Announcing Transforming Hollywood: The Futures Of Television

UCLA School of Theater, Film and Television

and

USC School of Cinematic Arts

Announce

Transforming Hollywood: The Futures of Television, April 4, 2014, UCLA 

Co-directors:

Denise Mann, UCLA

Henry Jenkins, USC

Presented by the  Andrew J. Kuehn  Jr. Foundation

Media Sponsor: Variety

Friday April 4   2014

James Bridges Theater, UCLA

Conference overview:  This year, the fifth installment of Transmedia, Hollywood has been given a new name—Transforming Hollywood: The Future of Television—to reflect our desire to engage more fully with the radical changes taking place in the American television industry for creators, distributors, and audiences. When future generations of historians write their accounts of the evolution of the American television industry, they will almost certainly point to the 2010s as a moment of dramatic change: we've seen the entry of Netflix, Hulu, Amazon, and YouTube as major players shaping the production of original programming, gaining critical praise, courting industry awards, and perhaps, most dramatically, starting to compete in terms of number of subscriptions to the top cable networks. We've seen Kickstarter emerge as an alternative means for "crowdfunding" television content, allowing fans to exert a greater role in shaping the future of their favorite series. We've seen a continued growth in the number of independent producers creating and distributing their content through the web. And with these other changes, we are seeing the industry and academia struggle to develop new insights into what it means to consume television content in this connected and yet dispersed marketplace. This conference will bring together key creative and corporate decision-makers who are shaping these changes and academics who have been trying to place these shifts in their larger historical and cultural contexts. What does all of this mean for those of us who are making or watching television?

For more information, see:  http://www.liquid-bass.com/conference/

For conference Registration, see : https://transforminghollywood5.eventbrite.com

 

Panel one: “Virtual Entrepreneurs—Creators Who are Reinventing TV for the Digital Future." 

9-9:10 Opening Remarks

Henry Jenkins, USC and Denise Mann, UCLA

9:10-11:00AM

Moderator: Denise Mann, UCLA

 

In the fall of 2011, Google announced plans to invest a hundred million dollars to forge talent partnerships with a number of talented YouTube creator in order to enhance the production value of their work and their value to brands. This panel gives voice to two new types of virtual entrepreneur: individual web-creators who are reinventing entertainment for the digital age, and the CEO of a new type of web-based multi-channel network (MCNs), which is forging deals with individual web-creators in exchange for providing them with infrastructural support in the form of sound stages, green screens, higher quality cameras and editing equipment, enhanced social media marketing tools, and brand alliances. Early entrepreneurs in this newly commercial, digital economy include Felicia Day and Sheri Bryant (Geek and Sundry), Freddie Wong (Video High School), and Dane Boetlinger (Annoying Orange), each of whom has catapulted his or herself into the top tier of web-celebs based on huge fan followings.  Many of these entrepreneurial web-creators have sought out deals with MCNS, such as Maker, Fullscreen, Maker, Machinima, and The Collective, in order to expand their budding entertainment enterprises. However, other creators are chafing inside these long-term contracts with the MCNs, frustrated by what they see as onerous terms—the split of advertising revenues and intellectual property rights. Today’s panel debates the viability of these new creative and business models, asking whether they represent a radical rethinking of entertainment that puts power back into the hands of creators or are they transitional systems that will eventually be absorbed by Hollywood’s big media groups.

 

2."The Programmers of the Future: Video Streaming on Demand." 

Moderator: Andrew Wallenstein, Editor-in-Chief, Digital, Variety

11:15AM-1PM

Overview: As consumers spend more of their free time online, viewing and sharing content on social networks such as YouTube, Facebook, Instagram, Vimeo, Tumblir, and Vine, what does this mean for the future of television? Cord-cutters and cord-nevers represent a very real threat to the current big dogs of digital distribution—the multichannel video programming distributors (MVPDs), also known as the subscription cable systems (Comcast, Time-Warner, Comcast), the satellite carriers (Direct TV), the telcos (AT&T U-verse), and the wireless companies (Verizon FiOS). At the same time, the MVPDs have been waging too many public battles with the Hollywood broadcasters over their high re-transmission fees, resorting to theatrics by pulling favorite sporting events and sit-coms--behavior that alienates consumers and tests the patience of government policy-makers.  At the same time, these policy-makers are making little effort to curb the reckless deal-making taking place in the video streaming on demand (VSOD) space as Netflix, Amazon Prime, Hulu Plus, and new players, such as Microsoft X-box, make aggressive moves to expand globally while freeing themselves from their dependency on Hollywood licensing deals. By creating their own libraries of critically-acclaimed original programming—House of Cards, Orange is the New Black, Betas—the VSOD services are creating legions of new, loyal consumers, paving the way for a future that may or may not include Hollywood's premium content licensing deals going forward. Furthermore, the VSOD services are attracting A-level talent by offering greater creative autonomy than their micro-managing counterparts at the studios and networks. Do these new programming and streaming options foretell the end of an era in Hollywood or the beginning of a revised set of practices for creators and additional viewing options for binging viewers? Only time will tell?

 

3. "Second Screens, Connected Viewing, Crowd-funding, and Social Media: Re-imagining Television Consumption."  

2-3:45PM

Moderator: Henry Jenkins, USC

 

Overview:  As the television industry has been remapping the flow of media content, as new forms of producers and distributors enter the marketplace, there has also been an accompanying effort to rethink their interface with media audiences.  Over the past decade, we’ve seen a renewed emphasis on audience engagement strategies which seek to insure consumer loyalty and social buzz as a way for individual programs or networks to “break through the clutter” of the multiplying array of media options. New metrics are emerging for measuring the value of engaged viewers and the kinds of social and cultural capital they bring with them when they embrace a program. So, for example, the rise of Black Twitter has been credited with helping to rally support behind new programs with strong black protagonists, such as Scandal, Sleepy Hollow, and Being Mary Jane.  Second screen apps are becoming ubiquitous as television producers seek to hold onto the attention of a generation of viewers who are prone to multitasking impulses. The successful Veronica Mars Kickstarter campaign opens up the prospect of fans helping to provide funding in support of their favorite stars, creators, or series. And the commercial success of 50 Shades of Gray, which was adapted from a piece of Twilight fan fiction, has alerted the publishing world to a hitherfore underappreciated value of women’s fan fiction writing as a recruiting ground for new talent and as a source for new creative material. Yet, for all this focus on engaged audiences, does the industry value some form of viewers and viewership more than others? Which groups are being under-represented here and why? Are the new economic arrangements between fans and producers fair to all involved?

  

4. Indie TV: Where Creators and Fans Pilot New Shows

Moderator: Aymar Jean Christian, Northwestern University

4-5:45PM

 

Overview: The Internet broke the network bottleneck. Through platforms like YouTube and Vimeo, creators release series directly to fans, who follow shows and share them with friends. Web-content creators can write stories in whatever length, style, and genre they choose, on their own schedule, and with actors of their choosing. The result is a truly open television ecosystem, where creators, talent and fans work together to realize stories they want to see. Each of the producers who appear on this panel has contributed to this new vision of television, producing series that are developed for the Internet but are also being shaped for traditional TV as well (several of these series are being developed on HBO). Issa Rae developed The Misadventures of Awkward Black Girl with a small team and expanded the show using a successful crowdfunding campaign; she went on to produce a number of series with other creators,including Amy Rubin’s Little Horribles. Released by her own Barnacle Studios, Rubins sitcom became a hit with fans and critics at Variety, LA Weekly and Splitsider, among many others. Dennis Dortch and Numa Perrier launched the Black & Sexy TV network to showcase indie comedy, releasing their own hit series, The Couple, and many others from emerging Hollywood talent. Jay Bushman helped The Lizzie Bennet Diaries grow into a deeply engaging transmedia phenomenon, where viewers of the Jane Austen-inspired series followed characters from YouTube to Twitter and Pinterest. As these examples convey, the internet has become an incubator for talented, next-generation web-creators and web-celebs, who, in combination with their fan followers, are reinventing television for the digital age.

 

Speakers to be announced.

SAVE THE DATE. WATCH THIS BLOG FOR FURTHER UPDATES

 

Situating Bollywood: An Interview with Aswin Punathabekar (Part Three)

Despite your description of the range of media industries and practices which construct Bollywood today, it is clear that cinema remains the center around which all of these other media systems operate, and you also argue that cinema remains core to understanding the connections between Indian diasporic identity and media. So, what accounts for the continued centrality of cinema to the narrative you are constructing, given the other pressures towards transmedia and transnational logics you describe?

There are several reasons for the privileged position cinema occupies. The first is simply the enduring popularity of films and film music (mainly Hindi language cinema from Bombay) among South Asian families who migrated to the U.S. following changes in immigration law in 1965. From the late 1960s, when enterprising families began screening films in university halls and other venues, to the recent forays into film exhibition by Bombay-based media companies like Reliance Entertainment, Hindi-language Bollywood films continue to dominate the Desi mediascape.

These film screenings were usually held in university halls rented for a few hours during the weekend, with films screened off 16mm, and later, 35mm reels. These weekend screenings, with an intermission that lasted 30-45 minutes, were an occasion, apart from religious festivals, for people to wear traditional clothes, speak in Hindi or other regional languages, and participate in a ritual that was reminiscent of “home.”

During a period in which there were no cultural institutions in place, and little on offer in mainstream media that resonated with their emotions, nostalgic longing, and cultural values, leave alone addressing the difficulties of life in a new cultural space, these screenings were marked as an exclusively Indian space, away from mainstream society, where families could meet and participate in a ritual of sharing personal and collective memories of life in India.

A second reason that films and film music figure prominently in discussions of Desi youth culture relates to Desi youth appropriating and re-mixing film songs and dance sequences in college events, dance clubs, and so on.

Third, it is in and through cinema that diasporic writers and directors like Hanif Kureishi, Mira Nair, and Gurinder Chadha began addressing the complexities of claiming and defining South Asian identities in countries such as the U.K. and the U.S.

But you’re right that we are beginning to see some major changes in the diasporic mediascape. One question to ask is: do we even have a space for diasporic south asian films?

Mira Nair’s The Namesake does deal with diasporic themes, but it is a Bombay-based company that produced and distributed the film. Further, we are not at a point in the cultural life of the South Asian diaspora where media from the Indian subcontinent is only one part of a very diverse mix. Finally, with a range of actors of Indian-origin making their way into American and British public culture, one might argue that the diasporic sensibility that marked the work of cultural producers during the late 1980s-mid-1990s has given way to engagement with mainstream media.

 You begin your discussion of Bollywood fans by setting up the contrast between grassroots forms of media circulation that get labeled “media piracy” and various forms of industry cooperation which get labeled “crowdsourcing.” Is there a meaningful “space in between” these two paradigms? If so, what does it look like?

Part of the difficulty involved in charting the terrain of participatory culture surrounding Bollywood, especially in an era of networked audiences and publics, stems from the sheer range of sites and modes of participation one encounters. And in the Indian context, our understanding of participatory culture remains tied to a very specific history of fan associations and their links to electoral politics in south India. This narrative of fan/cine-politics has been so dominant that other modes and sites of participatory culture have not been considered, leave alone studied in systematic fashion, for no apparent reason other than their seemingly “non-political” character.

In fact, the topic of fan activity has not even been raised in relation to Bollywood. So in the book, I drew on some research I’ve done on fans of A. R. Rahman to argue that we need to move beyond narratives of political mobilization. The major Rahman fan community online includes fans who are primarily interested in film music, fans based in Malaysia for whom participation in the Rahman fan community is part of a larger process of claiming a Tamil ethnic identity, fans in India who work with Rahman, some fans who are, yes, “pirates,” and some who go so far as to police music stores (makeshift stores set up on pavements in busy shopping areas, in shopping complexes, and so on), threatening to call the police if pirated CDs of Rahman’s music are not taken off the shelf.

This is, as you put, a very complex “space in between” piracy and crowdsourcing. And we simply do not have the critical vocabulary to describe and theorize what’s going on in this space.

While my own recent work has sought to map the emerging links between fandom and activism, you argue that these links have totally dominated discourse around Bollywood film fans to the extent that they crowd out understandings of film consumption in the context of everyday life practices. American fan studies has often been accused of not being sufficiently political, of being too interested in the personal, cultural, affective, and social dimensions of popular culture. What might these two groups of scholars learn from each other?

The crucial difference we need to first acknowledge is between film studies and TV/media and communication studies in the Indian context. Film studies is the disciplinary location within which there has been at least some discussion of fandom, even if it has been studied primarily in the south Indian political context.

TV/media studies in the Indian context is yet to take the question of participatory culture seriously. I do not know of a single book-length study of participatory culture surrounding television in India. This is beginning to change in part because the past decade in India has been marked by some very interesting instances of participation surrounding reality TV, for instance, that has intersected with larger political issues.

In my own work in this emerging area, I’ve tried to be very careful to not make easy ‘political’ readings simply because I know next to nothing about the sociable dimensions of participation. And this is what I admire so much about scholars’ work on pleasure and participation in the American context.

As I see it, what we have here in the US is a wealth of historically grounded material on audiences and fans that provides a necessary foundation for examining links between participation and politics. But despite this archive that we have to work with, I feel strongly that it is only when we fully comprehend how participation and everyday life – say, in relation to our current digital and mobile context - are braided together that we can meaningfully pose questions about political impact.

 Your final paragraph includes a very provocative statement, which I was hoping you might expand upon here: “to look broadly at fan participation is to imagine transnational media worlds that are intimately tied to, but not always constrained by, statist or industrial imperatives.” Do tell.

As I've already explained, fan activity surrounding cinema in India - south India, in particular - has always had very close connections to the realm of politics. This cine-politics take on fandom has tended to dominate our understanding of participatory culture in India.

However, this cine-politics frame has given way to an extent under the influence of the incredible expansion of the mediascape since the mid-1990s. One of the key changes that the proliferation of television channels engendered was a shift in how audiences were imagined. Television channels like MTV-India, Channel [V], Star Plus, ZEE, and others invited audience participation. Of course, audience participation was tightly controlled and managed expertly - from talent shows to programs like Lift Kara De that leveraged fan labor for ostensibly humanitarian ends.

These changes made it clear that fandom was now an integral part of the corporate media apparatus. What I tried to signal with that last statement is the need to look beyond these two dominant frameworks - politics/state and market - without ignoring their structuring effects. I wanted to make a case for approaching fandom in India from a position of trust rather than suspicion (as my friend and colleague Paddy Scannell argues, media studies tends to operate with a hermeneutics of suspicion). Or to draw on your work, I want us to hop on this realm of pop, not stomp all over it.

For e.g., there is a group of fans who have painstakingly collected and subtitled numerous videos - film clips, TV appearances, interviews, advertisements, etc. - of the Bollywood star Shahrukh Khan. For anyone who might not understand the Hindi language, this website - srkpagli.net - was a wonderful resource. To approach the work that these fans have done by - a) dismissing it as apolitical or b) as simply a part of the Shahrukh Khan/corporate Bollywood system - is too reductive. I simply wanted to clear the space so we can begin to acknowledge the astonishing range of practices that constitute 'fandom' in the Indian context, and in doing so, develop richer and more nuanced accounts of participatory culture.
Aswin Punathambekar is an Associate Professor at the University of Michigan in Ann Arbor. He is the author of From Bombay to Bollywood: The Making of a Global Media Industry (2013), and co-editor of Television at Large in South Asia (2013)and Global Bollywood (2008). He is now conducting research on the politics of mediated activism in India as part of a collaborative SSRC project on "Media, Activism, and the New Political."

Situating Bollywood: An Interview with Aswin Punathambekar (Part Two)

You spend a significant amount of time in the book exploring the role that MTV India has played in shifting how films are marketed and how Bollywood understands its audiences. What factors have allowed MTV India to become a core player in this space? What has been their impact on Bollywood's media strategies?

MTV did play a crucial role in shaping Bollywood’s industrial identity and marketing strategies, but it didn’t happen overnight. A range of new television channels that entered the Indian market during the mid-1990s attracted audiences with a range of film-based programs. ZEE, Star Plus, and other channels introduced a number of innovative film music-based shows like AntakshariSa Re Ga Ma, and Videocon Flashback, weekly countdown shows like BPL Oye and Philips Top Ten, and shows that reviewed popular films and evaluated their box office performance.

In fact, MTV-India went off the air for a period of two years and returned in 1996 with a redesigned brand identity and, most crucially, with the recognition of the importance of Hindi film music and “localized” programming to its fortunes in the Indian market.

Suggesting that the makeover was not exactly an easy process, one MTV-India executive explained to me that the decision to start with the “look” of the channel, especially the on-air promos, turned out to be the right one and crucial in terms of reaching out to directors and producers in the Bombay film industry who were skeptical, if not dismissive, of music television. As this executive put it, their goal was to “dovetail cool with Bollywood.”

Beginning in 1997-98, with a clear mandate to forge ties with the film industry, MTV-India executives began initiating conversations with a range of producers and directors in the Hindi film industry. And it took well over two years before the film industry began responding to television executives’ overtures. Once they had their foot in the door, however, MTV-India began making the case that their particular brand identity and programming sensibility would make the difference in what was a very cluttered television landscape. And by the early 2000s, Bollywood producers began setting aside a larger percentage of the budget for marketing and promoting films.

 

What roles did the internet play in shifting the relations between domestic and diasporic audiences for Bollywood films? To what degree is the contemporary media industry being shaped by a desire to court and capture “NRI Eyeballs”?

The trouble with saying anything about Bollywood-internet connections is the pace at which things change! My research does not take into account the impact that social media has had on marketing, stardom, participatory culture, and so on. But I can say that dot-com companies did play a central role in establishing the “overseas territory” as a key economic and cultural site for Bollywood. Simply put, television and marketing professionals working in Mumbai were not in a position to shape Bollywood’s relationship with overseas markets.

Speaking a language of web-metrics and capitalizing on the growing interest in marketing and promotions, dot-com companies began generating knowledge about overseas audiences’ engagement with Bollywood that was hitherto unavailable to filmmakers and stars operating primarily from Bombay. More crucially, dot-com professionals were able to forge connections and establish themselves within existing social networks in Bombay’s media world. And in doing so, dot-com companies emerged as powerful knowledge brokers who shaped the imaginations and practices of film industry professionals for whom envisioning an overseas territory had come to constitute an increasingly important dimension of going global.

Exploring this terrain raised a very interesting question for me regarding the dynamic relation between the expansion of capital into new territories and the work of rendering those new territories more imaginable. What Bollywood got was, in fact a very limited “spatial fix” as dot-com companies interpreted and resolved the problem of space—of imagining the overseas territory—in terms of overseas audiences’ cultural temporality with the nation. In other words, these companies only thought about the overseas territory in terms of non-Resident Indians. It is only over the past 4-5 years that these industry professionals have begun taking into account Bollywood’s popularity beyond South Asian communities.

