there's this restaurant that I go to," and all of the sudden it was, "That lamppost is just the right size, or has a little opening in it that's just the right size to be able to fit one of those things in there and so it just changed their perspective of the city immediately and where they played it."

Late in the film, Jane McGonigal describes her desire to move players from role-playing games (based on fantasy) and towards real-playing games (based on real world identities and challenges.):

In a role-playing game, everybody has to agree to live in the same fantasy world, and people's fantasies actually probably differ more from one another than we might expect, so it's actually not as inclusive as it could be. You have to be able to project your inner vision of this fantasy world or this fictional world. You have to really act as if you believe it in and it can be really hard for people who just want to experience more like the interactions, social interactions- it can put them off.

The reason why I don't do any role-playing games is- I don't design role-playing in my games is because I prefer people to be themselves in the game world because when the game is over, you are still yourself, and so, anything that you learn in the game, experience in the game, and want to bring into your everyday experiences, it's much more possible that you'll be able to do that because you're yourself, you're not this, sort of, dark shadowy figure. So I consider my games to be real play, rather than role play.

In her own research into the player communities that emerge around ARGS, she has found that teams that formed to solve puzzles in fictional games are increasingly pushing to apply their collective intelligence to try to confront real world challenges (from tracking down the identity of the Washington DC sniper to documenting examples of campaign finances abuse). McGonigal's more recent projects have pushed her to identify ways that these groups might more fully realize their ambitions, trying to use game play to spark greater political awareness and civic engagement. When Jane was in Cambridge recently, we had a conversation about World Without Oil, a new ARG which explores environmental and energy related topics, which will launch later this month. McGonigal described the project in some depth during an interview in Gamasutra:

It's a different kind of ARG -- a collaborative alternate reality. There's a lot of content creation on the part of players that is not traditional to ARGs. What is traditional to ARGs is that there are characters and a full life online, which people who are starting to poke around the website now are finding. There are hints of how you might find these characters. There's a chat transcript posted amongst a bunch of characters. Maybe you could send them a message.

Maybe you could find out how they met under these mysterious circumstances, find out what it is they've been told that makes them think something terrible is going to happen on April 30th. That sort of investigative poking that happens before April 30th will be much like I Love Bees. Those coordinates went up a number of weeks before you had to show up at the payphones. Your job was to figure out what the hell you had to get ready for. It's same way here. There's no information really on the surface about what you're being asked to prepare for, but there are ways you could start to figure that out.

When the game launches, the internal narrative being generated by the puppet masters will be specifically about how the country is falling apart. Every player who signs up can start to tell stories about their part of the country. The game will respond. In traditional ARGs, there's a lot of pushing of the system to see how far it can go. If I get on the phone with a character and I tell her something crazy, will the puppet masters build that into the story? Will the puppet masters have to kill off the character? How much of an impact can I have?

The World without Oil game is really going to let people use any means necessary to drive the story, to test the limits, everything from posting, documenting things with photo, video, to live flash mobs. You get to decide what's happening, and by documenting it, you force us to build it into the story.

The sort of end game is, does the country recover? The characters might all be dead by the end of the story depending on what the players do. We're keeping it pretty flexible because the idea is that when you start to play you join as a puppet master. In that way, it's sort of the first collectively puppet-mastered game ever. We're giving away more power but holding the reins enough so that it'll be a satisfying experience. We're taking you to the next level.

If we want it to be collective, why don't we let the players run it collectively and see what they come up with? The subject of the game is a very real scenario. If we did suffer an oil shock, it would be the ordinary people, the players, who would be ultimately shaping what the hell happened, whether we descend into chaos or whether we band together. It's better to see what the people really think and want to do now. Play it before you live it.

As always, the Project nml films are funded through a grant from the MacArthur Foundation as part of their ongoing efforts concerning Youth and Digital Learning. Watch here for the roll out of other films in the series, including work that is currently being completed on Wikipedia, dj culture, and Anime fandom, among other topics.

Anna van Someren supervises the production of all of the films in this series with our graduate students working as primary producers on the individual titles.

In this case, the primary producer for this film was Deborah Lui, a first year CMS masters student. Lui is a 2003 alumna of MIT with a double major in architecture and management science, and a minor in theater. Deb has long been fascinated by the relationship between space and performance. As an undergraduate, Deb explored this interest by working as a researcher with the Interactive Cinema Group at the MIT Media Lab, and through the MIT Eloranta Undergraduate Research Fellowship, studying the relationship between performance and architecture in theater. Following graduation, Deb has gained experience in the arts (working at the Tony Award-winning Berkeley Repertory Theatre) and design (with Tom Ip & Partners Architects in Hong Kong). She has continued to pursue her interest in theater by working with several amateur and semi-professional performing groups as a director and an actor.

The Escasy of Influence and the Power of Networks

Today, I want to call to your attention two recent articles which speak to themes that have been recurring interests in this blog since we launched last June -- the first deals with the relationship of intellectual property and creative expression, the second deals with web comics as a site of experimentation and innovation. Both warrant closer looks. Jonathon Lethem , an author whose fiction consistently plays around with themes of fandom and popular culture, has published a provocative essay, "The Ecstasy of Influence," in the most recent issue of Harpers, which explores the ways that copyright has operated to constrain and plagiarism and appropriation to expand the richness of our culture. Lethem's statement is impossible to summarize here because it expresses its ideas as much through its form (composed of remixing a range of writers who have dealt with the contemporary debates about copyright, including Lawrence Lessig, Siva Vaidhyanathan, Richard Posner, Lewis Hyde, David Foster Wallace, and Henry Jenkins).

Something of the piece's argument can be determined by its opening quote from John Donne:

"All mankind is of one author, and is one volume; when one man dies, one chapter is not torn out of the book, but translated into a better language; and every chapter must be so translated."

For those who are curious, Lethem mashes up a passage from Textual Poachers with the Michel DeCerteau's The Practice of Everyday Life, the book which provided me with my theoretical underpinnings:

Active reading is an impertinent raid on the literary preserve. Readers are like nomads, poaching their way across fields they do not own--artists are no more able to control the imaginations of their audiences than the culture industry is able to control second uses of its artifacts. In the children's classic The Velveteen Rabbit, the old Skin Horse offers the Rabbit a lecture on the practice of textual poaching. The value of a new toy lies not it its material qualities (not "having things that buzz inside you and a stick-out handle"), the Skin Horse explains, but rather in how the toy is used. "Real isn't how you are made. . . . It's a thing that happens to you. When a child loves you for a long, long time, not just to play with, but REALLY loves you, then you become Real." The Rabbit is fearful, recognizing that consumer goods don't become "real" without being actively reworked: "Does it hurt?" Reassuring him, the Skin Horse says: "It doesn't happen all at once. . . . You become. It takes a long time. . . . Generally, by the time you are Real, most of your hair has been loved off, and your eyes drop out and you get loose in the joints and very shabby." Seen from the perspective of the toymaker, the Velveteen Rabbit's loose joints and missing eyes represent vandalism, signs of misuse and rough treatment; for others, these are marks of its loving use.

As a fan of Lethem's fiction (The Fortress of Solitude), I am tickled pink to see my own writing included in this context. Every so often, journalists, who see me as an advocate of very loose copyright protection, ask me how I would feel if someone took and used my work without my permission as if it were a kind of gotcha question. In reality, I am delighted to see people engage with my ideas; I give much of my own intellectual property away on a daily basis -- here in the blog and elsewhere -- because I care much more about having an impact on the debates that impact our culture and in providing resources for my readers than I am interested in regulating what they do with my text. Of course, it is nice when they acknowledge that I wrote the material, as Lethem does here, but I also understand as the quote from Donne suggests that new works get built on the shucks of old works and that to be part of the conversation is to become the raw materials out of which new texts get generated or perhaps simply the compost that allows them to grow.

This blog has periodically touched upon the artistic innovation which has occurred in and around web comics in recent years as well as the various scenarios which might support their future development. I wanted to flag for readers a very interesting overview of the space of web comics today which was developed by Joshua Pantalleresco over at the ComicBloc. Again, this is apt to seem self-serving since I was one of the people he interviewed for the story but Pantalleresco's article is most interesting for the comments he was able to gather from the web comics artists themselves, talking about what they see as the benefits of working in this medium. What follows are just a few of the better quotes from the article:

"I think the biggest advantage is also, ironically, the biggest disadvantage: distribution... The glory of online comics is that readers don't have to go to a comic book shop to read them and can instead read them at home, at work, the library or anywhere there's a computer with a high-speed Internet connection." -- Dirk Manning, creator and writer of both Nightmare World and Tales Of Mr. Rhee

"Really the sky is the limit at this point for self publishing. If you really have the will to put your stuff out there, the tools are all available...There's nothing to stop you except maybe fear. Fear of rejection, fear of taking risks, fear of failure.... Creators can get there work out there without the constraint of publishing or distribution companies. Sure, there will be more books out there that probably never should have existed, but the good books, the really good books will rise to the top.--Tom Stillwell, creator and writer of Honor Brigade

"You MUST have a website that looks professional and is user friendly...Blog on this site, post images, give free previews ...provide as much information about you and your books as possible. You also MUST make sure people can find this site. If you build it, they won't come. They won't know it exists. You need to bring them there. You get people there by self promotion. You aren't just selling the book. You are selling you as a creator."-- Stillwell

If you want to read what I had to say, you need to actually read the article.