 

What do you see as the use value of the concept of “transmedia entertainment” for exploring the ways that convergence has impacted the Bollywood industry? What do you see as missing from such an approach?

 

I don’t think “transmedia entertainment” is particularly useful at this point. I have yet to see a media producer in Bombay truly grasp the potential for transmedia storytelling. At the moment, it is largely driven by a marketing sensibility: pushing Bollywood content across platforms. To be sure, there have been a handful of interesting marketing campaigns and there was also an ambitious attempt to draw on India’s rich mythological tradition to drive film content. But we are yet to see a major push for storytelling across media.

Writers have started to talk about “Bollystan” to describe this new configuration of diasporic cultural identity. What does this term mean and is it a good description of the changes you are discussing in your book?

 

The term comes from a widely circulated article titled “Bollystan: The Global India,” in which the author Parag Khanna reflected on how processes of globalization had reframed relations between India and the vast Indian diaspora. Khanna wrote: “Increasingly linked by culture and technology, they form a Global India, which I call Bollystan. ‘Bolly’ connotes culture (e.g., Bollywood), and ‘Stan’ (Farsi for “land”) represents the transcendence of borders and sovereignty.” Khanna’s neologism first appeared in the Fall 2004 issue of Another Magazine, a now defunct publication targeted at “young, upwardly mobile South Asians.” Featuring Bollywood star Aishwarya Rai on the cover, the magazine declared: “Bollystan is a state without borders, defined by a shared culture and common values.”

Using the term Bollystan to refer to a vast space of trans-national cultural production that included everything from henna tattoos and remix music to literature and films, Khanna and other writers sought to map how rapid flows of people, culture and capital across national borders have rendered difficult any easy separation between nation and diaspora. In fact, Khanna proceeded to argue that Bollystan is “cosmopolitanism’s inversion: instead of one person being at home anywhere, it is re-rooting Desis everywhere in a real and imagined shared cultural space.”

But the fact is that where commercial media ventures are concerned, Bollystan has a very specific Anglo-American cultural geography and as a consequence, re-roots only certain kinds of Desis. The network of cities that are part of diasporic entrepreneurs’ imagination of Bollywood’s global reach include cities such as London, New York, Los Angeles, and Toronto but not, for instance, Durban in South Africa. And even within these cities in the Global North, it is only a certain narrow, largely middle and upper-middle class cultural sphere of South Asians that informs the imaginations and practices of media industry professionals.

Aswin Punathambekar is an Associate Professor at the University of Michigan in Ann Arbor. He is the author of From Bombay to Bollywood: The Making of a Global Media Industry (2013), and co-editor of Television at Large in South Asia (2013)and Global Bollywood (2008). He is now conducting research on the politics of mediated activism in India as part of a collaborative SSRC project on "Media, Activism, and the New Political."

What World Wrestling Entertainment Can Teach Us About the Future of Television (Part One)

The following exchange is between my son, Henry Jenkins IV, who is a Creative Development Coordinator at the Alchemists, a transmedia company, and Sam Ford, who is  Director of Audience Engagement at Pepercom Communications, a strategic communications firm. They are both life-long wrestling fans and regular contributors to this blog. They are sharing their thoughts here about some significant new developments in the world of "sports entertainment," which constitute another of those factors this past year, which are transforming television as we know itTom Phillips,  Senior Research Associate contributing to research at University of East Anglia and University of Edinburgh, has written a thoughtful response to this blog post, which can be read here

Henry: World Wrestling Entertainment recently announced the launch of the WWE Network – a 24 hour programming track, and an online archive, that audiences will access through their computers, smart phones, video game systems and DVRs. Many of you may not be wrestling fans, but read on, because this case study has big implications on the future of television and fandom. I’m excited not only as a lifelong fan but as a Hollywood transmedia writer who grew up as the son of Professor Henry Jenkins. I immediately reached out to my longtime friend and colleague, Sam Ford, who I consider to be the world’s foremost professional wrestling scholar, and I asked him if he wanted to write a public dialogue with me about why this is such a game changer in and outside of the wrestling world.

If you can’t quite picture what the WWE Network will be like, that’s because there’s never been anything like it before. The closest comparison would be to Netflix, which can be accessed through many digital devices, but does not show their content over the air. The WWE is likewise putting their entire archive of 100,000 hours of shows on the server for fans to play with. But unlike Netflix, they’re also going to be airing content 24/7 on a cable-style channel,  with a slate of original reality shows and sports desk shows, which you access through your iPhone, Android, Playstation, XBOX, Roku, Apple TV, etc.

This isn’t the first time that the WWE has driven a new TV format. In 1982, Vince McMahon acquired the WWF from his father. The company had been a popular regional promotion in New England and the Mid-Atlantic states since 1963, and his dad intended for it to stay grassroots. His son had visions of national fame, so in 1985 Vince essentially spent the company’s entire fortune putting on a one night show, Wrestlemania. But in a bigger gamble, he relied on audiences to use a relatively untested technology – closed circuit television – in order to watch. The technology was so new that in many cases the WWF had to buy the equipment for the theaters. The gamble paid off. Cinemas coast-to-coast sold out showings of the event; just two years later, closed-circuit theater broadcasts were overtaken by pay-per-view in homes; and now the WWE charges fans $55 a showing to watch 12 pay-per-view events a year. They built their company, but they also created a demand for a new way to watch sports.

The biggest headline for many fans now is the change in price structure. Buying 12 pay-per-views at $55 each costs $660 a year. There are also a limited number of people willing to do it. The WWE Network costs $10 a month – or just $120 a year – and expects to attract six or seven times as many viewers. Cash-strapped families and young fans who cannot spend $660 have been left out, while many adults have turned to illegal downloads. But those same people have been blown away by the possibility of spending $10 a month to get the same content. A weird analogy: The economics of it sound like Obamacare. If millions of people who are currently paying nothing now start paying $10 a month the WWE can afford to charge the average customer less.

Although many sports fans don’t know it, Major League Baseball already has a digital channel. It is not hard to believe that if the WWE Network is successful, other brands will follow suit. Just like movie studios made pay-per-view a part of their business model – releasing films there after theater runs but before DVDs and TV debuts in order to milk additional revenue – it is easy to imagine Warner Bros. putting their entire film and television catalogue on a subscription-based digital archive. Well, the WWE is now removing most of their offerings from Netflix and making them exclusive to their service. What would happen if a company like Warner Brothers did the same? Sam?

Sam: Thanks for inviting me to take part in this dialogue, Henry. Like you, I’ve been a long-time viewer of pro wresting and—while there are a long list of reasons I would hardly call the pro wrestling industry as a whole a progressive one—it certainly has been transformative in the way it deals with storytelling. For those who don’t watch WWE, let me back up for a moment and explain exactly why a 24/7 storytelling model makes particular sense for the WWE and why I think it behooves both those working in the media industries and media scholars to pay especially close attention.

First, pro wrestling has the opportunity to conduct storytelling on multiple levels simultaneously:
  • The pro wrestling match is a narrative into itself—the fictional depiction of an athletic competition with a beginning, middle, and end—governed by rules that have remained fairly consistent across the history of this “sports entertainment” performance genre. So, as opposed to any other sort of fictional programming, almost any individual segment of any pro wrestling show is, in itself, a discrete chapter that could be watched on its own as a “mini-episode.”
  • Then, there is a narrative that spans the course of an individual show. An episode of WWE RAW or WWE Friday Night Smackdown or a PPV event all takes place, typically, in one arena, in front of one live crowd…like an individual sporting event…and there is a script that connects all of the matches and “segments” taking place in any one night together into a discrete whole, as an episode of television.
  • At the next level, there is the ongoing story arc of the WWE, which is typically built in one-month increments and which leads to a climax with the pay-per-view event. In other words, the month of programming leading up to a “big show” basically is designed to set up the rivalries, the tensions, and the background story to get people to tune into the major show that resolves all the questions that the programming has built up to. In the days before there was closed circuit and PPV, this is the same model wrestling promoters like Vince’s father used to drive people to go to Madison Square Garden or the other big arenas in his regional circuit—Boston, DC, Baltimore, Philadelphia, Pittsburgh, etc.—to see the big rivalries taking place at the moment. The TV programming plays a promotional element to drive people to the most important shows, where typically the best matches take place, where the championships are most likely to change hands, and where, traditionally, the biggest moments would take place.
  • But, at the next level, of course the storylines coming out of one PPV event typically role right into the next, so WWE maintains a “TV season” that runs all year long—that means there are 6 hours of WWE TV shows on network/cable every week, along with a range of internet, DVD, and on-demand shows—with no “re-run season.” For WWE, the climax of each “season” is Wrestlemania, so the typical flow is that the new WWE season in a way begins the night after Wrestlemania, dealing with the aftermath of the biggest show of the year, and everything from that point forward slowly starts to build to the next Wrestlemania.
  • Finally, since WWE’s season never really ends, there are “meta” narratives that spans the course of time. Since WWE has the advantage of both having a deep well of serialized stories that go back for decades—with at least most of the previous decades’ archives saved—as well as the fact that most of those individual units—matches, interviews, etc.—can be treated as their own discrete segment—they have a way of drawing from their archive that few can. They can tell the story of the evolution of a particular character through the course of that history…and, since they have bought the archives of many of their competitors now out of business, that story can be told by even looking at their history as they’ve jumped from one part of the “pro wrestling” narrative universe to another. They can also tell the history of particular time periods in wrestling, of particular promotions, of particular types of matches, of particular rivalries…there are a wide range of ways they can slice and dice—and move through—their history.
Second, WWE has a unique ability among entertainment franchises in terms of creating an “immersive storyworld.” Elsewhere, I’ve defined “immersive storyworlds” as narratives which include the following attributes:
  1. expansive backstories which can’t be neatly summarized
  2. a vast set of ensemble characters, including a few who may front burner at the moment but with a wide variety who may only show up from time to time
  3. tying current storylines to the extensive history of the narrative world
  4. managed by multiple creative forces, often both at any one time and also through generations of storytellers who have controlled the property at one point or another
  5. a hyper-serialization
  6. a sense of permanence to the narrative world
For WWE, this is conducted by mimicking the sports world. Elsewhere, I’ve called WWE “the world’s biggest alternate reality game,” because they are a fictional story that uses all of the tropes of a real sports league to basically turn our “real world” into the story world for a fictional narrative. Often, wrestlers compete under their real names or draw on a range of elements from their real lives, blurring the line between fiction and reality. The core and longest-lasting part of the pro wrestling business model is the live event, which means stories are told about these wrestlers as they travel from arena to arena—and they are telling stories about themselves through social media accounts that the performers themselves run—as they carry out in real time, in the same world the WWE’s audience lives in. And, if you purchase a ticket, you can even go and watch the next installment of the story live.
This means the potential WWE has for being the true masters of “transmedia storytelling” is unmatched. However, the issue WWE has faced until now is that they have spent much of the past two decades distancing themselves from the sports background—emphasizing the “entertainment” over the “sport.” Now, they are trying to shift that pendulum back and to think through what the unique advantages are of being a fictional property purporting to be a sports league. As they see MLB, NFL, NASCAR, and others negotiate massive TV and sponsorship deals, they realize that they could forge a path between “sports” and “entertainment” that might take advantage of both in a way no other storytelling company could.
Through that lens, I’d say that every other media/entertainment company—and sports company—should watch what WWE is doing because they could perhaps learn a lot from it. However, on the other hand, the potential WWE has here is unique to them, because no other narrative out there is better suited to move to this sort of model. No other narrative has the potential to both take advantage of its video archive in the way WWE does, nor to tell ongoing stories through this sort of model.
But these observations speak primarily to how WWE is uniquely suited to draw on its archive and to move its current way of storytelling to a unique online video distribution model…and why the rest of the entertainment world…as well as media scholars...ought to pay attention to what’s happening here. The question remains…for those of us who care about pro wrestling narratives themselves…what are the narrative potentials this new model affords? What are the narrative challenges? And what will be WWE’s mentality of making the most use of those potentials? As someone now working in the entertainment and storytelling business, Henry, I’d be curious your take on what this might mean for WWE in particular.

 MORE TO COME

Sam Ford has been a fan of professional wrestling since his youth. His fan activities has ranged from fantasy wrestling leagues to putting on costume wrestling shows with his high school friends to even, for a time, being a licensed professional wrestling manager in the state of Kentucky and playing the role of owner of the local “Universal Championship Wrestling.” He has taught courses on pro wrestling in U.S. culture at MIT and at Western Kentucky University and has written about wrestling in publications like Fast Company, CommPRO.biz, Cinema Journal Teaching DossierIn Media Res, and in an essay in the 2012 book Bodies of Discourse. His undergraduate honors thesis at Western Kentucky University was entitled “Grappling with Scholarship on Pro Wrestling: Comparative Media Studies Inside the Ring.” Sam is Director of Audience Engagement at Peppercomm, an affiliate with MIT’s Comparative Media Studies/Writing and the Popular Culture Studies Program at Western Kentucky University, and co-author, with Henry Jenkins and Joshua Green, of the 2013 book Spreadable Media: Creating Value and Meaning in a Networked Culture.

Henry Jenkins IV is a devoted fan, and critic, of professional wrestling. The son of Professor Henry Jenkins, he dressed up as The Undertaker for Halloween as a child; wrote scripts as an apprentice promoter with the Carolina Wrestling Federation after college; and will attend his eighth Wrestlemania in New Orleans this April. He previously wrote memoir accounts - first of being a child fan in the 80s in the article "Growing Up and Growing More Mature" for Nicholas Sammond's collection Steel Chair to the Head: The Pleasure and Pain of Professional Wrestling and then of a recent trip to Wrestlemania with his dad in "Same Old Shit!": Fan Resistance at Wrestlemania 29. He is a transmedia producer and write for The Alchemists whose credits include The CW drama Cult and the Hulu original series East Los High. He has also written numerous unproduced television pilot scripts which lay the groundwork for transmedia franchises. Last year he performed a five month study on The 20 Greatest Franchises of All Time and summarized his findings in a proprietary white paper for The Alchemists. He ranked the WWE near the top.

Rethinking the "Value" of Entertainment Franchises: An Interview with Derek Johnson (Part Three)

In many ways, children’s television (and media more generally) has been the testing ground for franchising strategies. What is it about this genre/market which lends itself to this mode of production? How have children’s franchises represented the merger of logics from multiple industries?

I argue in the book that, in some ways, the franchising model is an extrapolation of the episodicity of television, where one episode is meant to lead viewers into the next.  In franchising, this just functions across multiple markets and media.  In children’s television specifically, this structure has combined with marketers’ desires to use one media to drive kids’ interest in consumer experiences in another.  That is, of course, how US commercial television approaches all its audiences more broadly.  But television for children has been regulated differently; our concerns about children as a special, protected audience has led to increased activism in an attempt to protect children from this kind of coordinated commercialism.

I don’t really make this claim so explicitly in the book, but it strikes me now that these regulatory attempts at protection may have helped feed the very franchising strategies that anti-commercialism activists would (and did) decry.  When you had Action for Children’s Television pushing for tighter restrictions on how toy companies could advertise their products on television, and succeeding in getting “program length commercials” like Hot Wheels pulled from the air, companies like Hasbro adapted.  While they couldn’t produce television based directly on their toys, they saw no regulation against advertising comics, so they created a partnership with Marvel Comics to create a GI JOE title that could tie-in with a television program.  They now had not just a TV show, but also a comic, both which would help create visibility for the TV.

Of course this only created a model for Transformers and other TV-comic-toy partnerships to follow, and it was really the deregulatory atmosphere (and not attempts at greater protection of kids) that weakened the rules and set off the wave of franchising to follow (where the comics intermediary wasn’t so necessary).  And at the same time as we try to protect kids from commercialism, it’s also common to assume kids don’t have well developed sense of taste—so alongside the impulse to protect them, we could shrug and ignore moves toward commercialization as indicative of the poor taste of kids.  But in either case, we tend to look at kids as special or essentially different, and I think that franchising strategies developed in these sectors in specific relationship to that cultural belief.

Other important factors here, thinking more long term, have to do more with nostalgia. Transformers may have been highly franchised back in its original 1980s incarnation too, but its persistence as a franchise today is tied very heavily to Hasbro’s “transgenerational marketing” strategies whereby adults are encouraged to share their childhood culture with their own children.  (Marvel has just started a similar “Share Your Universe” campaign meant to transfer parent tastes to a new generation of comic readers).  In the long term, focusing on childhood culture now creates the possibility for new iterations in a generation’s time when your original audience procreates.  The reproduction of franchising is in that sense tied to the reproduction of people.

I should also mention, in terms of creativity, that because we tend to delegitimize the tastes of kids, those working in children’s media sectors aren’t often accorded the greatest status and capital within the industry.  Regardless of what you think about it’s commercial motivations, the franchising of kids’ media led to a lot of experimentation with how you could tell an ongoing, collaborative story, and the familiarization of children with more serialized production strategies in the 1980s must have certainly helped create a literacy for the (far more critically endorsed) serial storytelling we see in some parts of “adult” TV today.  There were a lot of people working in children’s TV who still considered themselves creative and innovative despite wider industrial and popular perceptions, and from an insistence of that may have come a lot of new ideas about how to reach kids—both in a marketing and narrative sense.

I’m trying to zero in on this question of childhood in my current research, so I find this connection to be worth exploring with more care than I have here.  But I think there’s definitely an important relationship for us to see there.

Some have seen the franchising system as one more device which American cultural industries use to exert their dominance over the global media imagination, yet you stress the ways that they operate within a transnational context. How might we understand what others have discussed as the transnational exchange of television formats as part of a logic of franchising? What role does localization play within the franchising process?

I’m not sure I want to suggest that franchises are not in fact such a device, but it is more complicated than that critique usually allows.  Television formats, as I mentioned earlier, allow television to travel in localized ways, where instead of the US sending completed episodes of Friends to every nation on earth, the idea for shows like Big Brother are traded amongst different television markets to be remade and localized to suit specific cultures.

One of the most interesting things about the format market is that the dominance of the US is far less clear, with companies like Endemol from the Netherlands having become big players in the market for localizable concepts.  Of course, that doesn’t mean the old import/export market is dead—NBC’s The Office was formatted from the BBC version, as were series in many other nations, yet in international television sales, the American version is still able to find a global market, playing alongside the other localized versions that do not travel as freely (including the British original).  Formatting allows us to have Law & Order in many different incarnations travel through the global market, but also to develop localized offerings like Law & Order: UK.

But while American power persists amid formatting and in other kinds of franchising more broadly, I think that the processes by which formatted local uses are incorporated into the system challenges our ability to talk about franchising in terms of purely national origins.  In the television format, the innovations introduced locally can often become a part of the overall formula to be fed back into all the other contexts in which it is used.

In that sense, the formats sold by Endemol are not specifically of “Dutch” origin, but over time become the product of a transnational exchange of culture.  This is what I see in the global exchange of properties like Transformers that operate at a level beyond the single television format.  Given the complex history of exchange and shared innovation of a concept between toy companies and television producers in Japan, the US, and elsewhere, it feels over-simplistic to say that Transformers is either a Japanese or an American property.  I think we understand that franchise much more effectively if we see it as the product of these more complex relations and exchanges between transnational industries. And that might help us better understand globalization more generally.

I was struck by your use of the term, “enfranchisement,” in your closing chapters to describe consumer relations to media properties and your insistence on a more “ambivalent” account of what it means to be a fan of some of these series.  You write, “In the end, we have to ask not just how end users might occupy the spaces of cultural production once controlled by media industry, but also how those media industries might occupy the spaces of play and creative labor in which users participate.” What do you see as a way forward for cultural theory in response to these contradictions and ambivalences? Is it possible for us to acknowledge the grounds gained and lost through these negotiations without coming across as wishy-washy and indecisive?

I suppose that the way forward I hoped to find in that passage was one where were could recognize the agency of consumers and their participation in cultural production while at the same time recognizing how that pleasurable, playful participation can function as a part of industrial economies. I’m taking cues there from a number of inspirations, from your own work to that of Marc Andrejevic.  What I hoped to accomplish on a theoretical level with this idea of enfranchisement, however, was not just to recognize the role of consumers’ playful, pleasurable participation in industry, but to start thinking by implication about the work of professionals too as a form of collaborative participation both playful and uneasy (where the ideas about design and world-sharing can often turn us).

In the shift to thinking about “participatory culture” that your own work helped inspire, the focus of participation often remains on the audience.  By considering the identities and subjective uses of media by audiences in relation to industrial production, I think that my hope was that we could equally conceptualize the work of professionals and amateurs as “participatory,” as a way of using the media with pleasures and forms of engagement tied to their identities and communities as participators as well as the institutions that give them license to engage in these practices (extending of course the important work that John Caldwell, Vicki Mayer, and so many others have already done to connect production, labor, and identity).  One way forward for cultural theory, therefore, might be to continue to deconstruct hierarchies of production and consumption (as much as I feel continued, focused attention on production is a significant priority) and to focus on how creativity and participation more broadly turn on relations of power that manifest through identity, meaning, labor and other vectors of cultural struggle.

I don’t think that risks wishy-washiness or indecision, so much as it is asking for a paradigm shift, where we stop thinking about industry work cultures and amateur participation as all that different, and instead look at both production and consumption together as sites where identities and meanings form in relation to the participation structured by relations and institutions of power.  Instead of juxtaposing industry and audience or production and consumption, we might think about them more in terms of their commonalities.

How do you see Amazon's new Kindle Worlds program in relation to the contradictions about audience “enfranchisement” that you describe in your closing chapter? It is not, strictly speaking, “free labor,” since fan authors are paid royalties based on their contributions, yet it also represents potentially an extension of corporate control over audience fantasies since writers need to work within prescribed rules and boundaries and be granted authorization before they can contribute their stories to this program. Does this make fans part of the “world-sharing” process you describe here?

 Exactly—it’s not free labor, but it is enfranchised labor, where the participation and labor of these users comes under the terms of the contract of the Terms of Service of End-User License Agreement to which one must consent to participate.  Fans would absolutely become implicated in the world-sharing process with which I am concerned.  Much like any licensee, these fans would, as sanctioned contributors to the franchise, become subject to the same kind of stringent approvals and conditions described by MJ Clarke in his book Transmedia Television.  That might seem counterintuitive given that we probably imagine Amazon playing a pretty heavy intermediary role between fans and rightsholders—but Clarke reminds us how rare it is for professional licensed creators to communicate directly with license holders either.

The collaboration behind this kind of licensed enfranchisement is not based in significant communication, so much as taking up a prescribed role within a shared economy of creation.  Given the restrictions that the Content Worlds contributors will face, I would expect participants to adopt many of the same world-sharing strategies that any professional licensed creator would.  Expect plenty of continuity-mining.  Again, I think this helps us to try to think around some of our binaries between production and consumption, or professional and and amateur, in that we can think about similar subject positions, identifications, and negotiations of creativity, participation, and convergence operating across both sets of terms.

 

You end the book with this provocative sentence, "it is at the point where collaboration stops, however, that new alternatives might emerge." Do you have any sense of what those "new alternatives" might look like? Is cultural production possible without collaboration - in the multiple senses you are using the word here?

 

My intention in talking about collaboration in that chapter was to consider it both in the creative sense of shared effort, and in the political sense of complicity with an occupying regime.  In that final sentence imagining an end to collaboration, I may have been leaning slightly more toward that latter sense of the term, given that collective participation may be not just political advantageous, but also, as your question and much of the book itself suggests, inherent to cultural production more generally (even something as seemly authority-driven and corporately-controlled as media franchising).

You’re right that it is difficult to imagined cultural production without the social dimensions of exchanges and sharing we’re been discussing.  But what I think I was getting at speaks to the way in which I understand collaboration in relation to franchising more generally; I’m not insisting that these things are collaborative in the sense that franchise participants all get together and have open conversations about how to make a shared work—in fact, I think this is very much the opposite of what happens given the cultural and economic obstacles to that kind of cooperation.

Again, the collaboration that I see happening here is one where people who do the work of cultural production, professionals and amateurs alike, enter into a shared economy of creation by taking up one of many specific positions within an industrial set of relations.  The “end” of collaboration I’m talking about then is one in which those roles are perhaps not accepted so easily, and the terms of participating as a “user” or “sharer” of something like a franchise get renegotiated (both economically and in the sense of how we identify with and in relation to that cultural work).

I’m not sure that’s a very specific answer, but I’m imagining possibilities where we start to challenge the system that tells us who does and does not have the right to participate in culture in what prescribed ways.  If nothing else, this could be a refusal to abide the roles that EULAs and licensing contracts give us in making sense of our productive contributions to popular culture. The end of collaboration, in this sense, would be a form of cultural production where the users of culture are active in determining what their roles might be, where enfranchisement leads not just to agency participation in a set creative relations, but the reimagination of what those relations are.

Derek Johnson is Assistant Professor of Media and Cultural Studies at the University of Wisconsin - Madison.  He is the author of Media Franchising: Creative License and Collaboration in the Culture Industries (NYU Press, 2013), as well as the co-editor of A Companion to Media Authorship (Wiley-Blackwell, 2013) and Making Media Work: Cultures of Management in the Media Industries (NYU Press, forthcoming 2014).  His research focuses in the media industries, looking at how cultures of production negotiate creativity, convergence, and collaboration.  Most recently he has started working on a new single-authored book project focusing on children's media industries and the way in which producer identities cohere in relation to ideas about age, taste, and the child audience.  He has published several journal articles and chapters on the subject of Marvel Comics and their cross-media practices, and in his forthcoming publications, he has critiqued the industry strategies behind the HerUniverse web shop as well as the racial logics behind LEGO's licensed film and comic minifigures.

Rethinking the "Value" of Entertainment Franchises: An Interview with Derek Johnson (Part Two)

  What do you see as the limits of the concept of transmedia storytelling for accounting for the range of different production practices you discuss in the book?

 It’s often very appropriate to talk about franchising in terms of transmedia storytelling, but as I understood the concept in my reading of your work in Convergence Culture, I felt that transmedia storytelling represented a kind of aesthetically ideal case of franchising, where every element is designed to work together in a coordinated, coherent, integral way, without elements that seem unimportant to an overarching story.  Often, a way to do this is to ensure that your franchise is being guided by a strong authorial, editorial, or managerial vision.  I may be reading what you originally wrote a bit strictly, and I really love how you have since extended the concept to account for a greater range of multiplicity—where one-off interpretations and “what if?” spins on the franchise still make an integral contribution to the whole through their unique take on the formula.  I’m not always sure that creation under a centralized vision is the most interesting or ideal, so I think that acknowledging the pleasures of multiplicity and divergent interpretations really enhances our understanding of transmedia storytelling.

But where I think transmedia storytelling cannot fully account for the full range of franchising is in the inherent messiness of franchising and its push away from integrated forms of collaboration.  I think that all transmedia storytelling is a form of franchising, but not all franchising manages to count as transmedia storytelling.  The industrial relationships of franchising across boundaries of corporation, media form, and production community lead to a resistance to the kind of collaborative creativity transmedia storytelling implies.  For many in the industry who have embraced the idea of transmedia storytelling, I feel that franchising is the “bad” object they want to move away from.  I think franchising is very much with us still, and I’m interested in it a little more because I want to understand the persistent tensions and struggles and unevenness that the ideal of transmedia storytelling often seems to want to move away from.

 

I have often seen Marvel celebrated as an example of the successful and creative management of a franchise. What do you think Marvel has done that has won over fans, even as it has also been commercially successful? How do you see the new SHIELD television series fitting within the history of Marvel media production you trace within the book?

This speaks not just to the world of comics, but also the world of film, television, and video games that Marvel has colonized over the last fifteen years (where I see its success touted most often in a comparative sense against the failure of competitor DC in similarly trying to build franchises around its characters, Batman excepted).  Coming back again to the idea of authority, I think the way that Marvel has won over fans in this effort over the last five or six years in particular is based in some part in reaffirming the idea of centralized control and authorship against the multiple authorship of franchising (similar to the transmedia storytelling ideal vs. franchising bad object described above).

The Marvel case study in my book actually stops at the moment that Marvel starts to move away from licensing Hollywood studios to produce Marvel films, as has been the case in the 20th Century Fox X-Men and Sony Spider-Man series.  But in a parallel article in Cinema Journal, I explored this new moment where Marvel starts to self-finance and self-produce its own films, starting with Iron Man and of course leadings to last years’ The Avengers.  This involved a shift in the way Marvel executives talked about the company, the (gendered) identities of its talent, and its relationship with Hollywood; Marvel singled itself out as the only entity that truly had the experience and expertise to deal with these characters.

What was needed, this suggested, was not the licensing-based franchise model they had been relying upon, but a more centralized form of creativity where the ideas remained under the control of the entity that originated them.  This was a more authority-driven idea that connected with common sense notion about creativity—of course Marvel would do a better job making Marvel movies.  Of course 20th Century Fox would be less desirable than the originator.

I’m not trying to identity who does and doesn’t make more objectively good comic book films, so much as illustrate how the celebration of Marvel (and the much-repeated suggestion from fans that Marvel try to buy back X-Men and Spider-Man rights from its old studio partners) is in some ways tied to our continued investment in the idea that “real” or “the best” creativity lies with the originator, not the licensee or franchisee.  Marvel’s success, then, lies beyond the screen in tapping into our continued investment in creative authority.

Agents of SHIELD though represents an even newer moment.  With Avengers already planned as the culmination of a multi-year production sequence before Disney purchased Marvel in 2009, I think we’d have to be careful about characterizing the build-up to that 2012 film as truly indicative of how Marvel operates under Disney.  Agents of SHIELD is perhaps one of the first high profile projects to come more fully out of the new relationship with Disney, and its subsidiary, ABC.

One of the big fan concerns about the Disney deal was what this would mean for Marvel’s autonomy, and Marvel is now in the position of needing to assert that autonomy in the face of not just Disney, but also the TV network.  At the same time, you have producers like Joss Whedon working to create as much distance as proximity to the familiar success of the film, suggesting that the series will have a different, more everyday focus and that recognizable superheroes won’t be doing cameos every week.  Much of this is about managing fan expectations, I’m sure, but I also feel some dimension of it must be about assuring audiences that this project has a creative raison d’etre of its own, as well as an executive independence.

 

Where-as others speak of “world-making,” you write extensively here about “world-sharing.” What are some of the challenges of constructing a world that will be “shared” by many industry participants (not to mention diverse fan communities)? Does this phenomenon of “world-sharing” mean that the idea of a transmedia experience as coherent and coordinated is a practical impossibility given the current structure of the entertainment industry?

 

I think I hinted at this above when comparing transmedia storytelling to franchising, in that there are definitely structural obstacles to making world-sharing happen in a coherent and coordinated way.  When media producers operate within different markets and corporate cultures, or even just in different silos within a single parent company, it is logistically difficult to manage collaboration—which is why companies like Starlight Runner have emerged to perform that labor, and we see new transmedia producer credits for those working to push production past those hurdles.

What I want to emphasize though is that the obstacles aren’t always structural and/or economic—they are often social and tied to a sense of production culture and identity.  World-sharing in a coherent and coordinated way is a challenge because there is often no economic incentivize to do so.  But it is also a challenge because there is sometimes no creative incentive to do so (in the sense that creativity is a type of identity and not just an aesthetic trait).

Think about television spin-offs where two or more related series are in production at the same time.  In that case, the shared world makes it possible for characters from one show to pop up on another, but it rarely happens because of both practical scheduling matters and corporate concerns about dilution and confusion of distinct sub-brands.  At the additional level of production culture, however, producers often resist these kinds of stories, identifying one series and set of characters as “theirs”, and others as belonging to another creative community.  So in the 1990s when you had multiple Star Trek series in production under a single franchise manager (Rick Berman), but with each under the pen of a different writing staff, there was a sense of intra-franchise competition, not cooperation.  Each writing staff and crew had duties specific to one part of the shared world, and they often wanted their contributions to be seen as the best, competing for accolades and attention.  So there were occasional crossovers, sure, but producers just as often resisted coordination because each staff wanted to generate its own identity and culture.

I don’t think that the tensions involved with “world sharing” make transmedia storytelling a practical impossibility, however.  It’s just requires working against these factors, and my own concern is more about the desirability of doing so, the unchallenged privilege we might accord the idea of central authority over sharing, and whether these competing creative visions and tensions may have some alternative value beyond their failure to always produce coherent narratives.

In the process of discussing "over-design" as an industrial process, you've developed what I see as one of the richest account of the production design process within contemporary entertainment. In many ways, contemporary stories are as much constructed by decisions made by art directors and costume designers as they are by decisions made by screenwriters. Yet, our critical discussion of these productions lags behind, often grumbling about products being overly dependent on "special effects" as if these choices could somehow be isolated from the overall experience of the fictional world. To what degree is it important to see these new franchise properties as "designed" rather than "authored?"

Based on how many times I’ve brought it up already, I think I’d be hard pressed to say that authorship isn’t important, since that idea is often the terrain of struggles over creativity in cultural production.  But the idea of design helps us get past the question of who the author is, and more toward how multiplicity, collaboration, and competing claims to authorship can be supported in creative practices.

I like the framework of “design” because it points to the creation of a system or context in which other things will happen.  That’s how I see a lot of the creative energies of franchising at work, where the creativity that occurs in one instance becomes the context for creativity in another.  It might be a little easier to see these dynamics when comparing different entries in a franchise—the way in which the new Star Wars films will be produced in relation to the design of those that have already been produced, for example.  But even outside of franchising, design could be a useful framework for reconceptualizing authorship more generally, in that we might think about how the creative work of many different labor categories (from directors to production designers to foley artists) occurs in relation to a shared context for designed for collaborative creation.

 

Derek Johnson is Assistant Professor of Media and Cultural Studies at the University of Wisconsin - Madison.  He is the author of Media Franchising: Creative License and Collaboration in the Culture Industries (NYU Press, 2013), as well as the co-editor of A Companion to Media Authorship (Wiley-Blackwell, 2013) and Making Media Work: Cultures of Management in the Media Industries (NYU Press, forthcoming 2014).  His research focuses in the media industries, looking at how cultures of production negotiate creativity, convergence, and collaboration.  Most recently he has started working on a new single-authored book project focusing on children's media industries and the way in which producer identities cohere in relation to ideas about age, taste, and the child audience.  He has published several journal articles and chapters on the subject of Marvel Comics and their cross-media practices, and in his forthcoming publications, he has critiqued the industry strategies behind the HerUniverse web shop as well as the racial logics behind LEGO's licensed film and comic minifigures.

Rethinking the "Value" of Entertainment Franchises: An Interview with Derek Johnson (Part One)

This is another in a series of interviews with the authors whose books have been published as part of the Post-Millenial Pop book series which Karen Tongson and I edit for New York University Press. I have followed the career of Derek Johnson since he was an entering Master's Student. We were foolish enough to have rejected Derek when he applied to be part of one of the first classes accepted into the MIT Comparative Media Studies program -- it is not a mistake I would make again, because I now see Johnson as one of the most impressive cultural scholars of his generation. I admire his commitment to test theoretical frameworks against carefully documented case studies and his refusal to take an either-or position in our ongoing debates about structure and agency. He is someone who pays attention to points of negotiation or, his term, "collaboration," where different participants in the processes of cultural production meet each other with differing stakes and differing degrees of power and control.

His strengths as a theorist and researcher are aptly demonstrated in his new book, Media Franchising: Creative License and Collaboration in the Culture Industries. The term, "franchises," has been used loosely in media studies for years, but no one has systematically developed a framework for understanding its historic emergence, its discursive implications, its relationship to other industrial practices, and its consequences for what media content is produced and how it is marketed and consumed. Johnson's work here is multidisciplinary -- including a focus on the management of media systems, archival research and interviews with industry insiders, textual analysis, and audience research, all in the service of understanding the logics shaping contemporary media production. The book makes a vital intervention into ongoing discussions around transmedia storytelling and places a new emphasis upon the role of production design and world-building in the contemporary entertainment industries. I have already incorporated this book in my own teaching and writing, especially his work on "world-sharing" within the Battlestar Galactica and Star Trek universes. His writing is clear and accessible enough to satisfy many undergraduate students and sophisticated and provocative enough to generate heated discussions in graduate seminars, a hard balance to achieve.

The following interview focuses  on some of  the book's core concerns, since there is so much there which will be of interest to the various communities that follow this blog. But, you need to know that Johnson is now producing scholarship at an astonishing speed on a broad range of contemporary media practices -- from My Little Pony to Lego culture -- and topics -- including an important new collection on media authorship and another book in the works that deals with the processes and structures of media management. His recent work has especially engaged with issues of gender, sexuality, race, and class, as they relate to the development of children's entertainment properties.

As you note, the concept of media franchises involves “a migration to the media industries of market logics from other business sectors.” What can you tell us about how the concept of media franchises emerged and what do you see as the implications of using the same concept to discuss the production of “McDonald’s, Mr. Goodwrench and Chicken Delight” and of Star Trek or Battlestar Galactica?