What struck me about the two articles is that they both emphasize some of the skills we have been discussing through our work for the MacArthur Foundation. The first makes the argument that artists learn and grow through a process of appropriation and transformation of existing materials, the second that networking constitutes an important aspect of contemporary authorship. These are core insights we should be making available to our students, especially those who aspire to enter the creative industries.

And, oh, while I have your attention, MIT World recently posted a webcast of a very interesting lecture by John Seeley Brown, the former Director of Xerox-PARC and a key thinker on the social life of information. I was in the audience when Brown delivered these remarks which speaks about collective intelligence, participatory culture, and digital education. I recommend this webcast to anyone who regularly reads and enjoys this blog. Here's part of the summary that MIT World posted:

We learn through our interactions with others and the world, he says, and there's no more perfect medium for enabling this than an increasingly open and organized World Wide Web.

In a digitally connected, rapidly evolving world, we must transcend the traditional Cartesian models of learning that prescribe "pouring knowledge into somebody's head," says

John Seely Brown. We learn through our interactions with others and the world, he says, and there's no more perfect medium for enabling this than an increasingly open and organized World Wide Web.

While the wired world may be flat, it now also features "spikes," interactive communities organized around a wealth of subjects. For kids growing up in a digital world, these unique web resources are becoming central to popular culture, notes Brown. Now, educators must begin to incorporate the features of mash-ups and remixes in learning, to stimulate "creative tinkering and the play of imagination."

With the avid participation of online users, the distinction between producers and consumers blurs. In the same way, says Brown, knowledge 'production' must flow more from 'amateurs' - the students, life-long learners, and professionals learning new skills. Brown describes amateur astronomers who observe the sky 24/7, supplementing the work of professionals in critical ways. A website devoted to Boccaccio's Decameron welcomes both scholars and students, opening up the world of professional humanities research to all.

The challenge of 21st century education will be leveraging the abundant resources of the web - this very long tail of interests - into a "circle of knowledge-building and sharing." Perhaps, Brown proposes, the formal curriculum of schools will encompass both a minimal core "that gets at the essence of critical thinking," paired with "passion-based learning," where kids connect to niche communities on the web, deeply exploring certain subjects. Brown envisions education becoming "an act of re-creation and productive inquiry," that will form the basis for a new culture of learning.

How Computer Games Help Children Learn: An Interview with David Williamson Shafffer (Part One)

I've known David Williamson Shaffer for more than a decade. I was lucky enough to have him as a student in my media theory and methods proseminar back when he was finishing up his PhD at the MIT Media Lab. where he was doing work with Seymor Papert. I've reconnected in recent years with Shaffer through his work on games and education. Shaffer has come out this month with a very important book, How Computer Games Help Children Learn. A colleague of James Paul Gee, Kurt Squire, and Constance Steinkuehler at the University of Wisconsin-Madison, Shaffer has long contributed to our conversations about the pedagogical potentials of computer and video games.

He has especially promoted the idea of epistemic games, which he discusses at some length, in the interview that follows. He is interested in the ways that we can use computer-based games (including games that involve interacting with real people in real spaces) to introduce children to the basic conceptual frameworks that govern various professional practices. For him, this is the most powerful aspect of games-based learning.

His new book makes a powerful case for this mode of teaching, including detailed case studies of games he has developed to cover a range of different professional contexts and academic disciplines and drawing parallels to commercial games already on the market. The writing is accessible and engaging, driven by his own experiences as a classroom teacher and his own passion for helping to reinvent American education.

Over the next two days, I am going to be running this interview with Shaffer. In the first part, he lays out the book's core premises and in the second, he addresses the debates around serious games more generally.

Your biography in the back of the book lists one of your titles as "game scientist." So, I suspect the readers might be interested to know what a game scientist does and how you train for such a position. The cynic in me wants to know what the implications are of using scientific language to describe what is essentially a position in the humanities.

There are a few different ways of explaining where the title "Game Scientist" comes from. The most superficial answer is that as we were founding the GAPPS (Games and Professional Practice Simulations) Group here at the University of Wisconsin Advanced Academic Distributed Learning CoLaboratory, we needed to decide what members of the group would be called. The title "Research Scientist" is often used for appointments in research labs that do not grant tenure, so given that we were all studying games someone (I think it might have been me) suggested that Game Scientist would be an appropriate title.

So originally the term was something of an historical artifact.

But I do think that there is some value in referring to the work I do as game science. Games are, as you point out, a forum of human expression, like books, movies, and other things that are studied as "humanities." But it is also possible to ask scientific questions about books: to study, for example, how people read, or to study the social, economic or psychological impact of a particular kind of book. So we can ask scientific questions about games and peoples' experiences with them.

In using the term "scientific" here, of course, I am making a statement about research methods, not values. By "scientific" I only mean asking questions that can be answered with empirical data, which can be quantitative data (surveys, brain scans, and the like) or qualitative data (like interviews and observations).

In truth, though, I am not sure that drawing explicit distinctions between the sciences and the humanities is actually all that productive. Nelson Goodman made a strong case decades ago that the similarities between the two are more striking than the differences on a philosophical level: both try to warrant claims about phenomena in the world. This is a point I have made in some of my own writings as well.

All of that having been said, I am a game scientist because the work that I do uses methods of the field of psychology, which is a form of social science.

As a graduate student, you worked with Seymor Papert, among others, at the Media Lab. Papert has written about "hard fun." In what ways is your new work a theory or application of this concept of "hard fun?"

There are a lot of connections between Seymour's work and my own. The concept of "hard fun" is one that I talk about in the book, but there are others as well.

Hard fun is, of course, the idea that we take pleasure in accomplishing something difficult: the joy in meeting and mastering a challenge. As a result, when someone is doing something that it hard fun, moment by moment it looks more like "work" than "fun," but the net effect is pleasurable overall.

The concept is certainly one that applies to almost any good game--not just the games I work with, or games for learning in general. I make this point in my book, and Steven Johnson talks about it in Everything Bad is Good for You as well. Jim Gee talks about the games that work have to be pleasantly frustrating. Good games require a lot of work.

What makes hard fun valuable from an educational point of view is when the challenge you face is worthwhile in some context beyond the game itself. In Seymour's work, kids who used Logo had to solve problems in differential geometry and computer science to build things they thought were interesting and exciting.

In my work, the challenges are the kinds of problems that professionals face in the real world: engineering design, graphic design, mediation, urban planning, and so on. The games are hard because the problems are hard. But they are fun because it is fun to solve difficult problems that matter, that have no right answer, and that give you a chance to see what it would be like to run the world--or at least some part of it.

So, let's get to the heart of the matter. What are epistemic games and what value do you think they bring to education?

Simply put: Epistemic games recreate in game form the things that people do in the real world to learn to think in innovative and creative ways about problems that matter.

They are, in other words, role-playing games where players take on the role of being a professional in training--where "professional" in this sense refers not to so-called white collar professions, but to any kind of work in a complex domain that requires the exercise of autonomy and judgment.

Professional training is based, for the most part, on professional practica: times and places where professionals-in-training do supervised work, and then talk with their peers and mentors about what they did and why. Think about internship and residency for doctors, moot court for lawyers, the design studio for architects, capstone courses for engineers and journalists, and so on.

These repeated cycles of action and reflection create a particular kind of professional thinking that Donald Schon (also at MIT, as you know, before he passed away some years ago) characterized as "reflection-in-action": literally the ability to think and to work at the same time, and thus to do work that requires constant evaluation of the situation and adjustment of the work plan in order to solve non-routine problems.

So epistemic games give players a chance to work on simulations of real problems, and to think about what they are doing--to debrief, if you will--the way professionals do when learning to solve those problems.

The games are "epistemic" because any professional practice has a particular epistemology: a way of justifying actions and warranting claims. To be a professional of some kind means you solve problems in a particular way, and you accept some kinds of solutions as legitimate and not others. The way a doctor argues that removing a patient's spleen is the "right" thing to do is different than the way a lawyer argues about it. If you're in the hospital, you probably want to go with the doctor's way of thinking. If you're in the courtroom, stick with the lawyer--assuming, of course, that you have both a good doctor and a good lawyer.

Put another way, practica are where new professionals learn the epistemology of their chosen profession--along with the skills, knowledge, and values they need to put that epistemology into practice. Epistemic games recreate those practica in game form so players can learn to think like professionals who solve non-routine problems.

The point, as I emphasize in the book, is not for players to become professionals, but rather to have innovative and creative ways of thinking about real problems as part of their intellectual toolkit.

You discuss a number of these epistemic games in the book. Can you pick one of them and describe how it might contrast to existing school practices in this area?

As you know, the book has two chapters that look at this very question. One chapter looking at history and what it means to think about history--in school, as a real historian, and in a game called The Debating Game. Another chapter looks at mathematics as it is learned in school and in a game called Escher's World.

I think the history example is an interesting one because the differences are so clear. Sam Wineberg at Stanford University did a lovely study comparing how graduate students in history and high school history students evaluated a collection of historical documents.

What Wineberg found (and here I'm summarizing from my book, which summarizes Wineberg's study) is that what distinguished the high school students from the historians was not the number of facts that they knew about the American Revolution. Instead, the difference was in their understanding of what it means to think historically. For the students, history is what is written in the textbook, where "facts" are presented free of bias. For the historians, historical inquiry is a system for determining the validity of historical claims based on corroboration of sources in conversation with one another rather than an appeal to a unitary source of truth--it is a way of knowing based on using specific evidence to support claims rather than trying to establish a set of facts that exist without bias.

In the same chapter, I describe a game--The Debating Game--that asks players to think about historical evidence the way historians do... or at least more like the way historians do. The game is described in more detail in the book, but basically in the game players compete in a debate over whether the actions taken by some historical actor or actors were good or bad, selfish or public-spirited, constructive or destructive.

To win the debate, they have to convince the judges of the debate that their interpretation is better than their opponents' interpretation. To do that, they have to find specific pieces of the historical record to support their position: they have to argue, as Wineberg suggests professional historians do, for the validity of historical claims based on corroboration of sources in conversation with one another rather than an appeal to a unitary source of truth.

The kinds of things that players of the game do are very different than what happens in most high school history classes. (The game has been played by middle school students as well, and there the contrast is even more striking.) Players in the game (debaters and judges) have to write essays where they defend a point of view, rather than take tests where they remember facts or recite received interpretations of events. They work with primary and secondary sources with conflicting viewpoints, rather than a text with one point of view. They make their own interpretations and judgments about arguments and evidence, rather than trying to decode and remember some canonical interpretation. And so on.

So the differences are quite striking: the game is about learning to use the "toolkit" of historical analysis to think for yourself; the class is about learning to give the right answers for a test. Thus the game is more realistic, in a sense, than class is.

A recurring emphasis in your discussion is on the movement from abstract school subjects towards school subjects framed around specific real world professions -- the difference between studying math, say, and studying accounting. What's the case for the use of these professional categories for secondary school education?

As I point out in the book, school is organized around a set of things that are supposedly fundamental ways of knowing--the building blocks of all thinking if you will--which in the case of school are the traditional academic disciplines.

This is a very old view of thinking, going back to ancient Greece. The disciplines were organized a little differently then, but the basic idea was the same: education is about learning some basic ways of thinking out of which all more advanced thinking is formed.

The problem is that a century of study in the psychology of learning suggests that this just isn't how it works. Complex thinking of the kind that characterizes expertise isn't simply lots of basic pieces put together. You can't teach a bunch of facts and skills and then expect that people will reassemble them as needed.

Expertise--indeed anything beyond rudimentary skill--is based on experience working with real problems, and usually quite a lot of experience. So if we want people to learn to think about problems in the real world, they need experience learning how experts solve those problems.

I should add that there isn't anything wrong, in principle, with having school focus on learning to think like historians or mathematicians, if we decide that these are the kinds of problems kids will really face later in life. But if that's what we want to do, then we should build games (and by extension design curricula) where players meet simulations of real historical and mathematical problems the way historians and mathematicians do--which is a far cry from what they are doing now.

I'd also want to see the argument made that teaching everyone to be 5 or 6 different flavors of academic is really more useful than learning to think as professionals. What, for example, would our health care system look like if everyone who went to a doctor's office understood the kinds of questions that the doctor should ask, and the kinds of answers that she or he would use to make decisions? What would our body politic look like if everyone who read a newspaper or listened to talk radio understood how a journalist thinks about stories--and thus what makes it into the news and what doesn't, and why stories get reported the way they do? How would that kind of education compare to what we have today--or to doing a better job of teaching students to think like biologists or historians?

"The Family's CTO": An Interview with Net Family News's Anne Collier (Part Two)

Over the past six months, I have been closely following the debates regarding the Deleting Online Predators Act. danah boyd and I issued a collective statement at the beginning of the summer based on our research on social networks and participatory culture. I also ran a post here describing some of the ways that banning youth from accessing MySpace and other social network sites in schools and public library might slow the potential use of blogging and other network software for pedagogical purposes. Yesterday, I ran the first part of a two part series focused on NetFamilyNews and its editor, Anne Collier. Collier's site has helped parents address their fears about MySpace and has kept all of us on top of the latest developments regarding governmental policies that might restrict young people's access to online space. These policies, and the fears that motivate them, play an important role in today's installment.

Many parents express an anxiety that they can not realistically control the flow of media into their homes, let alone know what their young people are doing when they are outside of their supervision. How would you respond to that concern?

I understand that concern and the frustration many parents have about diminishing control over what their children are exposed to. It isn't just parents who are experiencing diminishing control. Schools, corporations, and governments at all levels of society worldwide are too. This is an unnerving, fascinating shift we're experiencing, and I think it's calling upon all of us to think it through together out loud, bringing a whole lot of skill sets into the discussion. Because the situation seems to be requiring us to figure it out together as we go along. Problems in a participatory medium like Web 2.0 are calling for participatory solution development.

At the family level, as I suggested above, the life and tech skills of parents and kids are both needed to find solutions to Net-related problems. In schools, challenges involving defamation or cyberbullying in blogs or social sites need the best thinking of a bunch of people - students, administrators, counselors, network administrators, school-safety experts, teachers, and sometimes First Amendment legal advisers and law enforcement people. In a way, that's really exciting. It used to be that school-safety people, techies, and counselors, for example, had their spheres and hardly ever talked, much less hammered out solutions together. Now the pooling of those areas of expertise is being demanded, and I can't imagine that there won't be some creative and very positive outcomes because of it. Think, for example, about what we're all going to be learning about free-speech rights. Maybe not since the Constitutional Convention has the First Amendment been such a prominent topic in American schools!

Then I look at what's happening in other parts of the world where people are using the participatory Web. I just blogged about a report in The Guardian that, even though the Iranian government "remains a staunch opponent of Internet freedoms ... Farsi has made it into the top 10 languages on the Net." There are 70,000-100,000 active blogs in Iran, The Guardian article said. Then there's the social site ChinaKids with 800,000 registered preteen users and sponsored by the youth wing of the Chinese Communist Party. The Wall Street Journal reported that the site encourages kids to speak

out, "sometimes against authority"! The question of how to control the flow of media into homes, schools, cybercafes, and kids' mobile phones is being eclipsed by what to do about the media that flows out from those places and devices!

You have readers from around the world. What similarities and differences do you see in the concerns raised by parents in different parts of the world?

I do have readers in more than 50 countries, but I don't get email from many readers outside North America, interestingly - only some in the UK. So I mostly rely on English-language news-media coverage of technology in other countries to know what the general concerns are. It does appear that parents' concerns are fairly universal, but there are degrees of differences. For example, European parents seem to be less concerned than American parents about blocking nudity and more concerned about hate speech on the Web. But cyberbullying is a big issue everywhere. In the UK, Europe and Asia, so far it has been happening more on mobile phones than in IM and social Web sites, as we're seeing here. People are being impersonated and defamed in social sites everywhere. I did hear from a colleague in Portugal about harassment in a US-based social site popular there, one case involving a co-worker and another a teenager whose dad contacted him for help. Someone who said he was a teenager in India emailed me recently about his concern that he was accessing porn too much online, that it would hurt his future prospects. I've seen and linked to news reports of "videogame addiction" in South Korea and counseling centers established to help addicted players. Just a few examples.

One thing's for sure: Social networking sites and all the good and bad happening in them are certainly international. India has nearly a dozen social-networking sites and 1.2 million bloggers (compared to China's 19.9m, Japan's 10m, and the US's 50m), India's Economic Times reports; Japan's Mixi recently had a $1.8 billion IPO; Cyworld has saturated the teen and 20-something market in South Korea and its diaspora, so it launched a US version this past summer; LunarStorm reached the saturation point in Sweden (reportedly 90% of Swedish h.s. students) and launched a UK version - and on and on. So all the stuff that's causing worries here in the US, from bullying to piracy to PC security, is causing similar ones in other countries.

You've written a book specifically addressing adult concerns about MySpace. Why do you think social network sites like MySpace have sparked such anxiety? How real are the dangers that are being claimed?

For grownups, MySpace kind of came out of nowhere. It wasn't just for teenagers, of course (only around 20% of its users were teens), but to any parent who knew about it, it was a teenage thing, and my guess is teenagers weren't inclined to tell their parents about this new hangout if they didn't have to. So I don't think it was really on the radar for parents until it was all over the news media as a dangerous place where "predators" could contact their kids. An AP story out of Connecticut last February reported that "at least seven" girls 12-16 had been "sexually assaulted by men they met through the popular Web site MySpace." As far as I could tell following the news coverage closely, parents were hearing nothing about MySpace or social networking that wasn't at least negative, and some of it was really scary. It was that combination of a totally new thing adults knew virtually nothing about and very negative news coverage that sparked such anxiety, I

think. Then, too, there was the '06 election; politicians stood to benefit from saying they would act on those fears. It was, you might say, a "perfect storm" of parental-concern creation. By May, when our publisher, Peachpit Press, asked us to write the book ( My Space Unraveled ), there simply was no balance to the public discussion. We wanted to offer some balance - share the views of teens, researchers, children's advocates, and law enforcement people who understood social networking; encourage parents to check MySpace out themselves with simple step-by-step instructions; and explain the actual risks and the research.

How real are the dangers? There are dangers in social sites for out- there, risk-seeking people just as there are for them in "real life." As Janis Wolak, one of the authors of both of UNH's studies about child online victimization, told me last spring, "Basically, what puts kids at risk is when they talk about sex with people they meet online, and the vast majority of them don't get involved in that kind of situation." The first study was the widely misrepresented one about "one in five children" being sexually solicited online that, when actually read, said that "none of the solicitations led to an actual sexual contact or assault" and many of those solicitations came from other teens. The second study found the number of solicitations had gone down, to one in seven, but - though published this past summer - the survey was conducted before social networking took off. So even the second study from the Crimes Against Children Research Center at UNH wasn't about social networking. What these researchers have found in other studies, though - as Janis indicated - is that it's the young people responding to and seeking out sexual contacts with strangers who are at risk.