There’s at least two levels at which I think it’s important for us to draw this connection between the production of entertainment and these kind of business formats often used in the retail sector.  At the most basic, economic level, a franchise is a business arrangement where one party extends to another party the right to use some kind of idea or intellectual property in a new market.  In the mid 20th-century, McDonald’s and other franchisors increasingly looked to sign a bunch of independent franchisees across the country (and later the world) to extend the corporate footprint with little risk and investment (since the financial burden for operating these new locations fell on the franchisee, who actually paid the franchisor a fee for this right).  This is a very similar arrangement to what we see with media licensing—film rightsholders, for example, extending production responsibilities for video games or comic book tie-ins to third parties who absorb the production costs and risks.

Of course, media licensing is a practice with a long history predating the post-WWII franchise boom (see Avi Santo’s excellent work for this), so I’m not claiming that this kind of arrangement was fully inspired by McDonald’s and the like.  But I think it’s an important connection to draw because there’s a large literature in organizational communication, business, and other non-media fields that have reflected on the social dynamics of franchising structures.  Retail franchisors and franchisees have not always worked in unison; instead, franchisors are always working to assert their authority over independent outlets they cannot fully control, and franchisees seek to assert their local agency in a larger corporate culture (in a way a bit more complex than George Ritzer’s notion of the “McDonaldization” allows). It’s exactly the kind of question of power and negotiated struggle that I think speaks to cultural studies of the media.

What I do think is perhaps more “new” is the way this franchise boom in the latter half of the 20th century helped to shape the way in which the production of media entertainment would be increasingly imagined.  Media licensing, and even formatting (in the sense Albert Moran researches, where ideas for TV programs are exchanged between different local markets) were not new to the entertainment media of the 1950s and beyond, but came to be understood through this same “franchise” imaginary.  As Moran tells us, Romper Room was a 1950s children’s television series that was originated in one local television market, and then spawned new productions in others—with the creators having looked to fast food franchising as an alternative model to network distribution.  It is by the late 1980s and early 1990s, of course, that the language of franchising enters common usage for making sense of entertainment media—where we start to understand “franchise” as a commonsense descriptor for things like Star Trek, Batman, and others that cross multiple sites of branded production and consumption.

I think it’s particularly crucial to understand this connection because the franchising metaphor also shapes our critical orientations to these entertainment brands.

Calling something a “franchise” is not a neutral declaration: it prompts us to think about the media in the same terms that we think about McDonald’s.  There is a recognition of the industrial basis for that culture and its hyper-commercial, systemic mode of multiplication and maintenance over time.  Often that comes with an implied critique as well, where acknowledging something as a “franchise” product suggests that its existence is based on market calculation more than creative expression.

When I first offered franchising as a site of analysis at a conference many years back, one colleague advised me to come up with a different term because of the very economically determined, delegitimating connotations it had.  The link between McDonald’s and media in franchising, therefore, is one that makes cultural production meaningful, and it does so in ways that are not always flattering and make it a source of tension and struggle for those involved or invested in that production.  My interest was not to take the economic determination implied by franchising for granted, but to think about how those implicated in and by that term work to negotiate those meanings.

 

You argue that franchises are not “self-propagating” phenomenon. So, where does agency lie in our discussion of franchises?

In the people who do the work of that propagation.  I consider franchises not as produced by corporations who own the rights to media properties, but also all the other stakeholders who seek to get something out of the work of expanding production and making more of that cultural product.  This could be the producers hired by major media conglomerates to take the reins of a particular franchise—author figures like Ron Moore (Battlestar Galactica) or JJ Abrams (the recent Star Trek films) or the long line of different comic book authors and editors hired by Marvel or DC to be steward of their ongoing superhero narratives.

Despite whatever authorship and genius we might recognize in these folks, they are still “for hire” workers with only a very bounded and limited (often contractually temporary) claim to authority in the franchise.  The site of agency could also lie in the less visible below-the-line labor of production designers, musicians, and technicians who are asked to recognize the vast histories and networks of collaboration surrounding a franchise in the course of their work.  And it could also extend to the licensees who are contracted to produce ancillary materials meant to work in some relationship to other products, but produced from a position outside more privileged sites of creativity and subject to the stringent approvals of rightsholders and other authorities.  I also want to locate agency within the consumer as well, as fans and other audiences do a lot of work to help these franchises move across markets and persist over time.

 

The idea that a popular narrative is a complex mix of commercial and cultural motives has been one of the most long-standing themes in film studies (going back to the auteur theory), so why has it been so hard for some people to accept the idea that “franchise properties” might also be culturally meaningful? In what sense are the properties you study “creative”?

 

In that there’s a lot at stake in the ability of people working in these contexts to be able to lay claim to the idea of creativity.  On the one level, I definitely acknowledge and am fascinated by the capacity for franchising to support complex storylines, design histories, and capacities for expression.  But on the other, I see “creativity” not as an essential truth but as a status and subjective identity that media producers and workers would claim about themselves (“I am creative; I do creative work”).  Particularly because the hyper-commercial realm of media franchising is so critically delegitimized, I’m particularly interested in how those involved with franchising might position themselves in opposition to that franchising and assert their uniqueness, authority, or vision.

Think JJ Abrams and not only his choice to replace the old Star Trek continuity with the new one, but also the distance he puts up between himself and the original series (he prefers Star Wars), and his tendency to retroactively disavow ancillary video games (he just claimed to have “dropped out” of producing the 2013 Star Trek video game despite his co-producers’ participation in the development stages, distancing himself from perceptions that it was nothing but a cheap cash grab)

One of my other favorite examples is how Dirk Benedict, the original Starbuck from the 1970s Battlestar Galactica, attacked the new series by emphasizing its “franchise” status and casting the mass production of franchising as part of a gendered war on masculinity.  The commercialism of franchising raises the stakes for media workers to position themselves as creative and as different from all the others that use the same idea or premise or property toward this ongoing commercial end.  It helps to position one’s self as such if you actually do innovative things, and I think we do see that a lot in media franchising given this imperative for differentiation.

But sometimes that differentiation comes as much in the identity claims of specific contributors as it does the product itself (and as the case of Benedict and what Suzanne Scott calls the “fanboy auteur” suggest, these franchise identity claims are often explicitly gendered).  As much as franchise products may or may not be indicative of creativity, I see franchising more broadly as a site of struggle over creativity, what it means, and who can claim it in industrial contexts.

You describe in the book interviews you have done with media industry insiders who want to deflect or disavow the concept of franchising as informing their creative decisions. Why do you think the term produced such discomfort? What alternative models do they draw on to describe their work?

 

Similar to the above, I think it’s because when you’re talking about creative decisions, the idea of franchising (and all the economically-determined calculation it implies in popular and industry use) calls the potential creativity of those decisions into question.  So what I found were often appeals to reassert creativity—and often singular authorship—in opposition to the idea of franchising.

While this wasn’t one of my own interviews, Lost is a great example of this, where the conclusion of the series generated all kinds of industry and critical speculation about franchise potential, and the producers repeatedly came out to publically state that they would have none of it and that theirs was “definitive” version of Lost.

To me that’s what fascinating about franchising—it is both a logic for multiplying media production, but also a meaningful discourse for making sense of and assigning value to that production.  It forces producers to confront the fact that they don’t have creative monopoly in the for-hire work they do for corporations.  It also forces them to position themselves and their work in relation to that of others who come before, after, and in parallel.  That can create contradiction and discomfort around the idea of creativity, which leads to that disavowal.

Derek Johnson is Assistant Professor of Media and Cultural Studies at the University of Wisconsin - Madison.  He is the author of Media Franchising: Creative License and Collaboration in the Culture Industries (NYU Press, 2013), as well as the co-editor of A Companion to Media Authorship (Wiley-Blackwell, 2013) and Making Media Work: Cultures of Management in the Media Industries (NYU Press, forthcoming 2014).  His research focuses in the media industries, looking at how cultures of production negotiate creativity, convergence, and collaboration.  Most recently he has started working on a new single-authored book project focusing on children's media industries and the way in which producer identities cohere in relation to ideas about age, taste, and the child audience.  He has published several journal articles and chapters on the subject of Marvel Comics and their cross-media practices, and in his forthcoming publications, he has critiqued the industry strategies behind the HerUniverse web shop as well as the racial logics behind LEGO's licensed film and comic minifigures.

The Prosumption Presumption

 

There is a growing conversation about the nature of participatory culture (and digital media more generally) in Post-Communist Poland. Late last year, I featured a series of blog posts by Polish scholars looking at various aspects of this phenomenon and before that, I shared a report discussing media-sharing practices there. This week has seen the release of an important new report, Prosumption in the Pop Industry:An Analysis of the Polish Entertainment Industry, issued by the Local Knowledge Foundation, and prepared by Piotr Siuda Radosław Bomba Magdalena Kamińska Grzegorz D. Stunża Anna Szylar Marek Troszyński  and Tomasz Żaglewski.

As part of their process, the researchers reached out to myself, along with Mark Deuze and George Ritzer, for our insights into what the report calls "prosumption," and they ran the transcript of our responses at the end of the report. I have sought their permission to share some of my response to their questions here: There's more from me as well as responses to these questions from Mark and George if you follow this link, where you can read a English language version of the report as a whole. The interview was conducted by Michał Chudoliński. (See bio below)

I should say at the outset that I am not a big fan of the concept of "prosumption," which the field has inherited from Alvin Toffler. It assumes a kind of hierarchical relationship where the top level is occupied by the professional and the bottom by the consumer, with the amateur and prosumption layers existing in between. It assumes that the primary goal of amateurs is to gain entry into -- or directly influence -- the professional sphere of media-makers, and in my experience, this is more true of some fans or some kinds of fans for others. Across my work, I have documented cases where fans seek to actively influence mainstream media content, and others, where fans seek to construct their own culture, for their own purposes, and just want the corporate media to leave them the hell alone. Some of this has to do with their assumptions about whether the producers are apt to "get it right" if they seek to act on the fans' desires, whether they have a history of being exploited or marginalized by corporate media rather than embraced, whether they see their pleasures as subcultural or dominant, and as such, the idea of prosumption is more apt to be embraced by those in dominant groups (i.e. white male straight Cis middle class etc.) rather than those who find themselves in more subordinate positions. I do not want to close the door entirely -- I think there are ways that at least some fans have gained greater influence, there are always new and emerging models which we need to confront with an open mind and a wait-and-see attitude, etc.

Some of this skepticism comes through in some of my responses here, but I was not asked to directly address the concept of prosumption per se as a way of describing the phenomenon this report discusses. I was much more enthusiastic about the process of fans and producers working together towards shared ends a decade ago when I wrote Convergence Culture, than I am today, after six or seven years of "Web 2.0" corporate practices, which have just as often sought to strip mine fandom as a source of revenue and labor,than to act in ways that democratize and diversify who gets to participate in our culture. Yet, I think this report, which gives us a glimpse into how these questions are being thought about in industries that emerge in a different cultural, political, and economic context, may be a good moment for some further reflections on the nature of "prosumption" and where we are at in terms of corporate relations with fandom.

MC: In your opinion, what is the general level of prosumption in the pop culture industry globally? By prosumption, we mean the manner in which the pop cultural industry uses the activities and commitment of a mass culture audience to promote specific brands or franchises.

HJ: I have not seen anyone offer a quantitative measurement for how much user-generated content is being produced, under what conditions, in which contexts, around which content, etc. I would not, in any case, be the right person to try to address this question from a quantitative point of view. A part of the problem is that prosumption, as you are defining it, is a sliding scale. There are many forms of amateur cultural production in response to mass media fandom which is neither solicited nor valued by corporate rights holders. This is the realm of fan culture as we have historically understood it. There are forms of amateur production which make money only indirectly for corporate interests, such as the way content travels on Facebook, Twitter, and to some degree, YouTube, where the company does not really care what is being produced but simply that their platform is seeing a certain amount of traffic that comes in ways they know how to capitalize on. There are forms of cultural production where user-generated content is curated and harvested, so that the ‘best material’ gets shared with the larger community but the bulk of it ends up on the cutting room floor: this is often true in terms of various design contests around brands. There are forms of cultural production which are semi-commercial and semi-professional: much closer to the original meaning of prosumption. Here, both sides may profit from what is produced and shared: see for example Etsy or Amazon's Kindle Worlds for two models of what this might look like. To me, these revenue sharing based models are very different from many of the kinds of free labor which have been critiqued by Marxist theorists. So, until we have a better vocabulary for talking about these and a range of other arrangements, I doubt we can come up with anything approaching a definitive answer to your question.

MC: What are the reasons for the emergence of prosumption in mass culture?

HJ: Again, to paint in broad sweeps, there was a great deal of grassroots cultural production across human history: it was simply localized or personalized, produced and shared within a geographic community and/or within a localized subculture. Many of these forms of cultural production were pushed from view by the rise of mass culture, but they did not totally disappear. We can trace many examples of participatory culture at any given moment across the 20th century and many struggles to gain greater access to the means of cultural production and circulation. These various local practices provided the initial seeds of today's prosumption. What happened though is that net- worked communications made these alternative cultural practices more visible; they could be shared easily across geographic boundaries; there were hybrid media spaces where different subcultures could observe and learn from each other; and people with shared interests could find each other. As this wave of participatory culture moved across networked society, then other institutions responded, seeking to channel and commodify participation in the various ways we discussed above. And that is what results in Web 2.0 business models and discussions of user-generated content. The problem with that model is that it defines all of the participants in relation to the tools, platforms, or content producers and not in relation to their collective goals as members of particular kinds of communities of practice.

MC: How do you expect pop culture prosumption to develop globally?

HJ: We are seeing examples in most parts of the world at this point, but its spread is uneven, not simply because of limited access to technological affordances, but also for cultural, legal, and political factors, given the ways that collective cultural production is bound up with issues of free expression and democratic citizenship, given that expanding chances to produce and share culture and knowledge can have a destabilizing effect on established hierarchies. But, we do not want to think about this purely in terms of a spread of one dominant participatory culture across the planet, though we can see people interacting at small scales via social media across national boundaries. Ethan Zuckerman's new book does a convincing job of showing us all of the boundaries and barriers that affect who communicates with whom or who cares about what on the World Wide Web. We are also seeing local traditions of cultural production, say, the samba schools in Rio, assert themselves through digital media, and thus finding new forms of cultural expression and social connection.

MC: In your opinion, what strategies will be implemented to increase the significance of prosumption in pop culture? What will be the role of the Internet in this process?

 

HJ: I am less sure I want to increase prosumption as you have defined it above, where it is an extension of the commercial logics of corporate mass media or part of the new emerging logics of Web 2.0. What I want to promote is a more participatory culture where we expand access to the means of production and circulation to more of the population, with access defined here not simply in terms of tools and platforms, but also social and cultural resources. We need to promote a broad array of different models for production and circulation, many of which are not governed by the motives of neoliberal capitalism, some of which follow more closely forms of gift or reputational economies where creativity is motivated by social rather than material rewards.

 

MC: Pop cultural prosumption is more or less linked to fandom as a life- style. Fans who receive free samples, help to organize conventions, or re- view promotional copies are regarded differently by their community. Their status among other fans changes—they gain popularity and respect and their role as experts becomes more and more important. Have you noticed this phenomenon?

 

HJ: Yes and no. I think that in the US, fans are often distrustful of those who become more fully imbricated into the commercial system. Forms of prosumption may or may not actually value fan expertise or respect fan traditions. Certainly, there are more casual consumers who feel more comfortable remaining in these corporately policed spaces, but I think it is an open question whether these spaces will ever fully replace more grassroots spaces, which often actively resist corporate motives or question ideologies. Also keep in mind that fandom is only one form of participatory culture and only one of the sets of cultural communities that motivate prosumption. It might be interesting to look at something like Etsy, which certainly attracts some forms of fan production/consumption, but also taps into older crafter traditions that have often de- fined themselves in direct opposition to mass culture.

 

MC: In the traditional media model, the producers imposed their desires on the audience. What is the situation today and how is it changing? Is there equality between fans and producers? In fact, whose arguments are more important when it comes to conflicts of interests?

HJ: We are nowhere near ‘equality’ at the present time, but there have been shifts in the relationships between producers and consumers, at least as I observe them in the US. I would hate to universalize this. It has always been the case that producers have sought to control both the distribution and interpretation of their content as much as possible, and fans have often sought to elude that control to pursue their own interests. No one can really control what happens to media content once it reaches the hands of the consumer, but consumers have had difficulty influencing production decisions. This is why John Tulloch described fans as a “powerless elite.” Today, what fans make of the raw materials producers provide them is much more publically visible. More and more people know about fan fiction or are watching fan remix videos, and fans are collectively exerting much stronger pressure on producers to respect their interests as they are making decisions than impact the production. Fans are also involved in the circulation of the content, as more stuff travels through digital social networks, as well as across broadcast networks. As this has happened, producers have started to reappraise their relationships with fans. They initially acted out of fear of losing control. It is now clear they have already lost control in that sense, so they are seeking to court fans. Clearly, they would like to exert as much control as possible, but they are also having to give grounds on many traditional constraints on audience behavior as they are coming to realize that engagement is a key currency in the contemporary media economy.

MC: How do you evaluate pop culture producers' tendency to employ fans (i.e., a fan becomes a professional)? Is it a common practice? How will it evolve in the next few years?

HJ: This is still a minority practice, but it is growing. Of course, in some senses, the line is an arbitrary one. Obviously, most people who produce popular media also consume it, many of them were ‘fans’ in the broadest sense or otherwise why would they enter the industry. But the process of training and recruitment as a professional often involves a reorientation where you are discouraged from seeing the world from the consumer perspective, and recruits often come to see consumers as very strange creatures. What we are seeing is that some producers are consciously bringing some of their most vocal fans ‘into the tent,’ i.e. inviting them to help advise the production on the desires of their community and in return, act as translators back to the worlds they came from. This works only in so far as these ‘fans’ are ‘representative’ of or ‘meaning- fully tied’ to the fan world in the first place. It is not as if fans speak with the same voice; there are all kinds of tensions within fandom and thus, there is a tendency for producers to recruit certain kinds of fans and leave others outside, perhaps even more marginalized than before. Fans make a distinction between affirmational and transforma- tional fans, i.e. fans who celebrate and master the storyworld as it is given to them vs fans who recreate the story materials to better serve their own interests. It is been much easier for producers to absorb affirmational fans than transformational ones, and this has gender implications since the first category is heavily male and the second more heavily female. So, unless the producers develop a deeper understanding of fandom's own diversity, hierarchy, and traditions, there is a danger that they will over-weigh some fans at the expense of reaching the full range of consumers who are invested in their property.