Most of the research we have so far - or the most publicized research - is about exploitation of online kids by adults. That's important research to have, but it's only part of the picture. We know almost nothing yet about child and teen behavior on social sites, good and bad, or about the impact of online socializing, media-sharing, social-producing, or creative networking. In our book I call it "collective self-expression," this social aspect of all the mashing-up and remixing that's going on with digital media, and I think it's fascinating. I think it's kind of in its infancy, and we have so much to learn about and from it. In any case, a much more complete picture is needed before any conclusions can possibly be drawn, I feel.

But I digress. ;-) There are other "dangers," depending on a person's definition. Certainly some parents would define exposure to nudity or sexually suggestive content as a danger, and there is definitely greater risk of that than sexual predation in social sites. MySpace says it's deleting x-rated content as it finds it, and it has both scanning technology and staff dedicated to finding and deleting it, but users are posting and finding it. The general Web itself, though, is known to have much more hard-core content than anything I've seen on MySpace, if kids are seeking it out.

The risks that I suspect will affect most young social networkers, though, fall under the very large category of bullying, or social cruelty, which parents and kids have probably always dealt with and always will. Since school social life has moved online, so have bullying, gossip, harassment, etc., and they can be particularly insidious online because the behavior can go on 24x7 and be anonymous. Kids and teens often don't think about the implications of their actions because that part of the adolescent brain, the prefrontal cortex, is still in development, so they can impulsively post text and other media about themselves and others and not be able to control the outcome (see my comment above about the teenage girl emailing sexually explicit photos of herself to a boyfriend). Digital media, parents too need to know, can be cut and pasted into Web pages, attached to IMs and emails, and shared on file-sharing networks - they usually can't be taken back. This, to me, is a real risk that I've been telling parents about in NetFamilyNews for years.

Your site monitors legislation designed to "protect" youth from various perceived dangers of the new media landscape. What do you see as the most pressing trends in this area as we enter 2007?

Better-written laws that reflect understanding of the Internet and its users! Most disturbing to me was the now-defunct Delete Online Predators Act, written before hardly any research had been done on the impact of the social Web on the people it was purportedly written to protect.

The metaphor that occurred to me as I was writing a chapter of our book was Penn Station in New York. A tourist walks into that giant, confusing, fast-paced, populated space at rush hour and feels a sudden urge to look for the nearest exit. That's most adults' first experience of MySpace. But like a MySpace user going straight to his or her page, a commuter just heads to his usual platform, gets on the train and goes home. He doesn't remotely see what the tourist finds so daunting. This is changing now, I think, but when we were working on the book last summer, the tourists were in charge of the entire public discussion; legislation was being written by the tourists! For a balanced picture and sound solution development, we've got to have the commuters' perspective too, I think.

Some parents argue that when in doubt, they should simply prohibit social networking sites. What's wrong with this approach? What do you see as positive about social networking sites?

I don't think prohibition is possible, at least it'd be even harder now and with the Internet than when it was given a serious try in the 1920s and '30s. I talk about this above - it's too easy for kids to "go underground" online, with all the free accounts available to them in sites parents have never heard of, proliferating wired and wireless access points, and new Net-enabled products constantly arriving on store shelves.

We're only just beginning to see the positives, with research like that funded by the MacArthur Foundation. But I think we'll discover many positive developments involving digital media and socializing online. I think of how the Rock for Darfur profile got started on MySpace (see this on "Powerful Change Agents ); of a woman I just met in an airport whose teenage granddaughter first started publishing her poetry on MySpace and has since won a prize for her work; of the ski videos my son shoots, edits, and posts at Newschoolers.com and YouTube.com; of the html and other software code kids are learning while embellishing their pages in social sites; of the youth social activism being fostered at YouthNoise.com; of all the future professional writers who got their start vying for and trying to hold their peers' attention in their daily blogging; of the garage bands that wouldn't otherwise be finding fans and signing record deals.

I often receive letters expressing concern about addiction to digital media. Is this a realistic concern and if so, what steps should parents take if they fear that their teen may be addicted to games, social networks, or other digital media?

I'm not really qualified to answer that, but the question of whether there is such a thing as Internet addiction is getting more and more attention in the medical field (and coverage in the news media). In November the Washington Post took an in-depth look at the subject , reporting that an international neuropsychiatric medicine journal published a study that "claimed to be the first large-scale look at excessive Internet use," and "the American Psychiatric Association may consider listing Internet addiction in the next edition of its diagnostic manual." I just talked with a 16-year-old in New York State who loves playing World of Warcraft (a massively multiplayer online role-playing game) and says he spends 3 hours a night on school nights and 5 a day on weekends playing it, but - from communicating with both him and his librarian mom (who sounds like a great mom) - it doesn't sound like he's addicted. His mother says she's not thrilled by the amount of time he spends in WoW and his grades have gone down a bit, so there will probably be some repercussions, but there are things about his experience with the game that she likes too.

"Game addiction" is coming up more and more. South Korea opened its first game-addiction treatment center in 2002, and the Washington Post reported last June that the country had just launched a game addiction hotline. Europe's first game addiction clinic reportedly opened last summer in Amsterdam (here's an item I ran on it last June last June ).

How much should parents know about the online lives of their youth? Is there a point where adult supervision becomes intrusive?

I do think parents need to know enough about the online part of their children's lives to feel assured that it's safe and reasonably constructive. The best gauge is probably how much parents feel they need to know about their kids' offline social lives. The online part is just as individual. And it changes as young people mature, right? The responsibility for staying safe and assessing risk increasingly shifts from parent to child as the latter grows; that's no different in their online lives, I'd say.

I think there can be a point where adult supervision becomes intrusive, but it's different for every child. Some parents seem to want to remove all risk from their teenagers' lives. So - having heard from a couple of researchers that risk assessment is one of the primary tasks of adolescence and having quoted them in our book - I later asked a prominent pediatrician what he thought about this risk- removal tendency, and he very definitely said we're doing our children a disservice if we don't let them do that assessment work that helps develop their brains.

Much of the legislation that seeks to "protect" youth gets argued on the basis of protecting childhood innocence and yet gets applied to regulating the conduct of adolescents. What role should an understanding of child development play in developing meaningful response to the online lives of our offspring?

My co-author Larry Magid recently quipped that the Delete Online Predators Act was more like the Delete Online Kids Act - in the sense that it would've done nothing to "delete" predators but rather focused on banning kids from social sites in schools and libraries. The legislation that Sens. McCain and Schumer just announced they would be introducing this year is clearly aimed at keeping out predators, because it would require sex offenders to register email addresses and other online contact information in addition to offline data such as phone numbers. This makes sense if it succeeds in extending existing child-protection law into cyberspace. It seems based on what is already known and understood, but I still think more child-development expertise needs to be folded into the public discussion and lawmaking. These have been dominated so far by law enforcement and research on criminal behavior online. There are some wonderful cops out there doing fine child-protection and online-crime-prevention work, but we do badly need to broaden and balance the discussion. For example, state attorneys general have called for age verification of minors in social-networking sites, but they haven't seemed inclined to entertain a full discussion about the implications for children's privacy, and the subject of social networking became so negative and associated with predators late last year that social-networking companies were reluctant to take any position on best practices that might counter-balance politically based regulatory efforts.

Should I Cornrow My Beard? and Other Questions at the End of 2006

This will be my last blogpost of 2006. By agreement with my family, I am going to take next week off, spending as little time online as humanly possible, and relaxing after the end of a term which has included at least 16 talks outside my home institution (and quite a few inside) as well as a period of six months during which I have made more than 165 blog posts. I think I have earned a short break. But have no fear, I will be back ready and rearing for conversation by early next year. I've already lined up some great interviews and have some cool topics in mind. There will also be some cool new announcements from the Comparative Media Studies community. Never a dull moment around here. I want to use this last post to provide a few updates and announcements -- especially concerning the podcasts of our events --- and then share a few thoughts about my recent venture into Teen Second Life thanks to the help of Barry Joseph and the other fine folks at Global Kids. (And I promise to answer or at least explain the title question by the end of this post).

CMS Announcements

We now have all but one of the webcasts of the Future of Entertainment conference up on line. That last one should be up soon.

We promised a while back that we would have a webcast version of Jesper Juul's talk, "Half-Real: A Video Game in the Hands of a Player" and that podcast went up earlier today. We are experimenting here -- and in the Futures of Entertainment content -- with video podcasting. All feedback on these efforts would be welcome.

I wanted to flag an upcoming event. For the past eight years, the MIT Comparative Media Studies Program has worked with Sony Imageworks and various local games companies to produce a workshop on Transforming Traditional Media Content into Nonlinear and Interactive Formats. The course, in the MIT context, runs intensively for five days during a week in January. I run this workshop in collaboration with Sande Scoredos from Sony Imageworks. This year, we will be assisted by Ravi Purushotma, the technological advisor to the Education Arcade.

The dates for this year's event will be Jan. 29-Feb.2.

Our students include undergraduate students from MIT and Wellesley College, graduate students, visiting scholars, staff, and other members of the MIT Community. While we offer a limited amount of academic credit for participating in the program, most of our students opt to do it purely on a volunteer basis. We also would welcome outside participants. If you are interested in joining us, contact me at henry3@mit.edu. More details will be coming early next year.

Now About the Beard.

From the start, my beard seemed to be the object of fascination and speculation among the teens at Second Life. Barry Joseph told me about this interest following my participation in the MacArthur Foundation's announcement event earlier this term. And it was one of the reasons why I wanted my own avatar so I could enter Second Life and interact with these youth. One of them wanted to know how long it took me to grow my beard. In truth, that's not an easy question to answer. I have had a beard since I left the University of Iowa to start my PhD work at the University of Wisconsin. This means I have not shaved it off completely in almost 20 years. We have watched it grow from black to salt and pepper to grey over that time. Yet, since hair continually replaces itself, it is hard to know how long I have been growing the particular beard follicles which are currently attached to my face.

At one time, we even jokingly discussed making my beard available for distribution on Second Life, though so far this hasn't happened. Part of the issue is to figure out which beard length might be most popular -- the tightly trimmed Henry beard at the start of the term or the long and shaggy one by the end when my schedule has kept me from getting to a barbershop for a trim.

Last Wedsday night, I made my live public appearance on the Global Kids island in Teen Second Life to talk about games, learning, and popular culture. I wasn't surprised when one of the first questions I got asked was when and if I would have my beard put up in cornrows. It is an interesting question -- and one I am pondering deeply as I enter into the Holiday season. So, here's the heart of my response: I welcome any and all attempts to digitally doctor photographs of my beard. I especially throw this out as a challenge to teens in Second Life. If you want to use Photoshop to cornrow a picture of my beard or if you want to fix the beard on my avatar to have a funkier do, then it's fair game. And I promise to share the results here on the blog early next year. Think of it as a technical challenge: how to cornrow Henry's Beard.

My students have long tested their skills against the iconic quality of my persona --dressing up in Henry's costumes (complete with "suspenders of disbelief"), using Barbie Fashion Designer to put me in drag, doing graffiti on photographs of my bald head. So I welcome anyone from Teen Second Life to do their stuff!

How's this for the perfect narcissistic scenario: Last Saturday, I tried out my new avatar for the first time by beaming myself onto a desert corner of the Global Kids Island. I was going to stay for just a minute, try to work through some of the control mechanisms, make sure the connection works. There was no one else in the entire world that I saw on the screen. And then, out of nowhere, someone walks up and says "Are you really Henry Jenkins?" It turns out to be Mariel, a teenaged girl from Mexico City, who has been using some of her work for a school assignment. So, here we are: only two people in the whole world on a Saturday afternoon and one of them turns out to be a fan! It's probably the only time in my life that I hit 100% market recognition! It turns out that Mariel, who introduced me at the event on Wedsday, and asked really probing and intellectually sophisticated questions, is one of the closest readers of my work I've met in some time.

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People have asked me why I wanted an avatar for my appearance on Second Life. This goes back to the meaning of the word, Avatar, which is a metaphor which has gotten lost as the word has taken on such common usage. Here's what Wikipedia tells us:

In Hindu philosophy, an avatar, avatara or avataram (Sanskrit: अवतार, IAST: avatāra), most commonly refers to the incarnation (bodily manifestation) of a higher being (deva), or the Supreme Being (God) onto planet Earth. The Sanskrit word avatāra- literally means "descent" (avatarati) and usually implies a deliberate descent into lower realms of existence for special purposes. The term is used primarily in Hinduism, for incarnations of Vishnu whom many Hindus worship as God.

I remind us of this meaning half-ironically. I don't mean to imply that I am somehow a divine being taking earthly form. Rather, I mean to critique what happens when adult speak to youth much of the time. I felt vaguely uncomfortable at the MacArthur event because we -- the panelists -- were speaking from another order of representation (cinematically) in a world occupied by virtual beings. I wanted to get down to the same level (socially, representationally) with the community I was talking with. I think this is a real issue. Too often, adults talk about kids, maybe even speak to youth, but they don't talk with them. And becoming an avatar seemed like the best way to signal my desire to speak on the same level with my audience. Anyway, it made sense to me.

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The whole experience was amazing. I will let you listen to the actual exchange which has been recorded and put on line if you wish. There's also a really wonderful video of highlights of the event which is now in circulation on YouTube. Frankly, I come off sounding much more coherent in the video than I did at the time. There was something truly overwhelming about the whole experience.

For one thing, I really am a newbie and so moving around in that body -- and indeed, remembering to keep moving -- was a challenge for me. At one point, I accidentally flew up, planted myself on the top of a sign suspended over the event, and couldn't figure out how to get down. I've had embarrassing experiences speaking before but none like that. At another point, I just slumped over in my chair because I didn't remember to keep poking at my avatar. There's a high learning curve here and doing your learning in public eye can be awkward. My students are talking about creating an animation sequence which has my characteristic hand gestures. Nobody has ever seen me speak for long without gesticulating wildly. I've got a ways to go before I blend fully and comfortably into my avatar but I was really taken with the sense of presence I felt interacting with all of the people attending the event from remote locations.

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I kept getting distracted by the sheer array of avatars in attendance -- characters from anime, dancing Pandas in Ninja costumes, a monster from Will Wright's Spore... At one point I made a reference to the struggles City of Heroes had with Marvel over the fact that players might use their character design tools to create a knockoff of the Incredible Hulk and then looked out a moment later to find someone in the audience had turned themselves into the Hulk. And I was blown away by the fact that my avatar has much better moves on the dance floor than I've ever managed to master. He's one cool dude and I am, well, not. So, all in all, it was an amazing experience but I was not at my most articulate as one thing or another distracted me mid-sentence.

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Thanks to everyone who made it possible and to everyone who turned out to enjoy the show. I hope to have more chances to interact in Second Life in the coming year.

And to all of you who have read and contributed to the blog this year, thanks -- and best wishes on the holiday season.

The Independent Games Movement (Part Five): Interview with Eric Zimmerman

A while back, I ran a series of interviews with Manifesto Games's Greg Costikyan (Part One, Part Two) and Indiecade's Stephanie Barish (Part One, Part Two) talking about the current efforts to spark an independent games movement. Both of them offered some unique perspectives about what independent games are, why they matter, how they fit within the current games culture, and what steps need to be taken to promote more experimentation and innovation in game design. I plan to continue this series from time to time with other interviews which showcase innovators, experimentors, and entrepreneurs who are helping to build the independent games movement. Eric Zimmerman was the person who introduced me to the concept of an independent game some years ago and his work for GameLab consistently embodies for me the experimental mindset I associate with this particular category of cultural production. I run into Zimmerman four or five times a year at various conferences and consistently find him an engaging personality and a lively thinker. As long as I have known him, Zimmerman is someone who has consistently pushed us to broaden our definition of what games can do and who has proceeded to prototype, build, and market games that expand our conception of this still emerging medium. Eric Zimmerman would rank high on anyone's list of the top game theorists -- Rules of Play remains probably the best book written to date about game design and is rapidly emerging as perhaps the most widely taught text in the emerging field of games studies. What gives his ideas about game design such credability is the ways he has put them into action, working with his smart team of fellow designers, through projects like Arcadia, Diner Dash, Loop, Blix, and Sisyfight 2000, among other Game Lab titles. Every Gamelab game has a point -- as we discuss here -- an underlying theoretical question which drives the design process. Each one contributes something vital to our understanding of the medium as well as illustrating that there are a whole lot more different kinds of play and fun that the marketing department of Electronic Arts might care to imagine. The GameLab titles are the best case I can imagine for the value of producing and distributing games outside of the major studios. I will be running this interview over the next two days. The first part deals mostly with the issue of independent games and with the ways GameLab approaches its business. The second part digs deeper into the Game Designer project which Zimmerman is developing with Katie Salen and James Paul Gee -- which promises to be a significant part of the new Digital Learning and Youth project recently launched by the McArthur Foundation.

You have been a longtime advocate of the independent games movement. How do you

define independent games and what do they bring to games culture?

The idea of "independent games" is a slippery but important concept. I think there are a number of ways to consider what they are - I like to use the notion of independent film as a way of thinking through what indie games might be.

On the one hand, it's possible to think about independent film as something which is small-scale in terms of scope of production - a homemade film project on a shoestring budget, as opposed to a major studio release. Related to this is another definition of independent film, which refers to the ways that a movie is funded and distributed - perhaps funded through an arts grant, and distributed via festivals, instead of more mainstream means. Lastly, an independent film might be seen as something which questions the conventions of mainstream cinema through its form or content - from avant-garde experiments to political documentary.

There are other ways of conceiving of independent cinema as well, but these three (production, business, & design) help describe some of the challenges of creating independent games. The game industry is a cultural field that is currently dominated by large-scale games that cost $10 to $20 million or more to create, games that are funded by large corporations, distributed through the bottlenecks of retail, and are largely genre-generic titles. At Gamelab (a company I founded in 2000 with Peter Lee), we try and address these questions, making small-scale experimental games that are still commercially viable.

To me it is less important to define exactly what independent games are and instead figure out how to create innovative games that expand the boundaries of digital games, a form of culture that is only a few decades old and still has vast spaces for experimentation and invention.

What do you see as the major factors enabling or hindering the emergence of the

independent games movement at the present time?

We are more or less stuck in the middle.

It is certainly possible to create new kinds of games through traditional big-money funding and major studio production - Will Wright and his very large team at Maxis are doing some fantastic work along those lines. On the other hand, there are plenty of players and amateur designers creating levels and mods, and games as a form are great at engendering this kind of productive fan culture.