MC: Majority of the fans consider their favorite protagonists to be beyond mere characters from a TV series or a graphic story. Rather, they are symbolic figures who inspire and have an opinion about important ethical truths or the contemporary world. Is such a perception deeply rooted among fans or is it becoming stronger, perhaps, due to some new phenomena?

 

HJ: I would say that stories have always existed as mythical resources through which we ask core questions about ourselves, our values, and our world. We understand this clearly enough when we are talking about folk tales, myths, and legends of the more historic variety, but when we talk about mass culture, the commercial dimensions—the commodity status of the text—can often drown out our appreciation of the symbolic roles such stories play within our culture. There has been a tendency to say that fans are confusing fantasy with reality—and that is almost never the case—or that they are ‘reading too much into’ popular fictions which were made for ‘entertainment purposes,’ and that is also not right. They are using these stories as springboards for important discussions they want to be having about the world, and they are using the characters as symbolic or mythical resources within those exchanges. That is why they want to rewrite or remix them: because they stand for something and they can be used to express ideas collectively that need to be heard. That is why fans are not content simply consuming: they ask questions, they tell stories, and they remix content, to see if they can more fully realize the symbolic potentials they see within this material. They are going to be doing this regardless of the commercial frames you put around that. Some kinds of prosumption practices can build partnerships with fans, while others impose limits and constraints or exploit fan labor in ways that will damage that relationship. Where this happens producers will face backlash from fans or fans will simply route around the constraints to more fully satisfy their goals. Right now, fans are much more sophisticated at navigating through the social media realm than producers are and have a much longer history of thinking about grassroots cultural production and circulation.

Principal researcher:

Piotr Siuda – an author and a coordinator of “Prosumption in the Pop Industry” project. PhD in sociology, Assistant Professor in the Faculty of Sociology at the Kazimierz Wielki University (Poland), author of Religion and the Internet (2010), The Cultures of Prosumption (2012), Japonisation. Anime and its Polish Fans (being published). His research interests are the sociology of culture and social aspects of the Internet.

e-mail: piotr.siuda@gmail.com

Interviewer: Michał Chudoliński is an alumni of Collegium Civitas in Warsaw, where he majored in Sociology and ran the Comics Club. In the years 2003-2006 he ran the comics department at „BatCave”, the most popular website about Batman in Poland and is currently the editor of “KZ” magazine (The most recognised Polish on-line magazine dedicated to comics) and the blog “Gotham in the rain” (A new blog, dedicated entirely to the Dark Knight of Gotham). He publishes in: “Nowa Fantastyka”, “Czas Fantastyki”, “2+3D”, “Ha!art”, and on the pages: “Polityka.pl”, “Noircafe”, and “ArtPapier”. Websites: http://www.kzet.pl/, http://www.gothamwdeszczu.com.pl/.

E-mail: michal.chudolinski@gmail.com

Highlights from the "Rethinking Intermediality in the Digital Age" Conference

Earlier this fall, I reported here about my trip to Transylvania to attend a gathering of the International Society for Intermedia Studies, hosted at Sapientia Hungarian University of Transylvania. I found the interdisciplinary and international mix of speakers invigorating, as they shared reflections of a broad range of historical periods, national contexts, and media platforms and practices. They have since made available videos of the three keynote addresses from this conference, and I wanted to pass them along to you. Here is my address, "'All Over the Map': What Oz The Great and Powerful Can Teach Us About World-Building." The recent Oz film has been generally dismissed as too much focused on visual spectacle, too little interested in character and story. I take a contrarian perspective, arguing that we need some aesthetic criteria for discussing works where richly realized worlds take center stage and become the key focus of our attention. Here, I situate the Oz film, and its play with intertextuality and world-building, in the much larger history of the Oz franchise, noting that Oz was the first conceived of as more a world than a story and that there have been many stories which sought to allow us to "return" to this world -- a theme that goes back to even the earliest Oz films (produced by L. Frank Baum himself). I am now in the process of developing this talk into an essay for publication -- one of the tasks I've set for myself over the break. But, I thought some of you might enjoy this glimpse at a work still very much in progress.

Marie Laurie Ryan was a second keynote speaker at the conference, and she addressed the concept of transmedia storytelling from a narratological perspective. I thoroughly enjoyed, though nervously anticipated, her critique of my work, which I felt was fair in its challenges and also touched on themes which I have been exploring through my own more recent writing, ubeknowst to her.

And finally, there was Joachim Paech, who dug much more deeply into the concept of the intermedial, from a perspective grounded in continential aesthetic philosophy. People at the conference suggested that the three keynotes were a study in contrast with each of us embodying different academic styles and cultures and each speaking from a place deep within our own national traditions. I will allow you to judge this for yourselves.

This will be my last post for 2013. I am going to take off a few weeks to focus on family, recreation, and writing in that order, but we will be back again after the start of the year with more exciting interviews which I already have ready to go. So, see you on the other side...

"From Imaginary to Virtual Worlds": An Interview with Historian Michael Saler (Part Three)

As I was reading your discussion of this process of providing “proof” for imaginative narratives, I could not help but think of the roles being performed by contemporary transmedia extensions. For example, see the case that Campfire constructed around the launch of Game of Thrones -- (http://campfirenyc.com/work/projects/game-of-thrones/) or these videos relased this summer in relation to Pacific Rim (http://sheridantransmedia2013.wordpress.com/2013/01/15/pacific-rim-viral-site/) and the next Planet of the Apes movie (http://www.firstshowing.net/2013/dawn-of-the-planet-of-the-apes-kicks-off-viral-simian-flu-website/).  To what degree are these very contemporary practices a continuation of the techniques that you suggest emerged around the New Romance?

 

These transmedia extensions are all ways to heighten the immersive reality of imaginary worlds by appeals to our senses and to our reason. (Modernity requires fantasy to be rational at some level; many seek enchantments that don’t reject reason but augment it.) Such practices transform imaginary worlds into virtual worlds that can then inform our thinking about the real world because we have assimilated them corporeally, emotionally, and philosophically.

Why do so many fans collect replicas, first editions, autographs, or other palpable material relating to the imaginary worlds they love? In effect, these are secular reliquaries; they put fans in contact with the intangible mana or charisma of the imaginary world, just as symbols of a favorite sports team, or even a favorite nation, provide many with a sense of identity.

The advantage that imaginary worlds have over some of these other forms of affiliation is that they are explicitly marked as imaginary. European soccer fans can be violent, their conflicts often linked to national identities, but I have yet to see Middle-earth fans get into physical blows with Golden Compass fans. The “virtually real” nature of so many secondary worlds is undercut by acknowledging that they are provisional constructions, and that habit of mind that can be usefully applied to other beliefs we hold in the primary world. Living an “as if” life does not preclude political, spiritual, or ethical commitments, but it does temper arrogance while opening us to a multitude of worlds we might not have considered otherwise.

 

Some recent writing, yours among them, have linked the concept of imaginary worlds with Tolkien’s notion of Sub-creation, which seems to limit the model to talking about worlds that are largely if not entirely the work of the imagination. Yet, Dudley Andrews has discussed the concept in relation to “Dickens’ London,” you discuss here Doyle’s London, and I’ve made the case for Scorsese’s Gangs of New York. Each represent an artist’s particular inflections of real cities, but developed in sufficient imaginative detail as to constitute an immersive environment with a character uniquely its own.  What is the case for or against these environments being regarded as “virtual” in the ways you are using the term?

I think all of these “realist” worlds are clearly marked as fictional, and thus can be thought of as “secondary worlds” distinct from the primary world. They too can become “virtual” through social media that permits their audiences to inhabit them communally, for prolonged periods.

In the late nineteenth century, the imaginary worlds that became virtual through reader participation were primarily works of fantasy, because readers were explicitly seeking an escape from literary realism: they wanted new forms of enchantment that were compatible with modern reason but did not replicate the status quo. Thomas Hardy’s “Wessex” was an imaginary world, complete with a detailed map, but contemporary readers who wanted to immerse themselves for prolonged periods in an imaginary milieu turned to Haggard, Stevenson, Conan Doyle, and other writers of the fantastic, where they could gratify their sense of wonder as well as their reason. (Sherlock Holmes’s “London” is a fantasy world, because it contains Sherlock Holmes, a fantastic character – among others!)

Many middle-class readers and critics, though, thought that this form of immersion in fantasy was irresponsible and regressive. Today’s readers and critics are less likely to dismiss “escapism” in such terms; even those who don’t like fantasy find themselves immersed in the imaginary worlds of Jane Austen and James Joyce, both of which are now virtual with their own fan bases, dedicated social media spaces and, in the case of “Bloomsday,” cosplay every year.

 

I was struck by Edmund Wilson’s critique of Lovecraft’s realm as “a sort of boy’s game.” First, in what sense are these worlds “games,” that is sets of activities in which readers can participate alongside writers? And if they are games in that sense, then, where do the rules of these games come from? and Second, were the kinds of collective activities you describe emerging around these stories always heavily gendered as masculine which would seem to be part of the implication of calling them “boy’s games”? And finally, there’s implications here of “infantilism” or “latency,” charges that have long been associated with fandom. In your research, was fandom always associated with arrested development?

 

Edgar Allen Poe and Jules Verne thought of their imaginary worlds as games, and established rules for them that were taken up by the New Romance and the later marketing genres of science fiction, fantasy, and mystery. (When Hugo Gernsback established Amazing Stories in 1926 – thereby inaugurating the marketing genre of “science fiction” – he constantly cited as his predecessors Poe and Verne, as well as H.G. Wells, and reprinted many of their works.)

Poe argued that imaginary worlds ought to be constructed as meticulously as any hoax, which has become one of the tacit rules for modern imaginary worlds. Verne acknowledged his debt to Poe on this score, continuing the imaginary world Poe created in The Narrative of Arthur Gordon Pym (1844) in his An Antarctic Mystery (1897).

The notion of including multiple paratexts became firmly established with the New Romance beginning in the 1880s, and the implicit rules for the fannish habitation and extension of imaginary worlds derived from Sherlock Holmes fandom beginning in the 1890s. (Indeed, they called their prolonged and immersive explorations of Conan Doyle’s world the “Great Game.”) Holmes’s fans were the first to write “scholarly” essays about his world as if it were real, and pastiches that augmented the world, making it a living, “virtual” creation.

By the 1930s, these and related rules of the imaginary-world game had become widespread – even science fiction pulp magazines were peppered with paratexts, including learned footnotes in Amazing Stories and Robert Heinlein’s famous “Future History” chart published in Astounding.

Dorothy Sayers wrote a marvelous essay about the Great Game (the term is hers), but on the whole Sherlockian play was masculine, especially in the United States, echoing the homosocial world that Conan Doyle created. (The American Baker Street Irregulars refused to invest women in the society until the 1990s, although there were “scion” societies that did welcome them.) Similarly, science fiction fandom for much of the twentieth century was largely male, and this was true for other subcultures dedicated to comics, horror films, and so on.

There was somewhat more gender parity in the imaginary worlds purveyed by radio in the interwar period. “Little Orphan Annie,” “Captain Midnight,” “Buck Rogers,” “Jack Armstrong,” and other children’s programming provided significant agency for boys and girls in their plot lines and premium campaigns, largely for commercial reasons. Gender hierarchies and imbalances persisted, but at least these worlds were not exclusively male preserves.

The charge of “infantilism” was certainly applied by elites to fans of mass culture for much of the twentieth century. But this charge has a longer history in Western culture. It has usually been associated with any extended immersion in the imagination, which historically has been defined as subordinate to reason and associated with subaltern groups: women, workers, children, so-called “primitives.”

The late-eighteenth century romantics challenged this binary opposition between reason and imagination, and mid-nineteenth century children’s literature also welcomed rather than feared imaginative play. By the late nineteenth century the imagination was being defined by psychologists, philosophers, critics and others as being complementary to reason.

The suspicion of the imagination by elites may have been more prevalent in Protestant than Catholic countries (certainly it was prevalent in Britain and North America, whereas late nineteenth and twentieth century France was practically ground zero for the new celebration of the imagination). Nevertheless, it has continued to play a large role in the negative reception of fantasy, and fandom, until very recently.

Your discussion of Lovecraft suggests that fans from the start saw fantasy, science fiction, and horror as points of entry into conversations about race, ethnicity, and immigration and that readers and writers were often blind to their prejudices even as they celebrated forms of exploration that went beyond the margins of current public sentiment. Much of what you share there could have come from more recent debates amongst fans about the role which race play in contemporary speculative fiction. Can you share more of these debates and their impact on mid-century readers?

 

 I’m a bit disheartened about the way some of the current debates about race and speculative fiction online have used Lovecraft as a convenient punching bag and go no further. It’s easy to do that – no one can deny that he was a virulent racist for most of his life.

But history shows that he, and other fans, were debating issues of race, imperialism, sexism, and other issues since the onset of public spheres of the imagination. Rather than excoriate figures from the past because their views don’t accord with ours, itself an ahistorical practice, it might be better to examine the conditions that enabled these views to flourish, and to explore how such views were challenged and at times changed by diversely constituted public spheres of the imagination.

In other words, the prehistory of our current use of imaginary worlds and virtual realities has much to say about how we might promote pluralism and an acceptance of difference. To dismiss Lovecraft as simply a “racist” without acknowledging how far he had changed – and the reasons for this change – is to abandon the resources that history gives us for negotiating the present.

I find his story, and that of Tolkien (who did question some of his earlier, unexamined views about race, religion, and the nation) to be hopeful examples about how imaginary worlds can be used as well as enjoyed. Their case-histories provide instructive instances of how imaginary worlds are not simply escapist but inform the real world in many ways, for good and for ill. (This is not to say that all online discussions have been like this. Elizabeth Bear’s contribution to a public sphere of the imagination, Tor.com, is a reminder of how imaginary worlds can be good to think with about the primary world: http://www.tor.com/blogs/2009/12/why-we-still-write-lovecraft-pastiche.)

Michael Saler is Professor in the History Department at the University of California, Davis. He received his BA from Brandeis University and a joint Ph.D. in History and Humanities from Stanford University. He is the author of As If: Modern Enchantment and The Literary Prehistory of Virtual Reality (Oxford University Press, 2012), The Avant-Garde in Interwar England: 'Medieval Modernism' and the London Underground (Oxford University Press, 1999); co-editor, with Joshua Landy, of The Re-Enchantment of the World: Secular Magic in a Rational Age  (Stanford University Press, 2009), and editor, The Fin-De-Siecle World  (Routledge, forthcoming).

"Media Mix Is Anime's Life Support System": A Conversation with Ian Condry and Marc Steinberg (Part Four)

As both of you mention, Walt Disney’s work as an animator and as an industry leader exerted a strong influence on the development of the Anime system. What did the Japanese learn from Disney and how were his practices localized for the specific Japanese context?

Ian: Tezuka watched Bambi, 80 or 100 times, depending on which story you believe. He made fanzines of Disney characters. In his manga, “Metropolis,” one of the characters escapes from an evil-doer’s prison by sewing himself inside a giant irradiated rat that looks suspiciously like Mickey Mouse. Anime fans often note that remarkable similarities between Tezuka’s “Kimba the White Lion” and the much later “Lion King” by Disney.

Then again, as Otsuka Eiji noted at conference that Marc organized at Concordia University: “It’s true that Disney’s Lion King stole from ‘Kimba.’ But that’s OK because Tezuka stole from Bambi.” That got a laugh.

In his 2004 book, “The Complete History of Anime” (in Japanese, Nihon no anime zenshi), the anime historian Yasuo Yamaguchi identified a range of influences that reach from aesthetics to labor and business practices:

• The use of exaggerated expressions—for example, the “squash and stretch system” of deforming characters to emphasize their personalities.

• The storyboard system, which allowed Disney to use a variety of sequential pictures to convey the story and the feeling of the scenes to the animators.

• A curriculum for training new talent, which was necessary because with each hit production, animators would be hired away from Disney at higher salaries. Disney responded by developing a system to train new workers.

• The division-of-labor system, which allowed the Disney studio to work on animated shorts and feature-length films at the same time.

• Establishment of the Disney brand—for example, by describing all works as “Walt Disney presents” and polishing the brand image by having Disney himself personally introduce the works.

• The development of merchandising, whereby the licensor of animated characters would receive 3–7 percent of the sales price of goods related to those characters, which was necessary to offset the deficits incurred by animation production (Yamaguchi, Nihon no Anime Zenshi, 2004: 36–38).

The big adaptation of Disney’s ideas comes from relying increasingly on limited animation to make anime more cheaply, and by relying on already-popular manga characters to ensure a wide viewership.

Henry: One of the things many of us think we know about Anime and Manga is that its readership extends well beyond children, that it is much more diverse than would true of similar productions in the west. How is this diversity managed? Some forms of cultural production seem structured around generational or subcultural niches, while others get discussed in terms of their ability to enable transgenerational communication. What can you tell us about the relationship between niche and mainstream as they operate in this context?

Ian: Perhaps the key to the diversity around manga is that it is not well managed, at least not from above. What is managed is incorporating reader responses.

As I discuss in my book’s chapter 5, some writers have pointed out, correctly I think, that manga represents a kind of “democratic capitalism,” in the sense that the most popular works are also the best. They contrast this with music and film, where heavy-handed marketing can make somewhat mediocre productions become big hits. Not so, they argue, with manga. People who love manga read a lot of it. You can read it for free standing in a convenience story, and even manga that is purchased generally gets passed around to at least a few friends.

I’ll never forget when I met one of the founders of Comic Market (the enormous manga fanzine convention), and I asked him what manga I should be reading. He said, “All of it.”

I think that’s the attitude of the serious fans. They go through a tremendous amount of material. Each weekly-serialized magazine comes out with about 20 stories, and the readers are asked to send in postcards evaluating the best and worst three. The major publishers receive about 3000-4000 postcards a week. Popular series keep going, and less popular ones are removed to make way for a few of the legions of amateur artists hoping for their big chance.

Indeed, the diversity makes it difficult to characterize the links between niche and mainstream. Put simply, however, that niche series become mainstream often do so the old fashioned way, by building an audience.

Marc, you draw a useful distinction between toys which replicate the characters and toys which help the consumer to become the character. How central are forms of role-play to the cultural and economic processes you are both describing?

Marc: It’s a complex issue. In my book I note how there’s a shift from characters that you can be or play to characters toys that you can play with. In the late 50s costumes for the various characters were the rage, and children imitated their favorite characters, they became them. For a number of reasons including growing urbanization, the decline of play space and time, and the general rise in income that gave children greater spending power, the 1960s saw the rise of toys that can be played with. Children no longer bought the mask, the gun and the gloves, they bought the Astro Boy replica toy. In that moment they were cut out of a certain kind of play that allowed them to be the character – they could only play with the character.