But at my company Gamelab we've chosen a middle route. For our purposes, as a studio with a staff of 35, we need to figure out how to make independent games that are in the middle between huge retail titles and freeware fan culture and still be commercially viable. To solve this problem, we've been attacking it from all the angles I mentioned in my response to the first question - how to keep games small but something that will still generate revenue; how to get these games funded and distributed; and how to explore new kinds of content, aesthetics, and gameplay.

There aren't any easy answers. For example, some look to the business model of downloadable games. [Sometimes called "casual games" - although I personally despise that term, as what musician would say that she creates "casual music"?!] The model of downloadable games seems promising - at first. It allows smaller games to be distributed to a very large audience over the internet. However, the major game portals are surprisingly conservative about what they will put up on their sites. And as a whole, downloadable games are generally quite generic and often shameless clones of other games - hardly a burgeoning sector full of gameplay innovation and cultural insight. Right now there aren't any perfect contexts for independent games.

On your website, you suggest that project-based funding may be a key economic

model for the independent games movement. Explain. What does this mean and how

does it change the way games get made?

Well, at least it sounds good on paper!

Generally, a game development company like Gamelab does not have the money to pay for its own games to be created. The most traditional route for finding this money would be for us to work with a publisher, who funds our games, and then also markets and distributes them. Because of the nature of most game publishing contracts, it is difficult for developers to earn healthy royalties from this kind of deal, even if a game is successful.

Another possibility would be getting venture capital investment, in which individuals or organizations invest in the company, and then own a piece of it. The hope of the investors is that the company will go public (which is unlikely for a game developer) or be purchased by a large publisher or other company (somewhat more likely). We have resisted this scenario so far because our independence is important to us - becoming the kept studio of a large publisher would curtail the kind of experiments we want to explore.

So working with Ruth Charny, an independent film producer, we cooked up a third option, which is project-based financing, a funding model borrowed from the film industry. In project-based financing, investors invest only in one project, or possibly a slate of projects, rather than in Gamelab as a whole. They earn back their money (and hopefully some profits) directly from the revenue the games generate. Gamelab in this scenario is acting like the publisher, marketing and distributing the games.

We have gotten three downloadable games funded in this manner, each with a different partner. We are working with NYC-based animation studio Curious Pictures to create Out of Your Mind, a game about little creatures inside everyone's heads; an individual investor funded a game called Work, a parody of office life; and we partnered with LEGO to create an original, somewhat psychedelic game called LEGO Fever.

Luckily, the process of distributing downloadable games is much easier than distributing them through retail, so it is something that Gamelab can manage on its own - although we will also be working with partners to get the games on cell phones and in retail boxes. It has been difficult to find project-based investors, however. My feeling is that in 10 or 15 years, when there are enough wealthy people that believe games are an important cultural form, we'll see a boom in independent games. Right now, however, the people that invest in independent film aren't gamers and don't see the glamour or importance of games.

We recently participated in an online forum discussing whether games are art.

You offered an interesting response, distinguishing between design and art.

What do you see as the value of understanding games as a field of design? Why

do you resist the concept that games might be considered art?

Henry, Henry, Henry...! I don't resist the concept that games might be considered art. I resist the naïve way that most game developers themselves conceive of the concept of "Art." I recently attended a think tank-style weekend gathering that included many amazing game developers. As we discussed the future of game design, a common note in the conversations was a lamentation of the eternal, oppositional relationship between art and commerce.

Even a little study of art history reveals that for the past 500 years (at least!), the creation of culture has been intimately intertwined with economics. Although today's game developers work with cutting-edge technologies, they cling to a pre-Modern, Romantic idea of cultural production, one that I believe hampers the creation of games that are more relevant to our contemporary times. Games don't have to be self-contained Renaissance windows into coherent narrative universes. In fact, play is always already self-referential and metacommunicative (referencing Gregory Bateson).

For me "design" (instead of "Art") is a way of thinking about game creation that sidesteps these thorny issues. Design in my mind is associated with problem solving rather than with the expression of the artist's inner life. It is also a mode of cultural production that acknowledges the importance of integrated research and an iterative, playtesting-based process. The naïve version of "Art" too often implies a solitary visionary being internally inspired, something at odds with a healthy game development process.

But ultimately the distinction between art and design is more of a tactical one for me than a definitional one. I want to see game developers creating games that can speak to our times, and I don't think that will happen as easily when they are operating from outmoded cultural models.

Most of your games seem to emerge, in part, from your group's interest in experimenting with the basic building blocks of games. Walk us through some of the thinking behind your most recent games --Plantasia and Egg vs. Chicken. What ideas drove this design process?

I'll do even better and talk about a couple of games that we are about to launch - Arcadia Remix and Out of Your Mind (a game I mentioned earlier). You are definitely right that often our design focus at Gamelab has to do with investigating the "core mechanic" of a game - the repeated action that forms the heart of the interactivity. That's in part due to the fact that because of the downloadable business model, we make small-scale games that need to "hook" players with an addictive play mechanic.

Arcadia Remix , published by VH-1, is a redesign of a small game we did a few years ago, Arcadia. (Henry, I believe you've actually written about Arcadia.) Arcadia Remix is made up a series of tiny, very simple games that are all played at the same time. The mini-games are incredibly straightforward - actually bordering on boring - but playing several of them simultaneously becomes quickly challenging. The play emerges as the player manages her own attention to the different games, with strange, syncopated rhythms evolving from the overlapping play patterns. It's also an interesting game because the mini-games are all parodies of classic Atari-era games, and so we're appropriating our own history as the cultural and formal building blocks for the experience.

Out of Your Mind is a somewhat perverse and silly game in which the player works in a brain spa, removing nasty little creatures called Nega-Tics that live in our minds and cause bad behavior. In this case, the gameplay involves drawing lines with the mouse to spear the creatures and remove "brain gunk" by looping around sections of the playfield. The interaction consists of making quick and elegant gestures with the mouse, as the player's cursor swoops and loops through the space. Again, this kind of play pattern is something we haven't seen in other games.

There are many ways to innovate on the level of game experience. Often, game developers try to create new kinds of stories, content, and aesthetics for their games. In addition to these vectors for innovation, we try at Gamelab to invent new ways to play, which means focusing on new kinds of play mechanics, game logics, and interactions. Both of the games I mentioned will be available for play by the end of January.

The Independent Games Movement (Part Six): An Interview with Eric Zimmerman (Part Two)

Yesterday, I ran the first of a two part interview with Eric Zimmerman, game theorist, designer, and teacher, during which he spoke at length about his vision for the Independent Games movement and the ways that his company, Game Lab, has developed distinctive and original content. Today, I shift the focus onto some of the public service aspects of Zimmerman's work, especially in his efforts to promote games literacy. Across the term, I have been sharing with you some news about the MacArthur Foundation's 50 million dollar commitment to exploring youth and digital learning. Our own Project NML is part of this effort as was the white paper I published on the social skills and cultural competencies young people need to participate meaningfully in the new media landscape. Another dimension of this effort is the Game Designer Project, which Zimmerman is developing in collaboration with Katie Salens and James Paul Gee. I got a chance to see some early prototypes of this project at the Serious Game Summit in Washington DC earlier this term and was blown away by the wit and imagination, not to mention the pedagogical sophistication, which is informing its design. As Zimmerman discusses below, this is an attempt to use the game platform as a vehicle to teach students about the design process. The goal is not to turn young people into game designers but rather to use the design process to help them to think critically about games as a mode of experience.

In a recent interview on this blog, Greg Costikyan commented, "Consider Eric Zimmerman. He's found a viable niche doing casual games, and his company, Gamelab, does some excellent ones. But Eric is a -gamer- at heart, and while I imagine he's happy enough developing games for an audience (middle-aged women) that prizes games of types very different from those he himself loves, I'm sure he'd much prefer to be developing games of greater cultural significance and intellectual merit. In other words, if he could make as much money doing a game that appeals to people who have a passion for games, rather than for those who view them as light entertainment, I'm sure he'd be happy to. But he also has a payroll to make, and there's demonstrable money in casual games, and indie games are pretty much unproven as a market." Do you agree or disagree with that description of the context within which you work?

God bless Greg Costikyan (and I mean that in the secular, idiomatic sense).

Greg is half right. While Gamelab strives to have every game we make be in some way innovative, I believe we are just scratching the surface of the tip of the iceberg in terms of the kinds of games that could be made. So of course I would love to be doing more radically experimental and unusual work, in terms of gameplay and interaction, narrative and cultural content, contexts for play, audio and visual aesthetics, etc. In this sense, yes Greg, I'd like to be doing more than I am. But when I look around at all of the game companies out there, I'm very happy with what we are doing at Gamelab and I don't think there is another place I'd rather be.

But I certainly wouldn't frame these issues as Greg does. For example, I wouldn't describe the work I want to do as my own personal desire to make games that I want to play. As a designer, I like solving design problems, which doesn't merely mean making games that are fun for me. And even if it did, the intrinsically collaborative nature of game development means that a game is the product of many people's desires, not just those of a single author.

Greg is also certainly over-generalizing the online game audience. Online games include far more than the "middle aged woman" stereotype he invokes. I'd much rather be making games for the Internet, as the players there are vastly more diverse than for consoles and PC retail games. I can say with confidence that the two games I described in my response to the last question, Arcadia Remix and Out of Your Mind, are not designed just for middle-aged women.

Lastly, I would hesitate to set up an opposition between running a business and "creativity," something implied in Greg's quote. Part of what we are doing at Gamelab is not just engaging with design questions, but engaging with questions of funding and producing and distributing our work as well. And Greg's company Manifesto Games is certainly doing this too. The fact that there are still so many unanswered questions about games - in terms of design, culture, business, etc - is what makes it so exciting to be working in the game industry right now.

Tell us something about the Game Designer project. You hope to help young people develop an understanding of the game design process. Why? What do you see as the benefit of everyday people understanding games on this level?

Game Designer is a project funded by a MacArthur Foundation grant in partnership with Jim Gee's research group at the University of Wisconsin-Madison. Game Designer will let junior high and high school students learn about game design by creating and modifying simple games. However, the point of the project is not to train future game designers. It is to engender media literacy.

Our position is that there is an emerging form of media literacy that we sometimes call "Gaming Literacy." Gaming Literacy has to do with information management, understanding complex systems, social networks, a critical design process, and creativity with digital technology. Increasingly, this new form of literacy will be crucial in the workplace and in our social and civic lives. The process of game design, which combines mathematics and logic, storytelling and aesthetics, writing and communication, systems and analytic thinking, among other elements, is one of the best ways of engaging with this form of literacy.

Katie Salen here at Gamelab is leading the Game Designer project design and working directly with our academic partners, who are focusing on research, pedagogy, testing, and assessment. Game Designer is not an open-ended prototyping tool like GameMaker - it is a guided, scaffolded experience that teaches game design concepts. So it is important that the instructional components of the project are really well-tuned. Right now there is nothing like Game Designer out there - and from kids' reaction to our prototype testing, it may be a very popular application.

One obvious analogy might be to Scott McCloud's Understanding Comics, which translates the theory of comics into a graphic novel format. What do you gain by exploring the mechanics of game design through a game as opposed to a book

like, say, Rules of Play?

I hadn't thought of that analogy, but I like it! Thanks for the generous comparison.

Game Designer in some ways is an extension of Rules of Play, in which Katie Salen and I tried to establish a set of concepts for the practice and theory of game design. But that textbook is really designed for a university classroom - a very different audience and a very different instructional context than Game Designer!

One of the reasons why Game Designer needs to be embodied as a game creation application, rather than just as a book, is because one of our emphases in the project is on the process of game design. Interacting with Game Designer won't be just about making games in and of themselves, but will involve sharing them online, having friends playtest your games, as well as writing critical reviews of your games and of others' games. We want to borrow some elements from the practice of game design, because this process also embodies the kind of literacy we want to teach.

You announced at the Serious Games Summit the launch of a new nonprofit entity. Explain how this group will be related to Gamelab and what its goals will be?

We're still in the process of forming the nonprofit, so I can't say too much just yet. But the organization, called The Gamelab Institute of Play, is dedicated to the idea that playing, understanding, and creating games is an important learning experience. Rather than focusing on "serious games," the Institute of Play consists of programs and experiences that turn players into designers, letting them learn about and create games both on and off the computer. A close relationship between the new organization and the commercial game studio Gamelab, will also allow for new kinds of collaborations across the for-profit and not-for-profit divide. We're pretty excited about the Institute of Play! Expect to hear more about it this Spring.

There has been a lot of debate this summer about the value of games criticism and whether the field needs strong and recognized critics who might cultivate the audience for more innovative games. What do you, as a game designer, see as the role of the game critic?

Sorry to hear I missed that debate! Where and when did it happen?

I certainly agree that there is a role for game criticism, as one piece in the puzzle of growing what games are and what they might be. Education and the scholarly study of games is another piece. As are many of the design and business issues I have mentioned here. In many ways, the role of the critic binds all of these diverse elements together. The critic needs to have some kind of scholarly background, although she isn't necessarily writing for an academic audience. The critic has an educational function, although he isn't a formal instructor. And the critic needs to understand the design and business of games, even though the critic isn't selling or creating them.

Critics serve many roles for those of us working in the industry. We're usually too busy to be reading everything out there, so critics are important sources of information about what is happening. Critics also reflect audience opinion, giving us a sense of what our fans might be thinking. They also of course help generate audience opinion, giving us a way to reach our players. At their best, critics can raise issues and concerns about what, how, and why we are making games that we in the myopic industry might not ourselves see.

Props to the critics.

Grafitti as an Exemplary Practice?: Tats Cru

lloquium series featured a program about the production of Zigzag, the new video podcast which seeks to capture and convey some of the many fascinating aspects of life at MIT. This week's edition features a profile of the New Media Literacies Project. The video includes footage of several of our graduate students setting up to interview my colleague Beth Coleman for a forthcoming entry in our exemplar library project which will deal with DJs and music remixing practices. The center piece of the documentary, however, deals with the most recently added film in our collection which deals with the New York based Graffiti group, Tats Cru. This is a segment that cuts close to home for me. Indeed, many of the interview segments were shot in my living room. As some of you know, I am proud to have spent the last 12 years of my life as housemaster of an MIT dormitory known as Senior House. (Contrary to the name, the community includes a full range of undergraduates -- frosh to seniors -- and houses many of those at MIT who are interested in alternative cultures.) Tats Cru came to MIT in part at the request of our graduate resident tutors, Andrew "Zoz" Brooks who wanted help constructing a mural which would pay tribute to "Big Jimmy" Roberts, a long time night watchman who was much beloved among our residents and who passed away a few years ago. Our students have raised more than 50,000 dollars to create a scholarship in Big Jimmy's honor but they wanted an icon to help memorialize his role within the dorm. Since he worked between two dorms, the agreement was that they would paint a mural on canvas that would be portable and could spend part of the year in each location. Tats Cru came to MIT through help from the Creative Arts Council and Michelle Oshima and worked with our students to produce something that was worthy of Big Jimmy's memory. While the group was on campus, the graduate students on Project NML also filmed the production of the mural and conducted interviews to help explore graffiti as a form of creative expression.

The story of Tats Cru is a fascinating one: a group of former street artists who have become known around the world for their murals and graffiti, who work with local communities to create memory walls and who work with corporate clients to support their branding efforts. It's hard to pick any group of artists who better embody some of the contradictions which surround graffiti as a form of creative expression.

Grafitti is often discussed in terms of personal expression -- leaving one's own distinctive mark on the environment -- yet it also depends heavily on the trust and collaboration that emerges within the members of a particular Cru. Most of the exemplars so far have focused on individual artists. We very much wanted to examine here what it was like to produce art within a collective:

Nicer: Some of the things we use to do with the kids was: we'd have two guys working on the same name, and then I'll switch the papers and let them copy each other's work. And they would never get it the same. The way you do a circle is unique: it's your circle. No one else is going to copy it exactly the same. The way you create your own lettering, the way you sign your own name, even your signature or the way you write, it's so unique. It makes you an individual and you have to be proud of that.

Red: In this art form, from what I've learned, you gotta push forward. And you can't copy. I could sit there and try to copy Nicer's but it's not going to come out the same. I got to find my way and my defaults and push myself.

Nosm: Sometimes your brain is just empty, and then Nicer comes up with something: "Oh, I got this idea, I always wanted to do that." And then How comes to it and says, "yeah, we should add this and that." And then, next you see everybody's brainstorming, and we come up with a new idea for the mural.

Nicer: It's not any oil painter who can paint on the same canvas with another oil painter. And he'll paint something red and somebody else will go, "no, I want to change it blue." He'll catch some kind of fit, because he doesn't know how to work together with someone. Us, as a group, we've learned that already. And it hasn't been easy. There have been times when I've stepped back away from walls and looked and go, "wow, that red looks good." And then two guys will walk buy and one will stop and change it blue, and they'll walk away from each other. And I'll go, "uh, maybe it looks good blue." So I have to learn to trust their judgment. Because what better kind of artist can you get than a 6-headed, 12-armed monster artist?

Some of the best passages deal with the ways they seek inspiration from the culture around them:

Nicer: I grew up in a neighborhood in the '80s where there wasn't a lot of art programs. So I didn't have a lot of stuff to reference besides comic books. I would look at comic books and they would show me different colorings and outlines and characters and cartoons. And superheroes was a big thing to me. So I started young just tracing and drawing comics. As a teenager I started noticing some guys who were doing graffiti in my neighborhood, and they brought color to the walls: they would have fancy hand styles, and the lettering, the shapes, and the colors of their characters. So, I was drawn to it.

BG: It was already part of my neighborhood. That was, like, the culture. If you walked through the hallways, or walked through the streets of New York City, that's what you saw. And we took the trains, and you saw graffiti on the trains. So that was, like, the first opening of graffiti to me.

Nosm: I was born in Spain and grew up in Germany, and I've been in New York for about 7 years. Me and my brother was a little bit different because we started graffiti back in '88, '89. We saw a couple of books from New York, and we saw the movie Wild Style--it's a famous graffiti movie that is something like a documentary--and based on that, and based on our older friends who were tagging--that's like, writing your name all over the neighborhood--they were doing that and we just copied it. And after a couple of years we realized we could do more with it. Not only tags but also pieces, characters, you know, like faces and stuff like that.

Or consider this passage where Nicer talks about the ways that commercial art -- even advertising -- informs their graphic style:

Nicer: I get inspired by, like, looking at ads in magazines or just a stroll through a local supermarket. Look at the cereal boxes. Every cereal box has got funky lettering, and the coloring is bright, and it's calling the kids, "come eat me, come get me!" And if you look at the characters on these boxes, you know, like Captain Crunch and you got all these, like, Sugar Pops or... it's stylized for kids, but it's just fun. And sometimes we're looking for something fun to paint.