This was followed closely after by the kaiju monster toy explosion that extended this. What I don’t talk about in my book is that the 70s sees a different shift: the rise of video games, where the character appears on screen. In some ways this was an extension of the character you play with, but it was also an opening towards that earlier form of play: you could feel like you are the character onscreen.

Another space we can see the return to being the character is in cosplay, where you build and inhabit the character for particular periods of time. I think it’s in these moments that you find the collaborative energy that Ian discusses. The character becomes the nexus for a kind of creative, or community-forming activity on the part of the cosplaying fans, and a kind of excitement for the surrounding people too.

 The concept of “moe” has been central to the study of Japanese anime, but it may not be familiar to many western readers. What is “moe”? What role does it play in shaping production and reception?

Ian: “Moe” (pronounced “moh-ay”) is a very unusual term. It generally refers to an affectionate yearning, often for young, female characters, and there’s a lot of debate about whether there is a sexual element to this longing or whether it is more about an innocent desire to nurture and protect.

“Moe” also has the same sound, though different kanji character, as “burning.” So, there can also an implication of raging flames of desire.

More precisely, however, “moe” refers to a kind emotional response to visuals, with or without a storyline or world around it. People publish photo books on “factory moe,” for example, aimed at those who respond to the elaborate architecture of refineries or manufacturing plants.

The point of using the term, I think, is to acknowledge the enormous diversity of fascination and desire that can arise from visual elements. Hiroki Azuma, who Marc mentions above, offers an extended discussion of moe in his book Otaku. He makes the point that moe is another departure from the emphasis on story, and even character, focusing instead on elements of characters, like cat ears, a tail, or glasses.

Indeed, the science fiction writer Mari Kotani organizes a regular club event in Tokyo for women who are fascinated by eyeglasses (megane moe). Their response is to the eyeglasses, not the personality of the person behind those eyeglasses. Talk about post-gender!

 Many of us have turned to Japan in search of alternative models for consumer-producer relations. What insights did you gain from your research about the ways that fans have sought to insert themselves in the production process around Anime? To what degree do Japanese media producers solicit the active participation of their audiences?

Ian: This is a really interesting question. My experience is that there is a sharp generational difference among Japanese media producers. The higher-ups at major manga publishers and anime studios begrudgingly admit that fan appropriation is something that they have to accept. The manga publishers I spoke to, for example, hate the idea of Comic Market amateur producers using their characters without permission or recompense. But they don’t really fight it either.

Some say that’s because the Japanese legal system would be harder to navigate successfully. I like to think it’s because deep down, they recognize their need to let fans have their spaces of participation.

As I mentioned already, manga publishers very much do solicit the feedback of fans and work these responses into their selections for future issues of their magazines. Anime producers don’t have this luxury because they have to start work six months in advance of broadcast, so they have a much more difficult time incorporating fan ideas.

But when I interview younger media producers, they seem to be aiming to create a very different kind of media object. They want to produce something that can be a “platform” rather than a narrative or some kind of “content.”

They are learning from the success of Miku, Japan’s crowd-sourced virtual singing idol. Miku started as voice synthesizer software that Crypton Future Media released, along with a free-to-use image of her as a blue-haired, 16-year-old pixie. Fans made the music, elaborated on the illustrations, and created their own videos, such that Miku has become one of the leading singing stars today, even though, technically, she doesn’t exist. Or rather, she exists as the social energy of fans that bring her to life.

In this, younger media producers see that openness, not control, can be the key to success. (Isn’t it interesting how copyright control no longer seems the key to making money?) When I spoke to a recent college grad with his own media startup, he similarly spoke of his desire to follow the path to success of the Toho Project, a vast transmedia phenomena that started as an amateur video game.

In both cases (and we could identify others), the success arises from creating something—a character, a world, a certain kind of premise, or a participatory space around something completely different—that others can build upon. To me, this represents a further shift from thinking about media in terms things internal to a world (story, character, premise) and more about creating figurative platforms that others can build upon.

This perspective has the potential to completely transform what we think of as media, and I think it offers some fascinating possibilities for thinking of the politics and pleasures of media. I guess it simply remains to be seen how spreadable these practices can be.

 

 

Ian Condry is professor of media and cultural studies in Comparative Media Studies at MIT.  He is the author of The Soul of Anime:  Collaborative Creativity and Japan's Media Success Story (Duke U Press, 2013).  The book explores ethnographically the global spread of Japanese animation, from fieldwork in Tokyo's studios to participation in fan conventions in the US.  His first book, Hip-Hop Japan: Rap and the Paths of Cultural Globalization (Duke U Press, 2006), analyzes the way rap music took root in Japan.  His research focuses on "globalization from below," that is, cultural movements that succeed, despite skepticism from elites.  He is the founder and organizer of the MIT/Harvard Cool Japan research project, which examines the cultural connections, dangerous distortions and critical potential of popular culture.  More info:  http://iancondry.com

Marc Steinberg is assistant professor of Film Studies at Concordia University, Montreal. He is the author of Anime’s Media Mix: Franchising Toys and Characters in Japan (University of Minnesota Press, 2012), and has published essays on anime, franchising and digital media in Japan ForumAnimation: An Interdisciplinary Journal,ParachuteJournal of Visual CultureTheory, Culture & Society, Mechademia, and Canadian Journal of Film Studies. Continuing the study of the media mix, his current research project explores the close relation between “contents” and “platforms” in Japanese media industry discourse and practice, from the 1980s to the present.

"Media Mix Is Anime's Life Support System": A Conversation with Ian Condry and Marc Steinberg (Part Three)

The term, “character goods,” is often attached to cultural productions from Japan. What does this term suggest about the centrality of character to Japanese media mix? What ideas about character shape these productions? What factors led to this focus on character (as opposed to, say, story or world, or simply style) in the Anime system?

Ian: I see characters as operating in a space somewhere between celebrities and brands. Pikachu can act like a brand logo, standing for the Pokemon franchise when it’s plastered on the side of an airplane. Pikachu is also a character that can be active, like a celebrity, doing things in the Pokemon universe.

I think the dominance of Hollywood in the US makes Americans like myself more accustomed to viewing celebrities as pinnacles of human renown. Yet in Japan, characters, more than brand logos, are commonly used for even very serious organizations. I feel I know the FBI logo from all those DVD warnings to stop illegal copying. But Japan’s National Police Agency has a cutesy character.

In the end, maybe the ubiquity of logos in the US and characters in Japan have the same cause. In the US, if I was starting a new company, or trying to rename my academic department, I would naturally think: What should our new logo be? In Japan, I’d have to ask, what should our character look like?

Popularity breeds more popularity, and we learn those forms from all around us.

In the United States, there’s a tendency to speak of toys, candy, and other tie-in products as “ancillary” yet they seem to have at times exerted very strong influences on Japanese popular culture. How would you define their roles here?

Marc: The more I looked into the practices around the media mix, the more it seemed that every part played an important role. The work “ancillary” just doesn’t do justice to the significance of the sticker in the popularity of Astro Boy in the 1960s.

Or, to take a more contemporary example, Pokémon is not first a game, and only secondarily comics and animation series. It is all of these. Sure, some media have more weight than others, but what’s so fascinating about the media mix is the way the addition of each new element reconfigures the entire ensemble.

Jonathan Gray does a great job of pointing out the centrality of the “ancillary” in the North American context in the wittily titled Show Sold Separately. I think we have to do the same for the Japanese context where actually it’s more difficult to say what is primary to begin with.

Again, taking the case of Astro Boy, the TV show acts back on and influences the comic, the logic of replication found in the stickers work their way back into the theme of replication in the comic, character designs developed for the anime inform the toys, and so on. There’s a way you can write the history of Japanese pop culture from the point of view of candy makers (I was initially tempted to do this), or toys (with video games flowing naturally out of the character-centrism of manga and anime, and toy makers like Bandai becoming major anime producers), or freebees.

Marc, you especially make a point in your book that practices of fragmentation, multiplication, and dispersal, central to the media mix practices, precede the emergence of digital networks. What are some of the roots of these practices then and why do you think that these logics have been so influential on Japanese media?

Marc: The roots of these practices are difficult to pin down exactly. But I’d say the most two important elements here are an intensified serialization and transmediation that occur in the early 1960s.

First, we have a serialized narrative running in a monthly comic magazine. The long-form narrative serial really started in the 1950s. (There were pre-war and wartime serialized manga, but these were more like what television studies calls “series”: sit-com like formats that don’t have any narrative progression.) Then this narrative is transposed to another medium like television, or the character is transposed to another medium like the metal or plastic toy. So there is a further fragmentation of an already fragmented narrative. The more series develop out of the initial one, the harder the consumer has to work to chase after them all.

Granted, 1960s serials hadn’t yet formalized the transmedia storytelling approach where different narratives were told in different media. It’s really not until the 1980s that this approach becomes formalized. But still, I see the early transmedia serialization of 1960s TV anime as an important precursor to the fragmentation and dispersal we find with digital media.

Some media mix producers like Otsuka Eiji have even remarked on this, saying digital tools make the narrative experiments they were doing in the 80s all the more easy to pull off. So while there is an intensification of the fragmentation and dispersal with the rise of digital networks, the serial and transmedial format of the anime media mix already contains the logic of digital networks in nascent form.

 

Ian Condry is professor of media and cultural studies in Comparative Media Studies at MIT.  He is the author of The Soul of Anime:  Collaborative Creativity and Japan's Media Success Story (Duke U Press, 2013).  The book explores ethnographically the global spread of Japanese animation, from fieldwork in Tokyo's studios to participation in fan conventions in the US.  His first book, Hip-Hop Japan: Rap and the Paths of Cultural Globalization (Duke U Press, 2006), analyzes the way rap music took root in Japan.  His research focuses on "globalization from below," that is, cultural movements that succeed, despite skepticism from elites.  He is the founder and organizer of the MIT/Harvard Cool Japan research project, which examines the cultural connections, dangerous distortions and critical potential of popular culture.  More info:  http://iancondry.com

Marc Steinberg is assistant professor of Film Studies at Concordia University, Montreal. He is the author of Anime’s Media Mix: Franchising Toys and Characters in Japan (University of Minnesota Press, 2012), and has published essays on anime, franchising and digital media in Japan ForumAnimation: An Interdisciplinary Journal,ParachuteJournal of Visual CultureTheory, Culture & Society, Mechademia, and Canadian Journal of Film Studies. Continuing the study of the media mix, his current research project explores the close relation between “contents” and “platforms” in Japanese media industry discourse and practice, from the 1980s to the present.

"Media Mix Is Anime's Life Support System": A Conversation with Ian Condry and Marc Steinberg (Part Two)

Research on the Japanese “media mix” and the western “transmedia” phenomenon both must grapple with the blurring boundaries between storytelling/imagination/creativity/play and branding/marketing/promotion. Are these two forces separable at this point within the system you describe? Does the presence of branding necessarily negate the meaningfulness of the characters and stories for those people who are playing with their likenesses?

Marc: My book focuses more on the marketing side of things, and Ian’s on the collaborative side of things (fan collaboration and production-side collaboration). Simply put the system and the soul. I’d hazard to guess that we both agree that in practice one can’t be separated from the other. They can be described separately but they work together.

Our books are very complementary in that sense. The marketer in me wants to say: send us proofs of purchase for both and we’ll send you some stickers!

But joking aside, I think if you look at developments in the media mix over the last couple decades, the storytelling-creativity and branding-marketing are getting closer and closer.

One of the reasons for this is the rise of amateur production and the fluidity of boundaries between amateurs and pros. The Comike (Comic Market) where amateurs meet to sell their creations is one of the places where these boundaries break down. Publishers learn from fans, and successful dojinshi creators become professional comic artists.

In more recent years many of the top amateur game makers have gone pro. But what pro means is itself hard to pin down. My pessimistic side sees this as the increasing appropriation of fan labor and fan production by large corporations. But I also tend to see the circulation of character images as having a media life of its own. Corporations may see this as moving for their own profit. Fans see this circulation as moving to their benefit. But neither can exist without the other, and creativity exists on both sides of this equation, producers and consumers.

I think this is something Ian shows really nicely in his ethnographies of production sites, and it’s something I feel all the more concretely the more I learn about particular moments of media mix production.

Ian: You ask, “Does the presence of branding necessarily negate meaningfulness . . . ?” Certainly not. I recall an acquaintance that wore a T-shirt with an illustration of the playful “Pipo” character, who represents the National Police Agency, and it was version of this: (The orange character is Pipo, who represents the National Police Agency in Japan).

As graffiti artists have shown for a long time, those without the resources to pay for them can use the power of billboards. On the question of whether the forces of play and imagination are separable from branding and marketing, I like to think so, but deep down, I’m not sure.

Or, to put it another way, maybe that distinction is not the one that matters. Maybe a different question is the purposes that marketing and advertising are put towards. Both Greenpeace and Wal-Mart rely on branding and marketing, but evaluating their role depends on thinking beyond the category of marketing to include an analysis of the larger roles organizing play in our society. As an FCC chairman once said, “All TV is educational; the question is what does it teach.” So, too, with advertising.

Even fan activity can be marketing, but what are the implications for what is being exchanged? That’s something I learned from Textual Poachers and it’s still vitally relevant today.

Both “media mix” and “transmedia” imply a certain kind of immateriality -- characters that can draw interest across a range of media -- and materiality -- a focus on the affordances or material properties of the different medium involved. When and how do the specific properties of the media involved in “media mix” matter?

Marc: Materiality is a good way to keep an eye on the specificity of its medial incarnation. Even in the age of digitization, where there is to some degree a convergence around hardware or platforms, there is still the materiality of the interface, and the specificity of the particular media object you’re reading or watching or playing. Immateriality is a way of understanding the character as something that exceeds any one of these material incarnations or interfaces. Whenever we engage with a media mix property we’re engaging with both at the same time.

Personally, I came to these questions of materiality and immateriality when I wanted to understand why children of the 1960s went so crazy over Astro Boy stickers. And why they also wanted Astro toys, and all else, from comics to shoes to records with the theme song.

Ian: When I think of immateriality, I would draw attention to the social energy that flows through characters and worlds. Characters and worlds are certainly one aspect of immateriality. They can move among media forms, from comic book pages, to TV screens, to portable gaming systems. But I see these characters as a link between people.

For me, the immateriality is a kind of social energy that flows through the characters and helps bind us together as creators and fans. When I meet someone who cares about an anime series that I like as well, I experience a kind of electrical charge. I get energized in the sense of having an urge to learn more, to connect, to share.

The materiality of media has a mirror image in the sociality of media. If not, how could media be meaningful? To what degree are the practices described as “media mix” a byproduct of media conglomeration? Is it possible for smaller companies and independents to compete effectively within a media mix economy?

Marc: That’s a key question, and something that’s interesting me more and more. The media mix came out of a franchising or licensing model at a time when there wasn’t much conglomeration, at least not between the companies doing the media mix. Publishers were publishers, animation companies were animation companies, albeit with licensing divisions that dealt with the commercial side of the media mix. There seemed to be little in the way of horizontal conglomeration in the media sphere (though the exception might be in the television industry, with a kind of TV-radio-newspaper companies like Asahi).

But as far as I can tell, it’s really in the 1970s when Kadokawa Books starts a film division that media conglomeration develops around media mix practice. This was based on a blockbuster model of high investment, high return – and the returns weren’t always so high.

So in the 1990s and especially the 2000s, Kadokawa and other companies shift to a “production committee” model of financing that sees the outlay spread over a number of media or non-media companies. Book publishers promise funds, novelizations, or promotions in bookstores; TV stations promise funds, but also spots on air; ad agencies promise TV spots, and so on.

The total cut a given company takes is based on their initial investment. That’s why you often see the words “ ‘XYZ’ Production Committee” at the end of a production – for instance “‘Attack on Titan’ Production Committee” at the end of the credits for the current show Attack on Titan. Most Japanese anime, TV drama and films have this credit line and use this kind of financing. I think of it as a kind of distributed or temporary conglomeration. (There are two excellent reports on this trend available at: http://www.mangamoviesproject.com/publications.html)

That said, the companies that tend to make up the production committees are often the large publishing houses, TV stations and ad agencies. The best chance for independents to develop their own media mix is for their content to catch on in one of the many informal channels – like NicoNico Douga (the YouTube of Japan), or the Comic Market – or to start as a serialization in one of the many comic or novel magazines.

Lucky Star, for instance, started off as a 4-frame “gag” comic in Comptiq, a game magazine. It was basically just filler. But it really caught on, and became one of the media mix hits of the 2000s, and helped kick off a whole craze around 4-frame comics. There are also some daring animation production houses like Kyoto Animation or Shaft that are willing to take chances on untested material.

Many of the media mixes with the greatest impact actually start out as a manga print serialization, and magazines have been called the R&D labs for the media mix. So compared to a Hollywood production or even an HBO TV series, the bar for entry even to official media channels is a lot lower in Japan.

Henry: Anime has become a global phenomenon with consumers world-wide. To what degree are decisions surrounding animation production driven by local market conditions and to what degree are producers seeking to develop a product which will have transnational appeal?

Ian: In my experience, few of the companies in Japan were specifically aiming for a transnational market. The story I often heard was that Pokemon was designed for Japan with no consideration for overseas’ audiences, and yet it was a huge success, so Japanese creators would do best to aim simply for a Japanese market.

At the same time, the prices for anime DVDs in Japan are much higher than the US, often upwards of $60 for 50 minutes (two episodes) worth of animation, so there was also less incentive to make animation for American audiences.

I have to admit, I was a little disappointed. I went to script meetings in part to hear about how the creators thought about audiences both in Japan and the US. I remember writing grant proposals with this as a research question. But in script meetings, no one ever talked about fans.

In my experience, the creators viewed themselves as the fan-experts who mattered. When Mamoru Hosoda, an anime director said he also rarely thinks about the audience, I admitted that I was a little hurt by that. I always imagined media creators imagining me when they worked. He laughed and said I was getting it all wrong: “I don’t think about your reaction because I’m hoping you’ll have reactions that I can’t even imagine.” That, for him, is what makes anime an intriguing art form.

On the other hand, some studios, like Gonzo, were thinking at least somewhat about reaching out overseas, and this was one of the reasons that they set their series Red Garden in New York City. By and large, though, anime studios felt they had to aim for their main, domestic audience first.

I think some of the current backlash among US fans against “fan service” (i.e., racy or sexist, depending on your perspective) anime is partly an outcome of Japan’s studios aiming for a particular, domestic fan.