At the same time, they defend their work on the grounds that it introduces aesthetic experiences to people who would never feel comfortable just going inside a traditional art museum:

Nicer: I guess what we do is bring what's in galleries and what's in museums--which is art and color and technique and style--and we bring that to community walls or to neighborhoods that, you know, sometimes these kids in those neighborhoods never would have a chance to go see the MOMA or see the Louvre. So I guess, in a way, by us painting these murals in these communities is bringing a part of that art and culture into their lives.

Part of what's really exciting about these films is that they teach new ways of looking at graffiti as a meaningful form of cultural expression, providing illustrations of key terms and concepts from their world which will give students and teachers alike a vocabulary for talking about what's going on within this community.

Tats Cru doesn't engage in graffiti as a form of vandalism. Their art is authorized by the people who live in the communities being decorated. They often get invited in by the people who own the property to paint murals:

Bio: One of the big reasons that it started to gain popularity in the neighborhood was, it was a way to combat graffiti. Landlords and store owners were tired of going out on a weekly or daily basis to paint over tag signatures. But they noticed whenever we would paint a mural, it was colorful, it was attractive, but, I think, the selling point was that it would go untouched. No one would deface it or what have you. The other artists or the other graffiti artists would respect it. So they began to commission us in an effort to combat that problem.

Nicer: We sell space in communities. We find properties that are abandoned, or people are having problems keeping clean, and we make agreements with the property owners to let us use the space. And we'll keep the rest of the property clean or we'll pay rent on it. And then we'll go to these agencies and say, "listen, we have these walls." And we pick and choose what clients go on there. We're not going to go out and do tobacco or firearm companies, or big alcohol ads. We understand that, at the end of the day, we're the one's responsible for whatever images we put up there.

Yet, they also make clear that there are rules and ethical commitments even among those who produce unauthorized forms of graffiti:

Nicer: The rule is, the bigger, the more time it takes, gets the pass. So there's a pass you're given. Like if you had a throw-up, or two throw-ups and somebody did a simple style piece over it--which takes longer, there's usually like a few colors and fill it in, and an outline, and it takes more time and it's cleaner--so that stuff can go over throw-ups, because it takes more time and more skill. But if you did a throw-up over that, then you're gonna create a problem.

BG: Then you have a mural that will go over anything.

We understand graffiti to be perhaps the most controversial form of expression which we have explored through the exemplar library so far. Many see it as enhancing their community. Others see it as a form of visual clutter or as a form of vandalism. To help us better understand the controversy, we turned to a CMS alum Rekha Murthy, who did her thesis on the mediascape surrounding the Central Square area in Cambridge. Her work focused both on official media -- signage, newspapers, window displays in stores -- and unofficial media -- stickers, posters, handbills, and graffiti. We were lucky to have an expert within our own community who knew a great deal about the politics of street media. Here's some of what she had to say:

Rekha: It's illegal to poster or put stickers or graffiti in the city of Cambridge on any buildings or any surfaces without getting the approval of the city. So, obviously there's someone out there enforcing these laws. I would walk up and down the streets taking pictures for my thesis of different street media. And I would go back every couple of days or so and the whole streetscape would have changed. And I found this guy in the department of public works for the city of Cambridge, and he's actually very proud of his job.

And he said that he sees himself, actually, as helping free speech. The people who poster or who put this stuff up, you know the graffiti artists and sticker people, may just see him as someone who destroys. But he sees himself as keeping the streetscape clear so that more people can share it and more people can communicate.

There's something that I noticed in Central Square that really intrigued me. Something that I didn't go out to look for, but it kept coming back to me. And that was: people seem to respect what they like to look at. So it's not about what's legal or illegal all the time. Sometimes it's something grayer than that. You can't draw a line in it, you can't draw a box around it. It's just what people like or what the don't like, or what makes people feel OK or even happy, and what makes them feel like their neighborhood is going down the tubes.

There are people who set out to deface. There are people who really do vandalize. And they cost local business owners money. That said, there's this other group of people who want to self-express, but don't actually want to deface. And I saw in my research time and again that, some of the people that I spoke with said that they'd be perfectly happy to put art, if there were places on the streetscape that the city kind of made available. That, it didn't have to be unauthorized to be exciting or legitimate. That is just had to be in a place where people could actually see it, that implied it was being taken seriously, and that it was respected, and that there was something community about it.

We hope the documentaries will generate discussion about the borders between art and vandalism, getting people to think more deeply about what graffiti contributes to urban culture and how we might develop urban policies which support more forms of grassroots expression within our cities without necessarily bringing about property damage.

The interviews for this film were conducted by Henry Jenkins and Margaret Weigel. The documentary was edited by Neal Grigsby, a CMS graduate student, whose thesis work is focused on adolescence as a theme across many forms of contemporary media.

Catching Up: Mostly on Media Literacy

The New and Improved Henry Jenkins

I was so impressed by the experience of participating in the MacArthur Foundation's press event, which was partially held in the New York Museum of Natural History and partially held in Second Life, that I sought out Barry Joseph from Global Kids, an organization which regularly runs events through Teen Second Life, to see if there might be a way I could engage with their youth participants. My one concern, as a media scholar, had been that when we spoke in Second Life at the press event, we appeared as cinematic images and not as avatars.

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So, in speaking with Joseph, we decided that I should get an avatar if I was going to relate to the Second Life youth on their own terms. Joseph was nice enough to volunteer to get some members of his group to create an avatar for me. Apparently, some of the youth had expressed a particular fascination with my beard and therefore wanted to be able to reproduce it and share it with their friends. (I wasn't sure which Henry beard they wanted since mine comes in various lengths from trim to shaggy depending on what point it is in the term and how hectic my life has been.)

This past weekend, Barry wrote to introduce me to the second Henry Jenkins. I have to say that I bonded instantly with this frisky fellow.

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I have heard television puts ten pounds on you. It would appear that Second Life takes thirty or forty pounds off -- not to mention adding some of that vigor and vitality that has been worn away through many years of living the life of the jet setting academic.

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Barry says they had two groups work on constructing me an avatar -- a group of adults known as The Magicians and several teens -- 1000 Carlos and Nik385 Doesberg -- and then they combined the best features of the two for the finished product. Thanks to everyone involved. It's been years since anyone has drawn a representation of me that didn't consist of a series of circles -- the bald head, the glasses, and the round little tummy. Indeed, some years ago, a whole Kindergarten class made Henry Jenkins masks by gluing string to paper plates! Even then, my beard was the subject of considerable fascination.

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Barry and I are now working on the details of when and where I will be engaging with the Second Life Youth. I can't wait.

Media Snackers

Last week, I did a podcast interview with DK of the British media literacy group, Media Snackers. Here's how they describe their vision on their home page:

Remember the set menu of print, radio and television, delivered at specific times, for the masses and only in the ways the creators defined?

With the arrival of the Internet, digital TV, mobile phones, iPods, weblogs etc.--the media landscape has changed from the linear, to one of many layers, consumed by self-serving and empowered individuals.

Young people are the new 'WWW' generation--snacking whenever, wherever and whatever they like through the multi-channeled and many technological avenues available.

Creating as much as they consume--constantly hungry, always 'on' and totally self-serving!

The Media Snackers podcast series consists of ten minute conversations with leading media educators from around the world -- including, not coincidentally, one Barry Joseph from Global Kids (who always seems to be one step ahead of me!), Rob Williams, Benjamin Stokes, and a wealth of others from around the world. This is a great resource for ideas and insights into youth and new media.

There's also an excellent blog which includes some interesting discussion of major trends in this area. (I am certainly going to add it to my rss and blog list). Already, this blog has gotten me into trouble. They have a fascinating chart prepared by Gary Hays from Personalized Media, which shows the progression from Web 1.0 through to the future emergence of Web 3.0. I saw this chart the same week as The New York Times wrote an article claiming that Web 3.0 was right around the corner. Hosting a conference last weekend about the Futures of Entertainment, I couldn't resist leading our audience in a Countdown to Web 3.0 as a way of marking a transition from our own focus on social networks (web 2.0) into immersive worlds (web 3.0). I fear that this little stunt will follow me around for a while!

For the record, I am deeply suspicious of the whole Web 2.0/3.0 rhetoric. It implies dramatic breaks or ruptures in the media scene, when in fact, media change is gradual and there is a tendency for old media systems to linger even as new media systems are emerging. I do think that there are significant differences between the world of social networks and the world of immersive worlds. I have trouble imagining Second Life replacing all of the functions of the web, however, as might be applied by the Web 3.0 concept that seems to have taken root over the past few weeks. It is this idea of dramatic shifts that I was spoofing by doing a New Year's Eve style countdown to Web 3.0.

Learning Games to Go!

Finally, I wanted to share with you the latest podcasts produced for the Learning Games to Go Project -- a collaboration between the Education Arcade and Maryland Public Television. Previous podcasts have featured interviews with Scot Osterweill and the over-exposed Henry Jenkins. But, the newest one -- the first to include video content -- features Scot interacting with the CMS undergraduate and graduate students who are working on the Labyrinth game which I described here a few weeks ago. It gives you a real taste of the CMS community spirit as each of these creative individuals reflects on a toy or artifact that enabled playful learning and along the way give us a sense of what they didn't like about some of the educational games they played growing up.