 

Ian Condry is professor of media and cultural studies in Comparative Media Studies at MIT.  He is the author of The Soul of Anime:  Collaborative Creativity and Japan's Media Success Story (Duke U Press, 2013).  The book explores ethnographically the global spread of Japanese animation, from fieldwork in Tokyo's studios to participation in fan conventions in the US.  His first book, Hip-Hop Japan: Rap and the Paths of Cultural Globalization (Duke U Press, 2006), analyzes the way rap music took root in Japan.  His research focuses on "globalization from below," that is, cultural movements that succeed, despite skepticism from elites.  He is the founder and organizer of the MIT/Harvard Cool Japan research project, which examines the cultural connections, dangerous distortions and critical potential of popular culture.  More info:  http://iancondry.com

Marc Steinberg is assistant professor of Film Studies at Concordia University, Montreal. He is the author of Anime’s Media Mix: Franchising Toys and Characters in Japan (University of Minnesota Press, 2012), and has published essays on anime, franchising and digital media in Japan ForumAnimation: An Interdisciplinary Journal,ParachuteJournal of Visual CultureTheory, Culture & Society, Mechademia, and Canadian Journal of Film Studies. Continuing the study of the media mix, his current research project explores the close relation between “contents” and “platforms” in Japanese media industry discourse and practice, from the 1980s to the present.

"Media Mix is Anime's Life Support System": A Conversation with Ian Condry and Marc Steinberg (Part One)

This is the second in a series of interviews with key thinkers whose work addresses questions of world-building as they relate to media mix and transmedia practices. The previous installment featured Mark J. P. Wolf talking about his work on Tolkien's notion of "subcreation" and the larger concept of "imaginary worlds." In a Making Of video included on the dvd release of The Matrix, it is revealed that the Wachowski Siblings first conceived of their transmedia approach to the franchise as they were flying back from the first film's premiere in Tokyo. I have always assumed that this mid-Pacific brainstorming was inspired by what they saw when they visited the media capital of Japan and no doubt talked to creators there who have long worked in the media mix tradition. Some years back, I made this trip myself, tagging along with my then-MIT colleague Ian Condry as he began to do the interviews with anime and manga producers that would form the foundations for his new book, The Soul of Anime: Collaborative Creativity and Japan's Media Success Story. For me, the experience was eye-opening as I developed a sense of the scale, scope, and speed with which a pop culture phenomenon moves through this culture. I still discuss with amazement the cosplayers I saw in Yoyogi Park and the massive manga stores we visited in Akiharbara. Japanese media mix long proceeded the American transmedia tradition and it's no shock when I discover yet another transmedia producer who started out as an anime/manga geek. I have featured an interview here before with Condry about his earlier work on hip hop in Japan and about a fascinating Anime-inflected performance he helped to stage while I was at MIT.

My own understanding of media mix has been strongly informed by the work of Marc Steinberg -- both his own recent book, Anime's Media Mix: Franchising Toys and Characters in Japan and his translations of some key works by Japanese critics and practioners about the media mix tradition. I had a chance to sit down and talk with Marc when I visited Concordia University earlier this year, and at the time, I invited a scheme to get Marc and Ian to do a joint interview which might help place the Japanese approach into greater clarity for my readers. What follows is that exchange, conducted this summer, via email.

Henry: Let’s start with a question that Ian raises early in his book, “Why did Japan, of all places, become a global leader in animation”?

 Ian: Japanese animation or “anime” makes up 60% of the world’s broadcast TV cartoons, according to JETRO, a Japanese trade organization. Feature film anime is a global presence as well, with notable directors like Hayao Miyazaki, Mamoru Oshii, and Mamoru Hosoda. Anime has gone global with both mass audiences and a diversity of subcultures. I would break down the sources of Japanese success in these too simple terms:

• Astro Boy beat Bambi by making animation more cheaply and quickly.

• Much anime is based on already popular comics, or “manga,” and manga are more expansive and diverse compared to US comics in part because Americans fell for junk science in the 1950s.

• Anime’s success centers on characters more than stories, opening particular spaces for fan participation and transmedia collectives.

I discuss each of these elements in more detail in my book, but let me touch on some of the highlights. Osamu Tezuka was a pioneer in television animation in Japan, and also a leading comic book artist from the 1950s to his death in 1989. He was deeply influenced by Disney’s classic animated films, including Bambi, which he allegedly watched more than 80 times. (The “big eyes” of anime characters might be traced in part to this influence and that of the Fleischer Brothers’ animation like Betty Boop.)

Marc will discuss the business model Tezuka relied on for his first TV series Astro Boy, begun in 1963, which was based on an already popular manga character of his. Let me point out that his production studio also innovated in the sense of pushing “limited animation” further than other studios. Tezuka Productions was able to meet television deadlines and work with a tiny budget in part by radically reducing the number of frames that had to be drawn (using few mouth movements, re-using flying scenes, and relying on dramatic poses rather than detailed action, etc.).

This produced relatively poor quality animation, at least, poor in comparison to Disney’s full animation, but, as Tom Lamarre argues in his book Anime Machine, certainly even limited animation was and is artful in its own way. Still, the legacy of slight embarrassment continues today: When I interviewed Japanese animators and asked them what made Japanese animation distinctive, I often heard, “Well, it’s not very animated, is it?”

Even so, with Astro Boy, the series was a huge success. This solidified the notion in Japan that even relatively poor animation could be popular, especially if it relied on already-popular manga characters. To this day, about 60% of Japanese animation is based on popular characters.

Japan also has a much larger comic book universe compared to the US, constituting about 40 percent of the units sold, and 20 percent of the value of Japanese publishing overall. Manga is read by children, teens and adults, even as it increasingly moves online and into mobile phones.

Manga is famous for generally having more sex and violence than comics in the US, and there is a historical reason for that. As David Hajdu describes in his book The Ten-Cent Plague, in the 1950s, America was rallied to protect children from salacious and gritty comic books in part by the research of psychiatrist Frederic Wertham, whose 1954 book The Seduction of the Innocent found comic books harmful to kids. US publishers at the time responded by setting up the Comics Code Authority, which required comic books to be suitable for children. There were always doubts about Wertham’s research, and recently more evidence has emerged showing a misuse and even falsification of data (see, for example, this coverage )

In Japan, there have been outcries against troubling comic book material, but in general, a wider range of manga is readily available and continues to attract enormous readership. This variety lends itself to a diversity of source material for anime as well.

Arguably, fan participation has played a larger role in the history of anime than is the case with TV cartoons in the US. To take one example, the giant robot TV series Gundam, which began airing in 1979, was initially deemed a failure due to low viewership and poor sales of toys. Over time, however, amateur activity around the series grew, as fans created encyclopedias and timelines extending the fictional world of the series. Importantly, the Gundam producers did not object to these extensions, and eventually the series was revived, and has become one of the longest-running and most successful series of all time.

This kind of fan activity remains part of the bedrock of anime’s success, and can be seen in other media forms as well. Japan’s largest annual convention is Comic Market held each year in August, and it draws almost half a million people over three days to buy and sell fan-made comics (often with unauthorized uses of copyrighted characters). Miku is a virtual singer made popular through crowd-sourced production, where some people make music and others make the music videos, for example.

The concept, “media mix,” seems central to the project of both of your books. What does this term imply about the ways popular culture is produced, marketed, distributed, and consumed in Japan?

Marc: The media mix is really central to how media operate in Japan. One of reasons I call my book Anime’s Media Mix is because ever since the beginning of television anime in 1963, the media mix has been central for anime’s very existence.

Betting that TV stations would refuse to pay the actual costs of production of a 30-minute animated TV show, Tezuka Osamu sold Astro Boy at a loss. He figured he’d make back the money on licensing fees for character goods – what we’d now call franchising – and international sales. So anime depends on other media (from toys to comics to video games) for its very survival.

The media mix is anime’s life support system. In turn anime grabs audiences that wouldn’t otherwise read a comic, or a novel, expanding the fan base. So ultimately there’s a kind of virtuous circle between the financial side of things and the fan side of things. As time moved on, and especially into the 1980s and 1990s, these grew closer and closer together. In the end it is rare to have a stand-alone cultural product, at least in the spheres considered “subcultural” in Japan, like comics, animation and light novels.

The media mix practice has even become central to “mainstream” areas like live-action films and TV dramas, especially since the 2000s.

Ian: I like the idea that the “media mix is anime’s life support system.” One of the questions I think about is, who supports the media mix? Whose activities bring this “media mix” to life?

As a cultural anthropologist, I like to draw more attention to the people, both professional producers and amateur creators, who form a nexus of collaborative creativity. The outcome is the “media mix,” but to ask about collaboration brings about a slightly different focus, in my opinion.

Like you, Henry, I too am interested in “spreadable media,” but I guess I see the impetus in the people who do the spreading, rather than being a function of the media object itself. (Editor's Note: I would have said that the focus of our Spreadable Media book is on the community that is circulating the content and the ways the content functions as social currency in their interactions with each other. So I don't think we are actually disagreeing here.) Granted, there is something amazing about Susan Boyle’s rise to stardom, and a lot of that has to do with her superior singing talent. It’s interesting as well, however, that her fans found something worth sharing and reached out to friends and colleagues to push interest in her even farther than the TV show alone could.

 

What relationship exists between “media mix” and the western concept of “transmedia storytelling”? How has the emergence of “media mix” changed the nature of storytelling in Japan?

Marc: This question about the relationship between media mix and transmedia storytelling is an important one. On the one hand I see Japan’s media ecology as really central to the conceptualization of transmedia storytelling. I think back to what I think is a key chapter of your book, Convergence Culture, where you analyze The Matrix as a key example of transmedia. As you point out, the Wachowskis develop the conception of The Matrix expanded universe on the way back from Japan, and you point out how influential the Japanese model of dispersing content across media was to them.

The conception of an expanded world which consumers access part by part was developed in Japan around Kadokawa Books by Kadokawa Tsuguhiko, Otsuka Eiji, Mizuno Ryo, Sato Tatsuo, Inoue Shin’ichiro and others in the late 80s and early 90s. These magazine editors and media creators associated with Kadokawa effectively shifted from being authors to being media mix producers. Otsuka, Mizuno and others create manga, or write novels – MPD Psycho and Record of the Lodoss War being two of their most renown works, respectively – but most importantly they oversee the production of various media incarnations or fragments of a whole. They were also keen to include fans as part of this, leaving holes in the narratives for fans to fill in.

Gainax’s Evangelion – funded and then published in part by Kadokawa – is an excellent example of this kind of media mix. Storytelling became focused not on development in a single medium, but around the development of a world or series of narratives across media. So I see the more recent emphasis on transmedia in North America especially as at least partly influenced by media mix practice from Japan.

Of course the twist to this narrative is that Kadokawa Tsuguhiko and others were deeply influenced by the table top role playing game (TRPG) model – where a preexisting world could be developed across multiple works. They give Dungeons and Dragons and the Dragonlance series of books that used D&D as a basis as an example.And in an early theorization of Kadokawa media mix practice, Otsuka analogizes the producer position to the TRPG “game master.” So there’s definitely a kind of mutual influence going on.

On the other hand, and this brings us back to some of what Ian said a moment ago about the importance of the popularity of characters, there are debates as to just how central narrative is to the media mix. Azuma Hiroki’s Otaku: Japan’s Database Animals makes the case that from the late 90s through the early 2000s there is a decline in “grand narratives” and an increasing centrality of non-narrative characters in the media mix. Basically he revives the postmodern thesis about the decline in grand narratives to apply it to developments in anime, manga, and games.

And it’s true, there are a lot of character-based works that don’t have much emphasis on narrative at all. Lucky Star comes to mind, and so does Ian’s discussion of Hatsune Miku. But we can think a little more historically about this too. Hello Kitty is one of the most successful characters of all time, but narrative was only an afterthought, and generally unimportant to what is for all intents and purposes a hugely successful media mix.

Ian and I both make the case that characters and worlds come first, and narratives are often built subsequently to the characters and worlds. Again, I think Japan is an important precursor to the recent trend towards world-building in Hollywood that you’ve highlighted, Henry. So there is an important connection between transmedia storytelling and the media mix.

But the media mix is not always about storytelling. That said I personally find the development of narratives across media a particularly interesting way of using the affordances of Japan’s rich media ecology to create fascinating story worlds. And I’m personally intrigued by the high tolerance for inconsistencies or divergences in media mix worlds that I find in Japan, much more than in North American models of transmedia. /blockquote>

Ian: I agree completely. I experienced this ambiguity around storytelling in an unusual way during fieldwork in Tokyo when a colleague invited me to meet with some producers from Bandai Visual to hear about their then-forthcoming series Code Geass. They spent an hour describing the characters and world of the series, but never talked about the story. I left the meeting thinking, “I still have no idea what happens in the series.” My Japanese friend was surprised at my confusion. “They probably haven’t written the story yet,” he noted.

For them, the key part of the planning was the characters and the worlds, which ideally would be spun off into a range of stories. The design is much more about characters and the rules of the world.

Ian Condry is professor of media and cultural studies in Comparative Media Studies at MIT.  He is the author of The Soul of Anime:  Collaborative Creativity and Japan's Media Success Story (Duke U Press, 2013).  The book explores ethnographically the global spread of Japanese animation, from fieldwork in Tokyo's studios to participation in fan conventions in the US.  His first book, Hip-Hop Japan: Rap and the Paths of Cultural Globalization (Duke U Press, 2006), analyzes the way rap music took root in Japan.  His research focuses on "globalization from below," that is, cultural movements that succeed, despite skepticism from elites.  He is the founder and organizer of the MIT/Harvard Cool Japan research project, which examines the cultural connections, dangerous distortions and critical potential of popular culture.  More info:  http://iancondry.com

Marc Steinberg is assistant professor of Film Studies at Concordia University, Montreal. He is the author of Anime’s Media Mix: Franchising Toys and Characters in Japan (University of Minnesota Press, 2012), and has published essays on anime, franchising and digital media in Japan ForumAnimation: An Interdisciplinary Journal,ParachuteJournal of Visual CultureTheory, Culture & Society, Mechademia, and Canadian Journal of Film Studies. Continuing the study of the media mix, his current research project explores the close relation between “contents” and “platforms” in Japanese media industry discourse and practice, from the 1980s to the present.

"Hope is an Active Verb": Brenda Laurel Revisits Computers as Theater (Part Three)

In Utopian Entrepreneur, you offered a powerful call for designers and industry people to bring more of their own social values and political commitments into their work, making an argument for the ways that the design of media and culture can help change the world. Amazingly, you wrote this book after some of the set-backs you suffered with Purple Moon. Throughout this revision of Computer as Theater, we get a strong sense of your own commitments and values, especially as regard gender politics and environmentalism. Are you still optimistic about the potentials of Utopian Entrepreneurship? Can you point to some recent examples of people you admire who are working to achieve these kinds of meaningful change through entrepreneurial means?

These days I’m questioning both words. ‘Utopian’ has a statist tone historically, although the common meaning, I think, is to do things that are good for people and societies in sustainable ways. ‘Entrepreneurship’ leaves out the great work done in universities and non-profits, but it does provide an explicit measure of success.

That said, I must confess that Elon Musk is at the top of my list. People sometimes scoff at his excellent work with Tesla and SpaceX because they think Pay Pal was an egregious way to make money. Such folks need to remember that the big idea of Pay Pal was not to boost consumerism but to help people make monetary transactions of many types via the internet. I count that as good, if not utopian, work. SpaceX is filling a niche that is being vacated by NASA as it loses funding, and the working methods at SpaceX are speedier and yield a better product essentially because they are entrepreneurial.

Jane McGonigal is another great example. Her game “World Without Oil” won her the South by Southwest award for activism in 2008. Her goal is to create games that improve the quality of human life. She describes her latest work, “SuperBetter”, as “a game that has helped more than 250,000 players so far tackle real-life health challenges like depression, anxiety, chronic pain and traumatic brain injury.” Her work has also made her a best-selling author and a presenter in high demand.

In the world of serious games we have great examples of successful games like “Democracy” and “Democracy 2” from Positech. Another well-received example is “Peacemaker” from ImpactGames, originally developed by a team at Carnegie-Mellon. This particular game is one of many examples of work incubated within institutions of higher education. Although ImpactGames was later formed to publish the game commercially, it’s really important to remember its roots in the university. Your own work in the Games-to-Teach project at MIT provided a huge stimulus for the serious games movement, and much of the work is still done in universities. ‘Entrepreneurship’ may or may not be involved. Universities and non-profits can be great host organisms for pro-social work.

The ‘entrepreneurship’ qualification is only important if you measure the value of the game by its success in the commercial marketplace. Entrepreneurial approaches help us to demonstrate value by noting that a particular sort of ‘utopian’ product or service has found a sustainable niche in the ecology of commerce, but success in entrepreneurship is not an accurate measure of the Good.

Across the book, you shared some of your experiences as a Dead Head and as a participant in the Renaissance Fair culture. What models do these kinds of participatory culture offer us for thinking about the designed of shared social spaces and experiences within digital media?

I’m also a Trekker, as you recall.

I take away two important things from Deadhead culture. The first is a climate of trust. At Dead concerts, I never needed to worry about leaving a backpack on the lawn while I went to look at merchandise or buy a beer. I could be sitting next to a raving libertarian or a homeless hippie; it didn’t matter. Deadheads took care of each other as an ad hoc community. It would be lovely to establish a similar ethos in a social network or a multiplayer game.

Boundaries are definitional of communities. People who behaved outside of albeit unstated norms of Dead culture were eased out of the community (or the space) by Deadheads.

The other thing that really worked was the Dead’s attitude toward intellectual property. People taped the shows and special accommodations were made them. And anybody could hack the artwork to distribute their own home-grown merch. The Dead culture understands and accommodates appropriation as a need of fans. They made (and their successor make) their revenue from concerts, not intellectual property.

In the book, I used the Renaissance Faire as an example of how the clever selection and arrangement of materials (to quote Aristotle) could predispose individuals with differing traversals through the space to have dramatically satisfying experiences. This moves the notion of the dramatic from a line to a field. Interaction designers can also think about what sorts of predispositions are set up by the arrangement and potential ordering of experiences and encounters.

The embodied joy of walking around the Faire and speaking Faire-dialect English is not marred by the fear of attack or the need to fight. This demonstrates to me that it’s possible to create excellent multiplayer games without the need for explicit conflict as part of the play pattern.

I was surprisingly moved by your final line, “Hope is an active verb.” So, what are you hoping for in terms of digital culture in the next decade?

I hope we learn to use these capabilities that we continue to extrude to love our planet, ourselves, and one another better and more actively. Like the telescope and microscope, computer technologies hold the promise of allowing each of us to see deeply into nature, wild or urban. I believe that to see in this way can lead to both love and action. And I believe that we can develop digital tools that empower us to take action.

I hope that we can model good governance and civility in the digital world that will ripple through reality to change our institutions and behaviors.

I hope that we find highly engaging alternatives to violence and combat as the central element in the play pattern of most games. I remember when I came to Atari back in 1979, I played “Star Raiders” fanatically. But my first reaction was, “where is the negotiate button?” I hope we develop actionable negotiate buttons. I hope that the cultural ecology of connection and compassion can be strengthened. If we can do that in the digital domain, we can do it in our world.

Brenda Laurel has worked in interactive media since 1976 as a designer, researcher, writer and teacher in the domains of human-computer interaction and games. She currently serves as an adjunct professor in Computer Science Department at U. C. Santa Cruz. She served as professor and founding chair of the Graduate Program in Design at California College of Arts from 2006 to 2012 and the Graduate Media Design Program at Art Center College of Design in Pasadena (2001-2006) and was a Distinguished Engineer at Sun Microsystems Labs (2005-2006). Based on her research in gender and technology at Interval Research (1992-1996), she co-founded Purple Moon in 1996 to create interactive media for girls. The Art of Human-Computer Interface Design (1990), Computers as Theatre (1991), Utopian Entrepreneur (2001), Design Research: Methods and Perspectives (2004), and Computers as Theatre: Second Edition (2013).

"Hope Is an Active Verb": Brenda Laurel Revisits Computers as Theatre (Part Two)

Writing about a decade after Purple Moon's demise, I argued that many of the core design principles your team developed were being deployed successfully to broaden the audience for The Sims to include many more female gamers. Now, another five years or so later, I wondered what you saw as the lasting legacy of the girls game movement?

Without question the movement showed that intentional change is possible. Most of the companies were solvent (until their investors saw easier pickin’s in the web world), and some still exist today (e.g., Her Interactive). The interest of female-identified players in backstory creation as constructive play was demonstrated clearly and has carried through as a design heurisitic for broadening audiences.

We still have big gender problems in the gaming world, as you know. Sexual harassment is pandemic in many to most online multiplayer games. Games, like theatre, turn the mirror to our natures, to paraphrase Shakespeare; in an ever more divisive culture, sexual harassment in game worlds should not surprise us. Female-identified players who would like to perform strong, aggressive characters often have only overly sexualized bad-ass female avatars or cross-dressing to choose from.

On the other hand, I hear so often from girls—now women—who played our games. Many have gone into media design. It seems that most of my female design students played the games at some point in their lives. So something changed, if not in terms of the content, then at least in terms of the authorship.

Re-reading your book brought home to me just how much the past decade -- post-Web 2.0 -- has resulted in a shift of emphasis between a focus on interactive design and the relations between humans and computers and a focus on participatory design and the social interactions between users. To what degree are the dramatic principles you discuss in the book relevant to considerations of the design of social media?

As I said in the book, social media tend to be more narrative than dramatic, and that’s fine. By ‘narrative’ I mean the telling of extensified, episodic tales with little causal connectivity or overarching dramatic shape except through the relative constancy of characters (participants) and their networks. That said, social networks do have distinguishing qualities. On Linkedin, there may be little dramas about finding work, for example; on Facebook, there is competition for attention through photography and other means, and on Twitter folks compete is the construction of the brisk critique or the juicy link. Each of these systems has a sort of prevailing ethos with its own flavors of social regulation that is often more emergent than pre-designed into the structure of affordances. In fact, one often sees emergent behavior on Facebook that is picked up and codified into the system after the fact.

You note that one of the biggest challenges is to get designers to develop for people other than themselves. You discuss at some length here how you were able to achieve this mental shift with your professional team at Purple Moon. I wondered, though, if you could share some of your experiences as an educator helping students to make this adjustment in their own work.

When I teach design research (and I have, for the last 12 years), my primary goal is to expose students to methods for understanding people who are different from themselves and to design for those folks by meeting them where they are. The main point is: they are always, always surprised at how much can be learned through human-centered design research. It becomes a cornerstone of the design methodology that these students learn to practice. You will see it in every one of their thesis projects, and I often hear from them after they have launched careers and must argue for the relevance of design research within a firm or with a client. These people change things in the world of working designers. In places where design research is not taught, I find students and faculty sometimes searching for the audience after the project is in beta because their project does not address the audience they thought they were aiming at. This is a habit of mind that can be changed through experience as well as critique and exposure to design research methods, even when the colt is out of the barn.

You had important things to say about transmedia design in Utopian Entrepreneur, coming out of your experiences with Purple Moon, and I often share some of those insights with my students. Among them, you were ahead of the crowd in thinking about how fans might be able to meaningfully participate in the development of a transmedia world and especially about the notion of foundational myths or charters that shape the relationship between participants. In part, I assumed that these ideas came out of your own experience as a fan as well as a designer. How important do you see audience engagement and participation -- the social dimensions of consumption -- to your ideas about transmedia design?

I see audience participation as an extremely powerful affordance. In part, this goes back to the insight that backstory creation is a form of constructive play: players of Purple Moon could write articles in the Whistling Pines newspaper and suggest other dramatic arcs on our website, and we paid attention. Drama typically establishes empathy in conditions where the audience is passive. As you taught me, we create passionate relationships with characters and properties through our ability to appropriate them in order to construct meanings that are personally relevant. Cosplay has this one really right; so does slash. The vibrant domain of interactive narrative (Emily Short’s work, for example) does a great job of affording and encouraging player participation.

It is time that we hear from more diverse voices in interactive narrative and game design. As you know, Queer communities are making great strides in Indie Games as well as in interactive narrative. In such games, players have a way to enter into an ethos and construction that differ greatly from those afforded by the traditional gender stereotypes that dominate mainstream gaming. Samantha Allen’s work is exemplary in this regard.

Brenda Laurel has worked in interactive media since 1976 as a designer, researcher, writer and teacher in the domains of human-computer interaction and games. She currently serves as an adjunct professor in Computer Science Department at U. C. Santa Cruz. She served as professor and founding chair of the Graduate Program in Design at California College of Arts from 2006 to 2012 and the Graduate Media Design Program at Art Center College of Design in Pasadena (2001-2006) and was a Distinguished Engineer at Sun Microsystems Labs (2005-2006). Based on her research in gender and technology at Interval Research (1992-1996), she co-founded Purple Moon in 1996 to create interactive media for girls. The Art of Human-Computer Interface Design (1990), Computers as Theatre (1991), Utopian Entrepreneur (2001), Design Research: Methods and Perspectives (2004), and Computers as Theatre: Second Edition (2013).

Made by Hand, Designed by Apple

This is yet another in a series of blog posts authored by the students in my PhD seminar on Public Intellectuals, being taught this term in USC's Annenberg School of Communication and Journalism. Made by Hand, Designed by Apple

by Andrew James Myers

 

Apple’s recent release of two new iPhone models — the iPhone 5s and 5c — was heralded with a pair of videos celebrating the aesthetics of each of the devices’ design and physical materials. The first, a 30-second spot entitled Plastic Perfected played at the 5c’s unveiling and aired on national TV, shows abstract swirls of liquid colors against a white background, gradually molding itself into the form of the iPhone 5c’s plastic shell. Other components, like the camera and the small screws, emerge spontaneously from within the molten plastic, until the idea of the iPhone is fully materialized, having literally created itself.

 

 

The other video, a companion piece also shown at the company’s iPhone presentation, depicts a mass of molten gold against a black background, swirling elegantly and weightlessly to sculpt itself into the iPhone 5s. Hovering components gradually descend into place, and the phone spins to present its finished form.

 

 

Over this past year, in my research of Apple’s marketing, I have watched hundreds of Apple’s ads and promotional videos extending back to the 1980s. For me, these most recent iPhone promotional videos were a surprising addition to this research, as they embody the purest and most potent distillation yet of a longstanding trend in Apple’s marketing. Apple’s marketing texts have long been preoccupied with constructing a certain aesthetic myth for the creation of Apple products. This mythical origin story at its essence taps into notions of vision, creativity, and genius while obscuring the devices’ real-world material origins as the product of concrete human labor.

 

Apple frequently releases “behind-the-scenes” promotional trailers for each of its major product launches. In Apple’s (widely-accepted) view of product creation, the valuable labor occurs in the realms of engineering, design, executive leadership, and software engineering. This is reflected in two significant patterns in the visual rhetoric of its behind-the-scenes videos: exclusive focus on automated robotic assembly processes, and animated visualizations of components spontaneously self-assembling against blank backgrounds. In the narrative framing constructed by these three rhetorical patterns, human labor at assembly factories like Foxconn is completely erased, written out of Apple’s corporate self-identity.

 

 

For example, consider the above making-of video for the iPhone 5c. The first visual pattern, exclusively showing automated labor rather than human labor, is always accompanied by a verbal discussion of manufacturing innovation. As we watch Macs and iPads being built, we almost never see a pair of human hands; in fact, I have been completely unable to find a single instance where worker hands — much less a full body or face — are shown in an Apple video made after 2008. Hands as a visual symbol and touching as a ritual are instead reserved for the consumer (“The fanatical care for how the iPhone 5c feels in your hand”), with frequent close-ups of disembodied hands touching, gripping, manipulating the product’s glossy material glory.

 

Second, Apple’s particular imagination of creation is manifest through its animated visualizations of how components fit together inherently and effortlessly. In one major type of these animations, components float in layers in the air, slowly and gracefully layering themselves into a snug assemblage. The molten-plastic and molten-metal ads discussed at the beginning of this post are merely the most recent (and visually extravagant) iteration of this aesthetic. Designing how components will fit together into ever-shrinking cases is essential to Apple’s hardware aesthetic obsession over making products as thin and small as possible. The designers’ work of putting the jigsaw puzzle together conceptually is seen as the real feat; actually putting it together, on the other hand, is trivial.

 

The visual rhetoric embedded in Apple’s videos clashes intensely with how Apple’s production process has recently been covered by journalists. Beginning in 2006 and climaxing in early 2012, the popular media has actively worked to raise awareness of the labor conditions of the individuals who work in the overseas factories producing Apple’s popular iPods, iPhones, iPads, and Macs (along with, secondarily, the electronics of almost every other major brand). This sensational story gained wide exposure by juxtaposing the brand mystique of Apple — perhaps the most meticulously and successfully branded company in the world — with a dystopian behind-the-scenes narrative completely at odds with Apple’s image. In response to this narrative in the Media, Apple has responded with a number of public relations initiatives, including a few  laudable measures that have genuinely improved supplier transparency and labor conditions. Yet, as labor violations in Apple’s supply chain continue to surface, and as Apple’s publicity materials continue to gloss over the human labor involved in product assembly, it is clear that much more needs to be done to address these issues.

 

A few weeks following two high-profile reports in the New York Times and NPR in early 2012, Apple responded to the negative publicity with a press release announcing that it would for the first time bring in a third-party organization, the Fair Labor Association, to independently audit its suppliers.[1] Apple also exclusively invited ABC news to visit the audit, yielding a 17-minute story broadcast on ABC’s television newsmagazine Nightline.

 

The Nightline piece offered the first journalistic footage from inside Foxconn’s assembly facility, and the pictures produced were astonishing. Reporter Bill Weir expresses surprise at the magnitude of manual labor he sees, repeatedly suggesting that simply seeing the factory process at work will cause viewers to “think different” about their Apple products. “I was expecting more automated assembly, more robots, but the sleek machines that dazzle and inspire... are mostly made by hand. After hand. After hand.” On Apple’s historical secrecy about its product manufacturing, Weir offers one interpretation. “If the world sees this line,” comments Weir over footage of a long, crowded assembly line, “it might change the way they think about this line.” Cut to a shot of a huge crowd of American consumers lined up to get inside a New York City Apple Store at a product launch.

 

What the Nightline piece lacks in the kinds of sensational details of other reports on Foxconn, it makes up for with the sheer visual impact of the startling images. We see exhausted workers collapsed asleep at their stations during meal breaks, the infamous suicide nets, the cramped 8-to-a-room dorms, and the apprehensive demeanor in the faces of prospective employees lining up outside the gates. The report even stages a moment in which the reporters visit a town and show an iPad to poor parents of Foxconn workers, none of whom have ever seen one.

 

After ABC’s first exclusive look inside Foxconn, other reporters were granted access to the factory, leading to a significant rise in video footage being broadcast and circulated online. More and more people were being exposed to the reality that iPads and iPhones are made by hand, by real humans struggling in almost dystopian conditions.

 

As I have researched and grappled with these issues, I have collected every relevant video I could find onto to my hard drive, which has over time become quite an exhaustive archive of Apple’s promotional material. At the same time, as I attempt to write about my research, I am frustrated at my incapability of fully conveying so many of the visual qualities of the videos I was analyzing in written form. My initial interest in the topic had sprung from an intangible, emotionally-entangled reaction I had to the aesthetic contrasts between Apple’s promotional videos and journalists’ Foxconn coverage — and I wondered whether it would be possible to make more impactful points through a visual essay rather than a written paper.

 

At first, I had in mind little more than a rather conventional expository documentary — nothing more than an illustrated lecture. But after taking Michael Renov’s fantastic seminar on documentary, I decided to try something a little more avant-garde. Inspired by documentary essayists such as Emile de Antonio, Jay Rosenblatt, Alan Berliner, Hollis Frampton, and Elida Shogt, I was interested in testing out these filmmakers’ innovative editing techniques for constructing original arguments by re-appropriating archival footage. I realized it might make a difficult and enlightening challenge to create a compilation documentary purely with archival footage — without voiceover, interviews, or text. I finished a 12-minute first cut of video essay this summer, and the result is below.

In contrast to the affordances of the written essay, one strength of the video medium that surfaced during editing was an ability to engage more directly with the kinetic and haptic experience of the body. In her essay “Political Mimesis,” Jane Gaines describes revolutionary documentary’s ability to work on the bodies of spectators, to move viewers to action. “I am thinking of scenes of rioting, images of bodies clashing, of bodies moving as a mass,” writes Gaines, suggesting that “images of sensual struggle” are a key element of a number of political documentaries. Gaines argues that certain depictions of on-screen bodies can produce in the audience similar bodily sensations or emotions, which inspired me to focus in my video essay on the concrete bodily attributes of sweatshop labor.

 

Gaines’s article brought me to formulate the central recurring visual motif of the film: a montage of close-up hand movements. I wanted to illustrate the corporeal vocabulary through which American consumers define their interaction with technology (moving and clicking the mouse, gesturing on a trackpad, tapping and swiping on a tablet), and offer in contrast the bodily relationship factory line-workers have to those same devices: repetitive, slight, monotonous movements.

 

As mentioned previously, the human bodies of workers — even their hands — are conspicuously absent from the footage Apple uses in their promotional videos about the making of their products. I tried to draw attention to this gaping corporeal absence with an extended montage segment of these fully-automated factory processes played simultaneously over an audio track explicitly addressing the harsh conditions for the factory workers we’re not seeing. I hoped that by explicitly cultivating a sense of mimetic identification throughout the rest of the film, the sequences of hands-free assembly would stand out as somewhat ghastly and unnerving.

 

Whether this film is successful in communicating its analysis is for others to decide; for me, I both enjoyed the novel experience of making it and feel like the video editing process forced me to think about the material I was working with in new ways. Focusing on making an argument through juxtaposition pushed me to look new contrasts and valences between bits of material I had not noticed before, to consider formal elements like timing and word choice with a new level of scrutiny, and to see my potential output as a researcher and advocate as perhaps not limited strictly to writing books and articles.

Andrew James Myers is a Ph.D. student in Critical Studies at the University of Southern California, and holds an M.A. in Cinema and Media Studies from UCLA. He is post-processing editor for the Media History Digital Library, and assisted in the creation of Lantern, an online search tool for archival media history. A former co-editor-in-chief of Mediascape, his research interests include media industries and production culture, archival film and television history, new media, and documentary.

 

 


[1] Apple Computer, Inc., "Press Release: Fair Labor Association Begins Inspections of Foxconn," (2012), http://www.apple.com/pr/library/2012/02/13Fair-Labor-Association-Begins-Inspections-of-Foxconn.html.

Guerrilla Marketing: An Interview with Michael Serazio (Part Two)

You make an interesting argument here that today’s guerrilla advertising represents the reverse of the culture jamming practices of the 1980s and 1990s, i.e. if culture jamming or adbusting involved the highjacking of Madison Avenue practices for an alternative politics, then today’s branding often involves the highjacking of an oppositional stance/style for branding purposes. Explain.  

There have been various examples that have popped up here and there that hint at this hijacking: Adbusters magazine’s apparent popularity with ad professionals; PBR’s marketing manager looking to No Logo for branding ideas; heck, AdAge even named Kalle Lasn one of the “ten most influential players in marketing” in 2011.  Similarly, you see this subversive, counterculture ethos in the work of Crispin Porter + Bogusky, the premier ad shop of the last decade.  But I think the intersection goes deeper than these surface ironies and parallels.  There’s something about the aesthetics and philosophy of culture jamming that contemporary advertising finds enticing (especially when trying to speak to youth audiences): It resonates a disaffection with consumer culture; a streetwise sensibility; and so on.  For culture jammers, such stunts and fonts like flash mobs and graffiti art are political tools; for advertisers, they’re just great ways to break through the clutter and grab attention.  More abstractly, culture jammers see branding as an elaborate enterprise in false consciousness that needs to be unmasked toward a more authentic lived experience; guerrilla marketers, on the other, simply see culture jamming techniques as a way of reviving consumers from the “false conscious” of brand competitors.  Think different, in that sense, works equally well as an Apple slogan and a culture-jamming epigram.

 

You cite one advertising executive as saying, “friends are better at target marketing than any database,” a comment that conveys the ways that branding gets interwoven with our interpersonal relationships within current social media practices. What do you see as some of the long-term consequences of this focus on consumer-to-consumer marketing?

 

In a sense, the whole book – and not merely the friend-marketing schemes – is an exploration of how commercial culture can recapture trust amidst rampant consumer cynicism.  That’s what drives guerrilla marketing into the spaces we’re seeing it: pop culture, street culture, social media, and word-of-mouth.  These contexts offer “authenticity,” which advertisers are ever desperate to achieve given their fundamental governmental task is actually the polar opposite: contrivance.  (Sarah Banet-Weiser’s new book offers a sophisticated analysis of this fraught term across wide-ranging contexts in this regard.)  As far as long-term consequences go, I think it’s important to keep in mind the complicity of consumers in this whole process: In other words, being a buzz agent is still just a voluntary thing.  It’s not like these participants are being duped or exploited into participating.  It’s worth accounting for that and asking why shilling friends is acceptable in the first place.  Is it because of some kind of “social capitalism” wherein we already think of ourselves in branding terms and use hip new goods to show we’re in the marketplace vanguard?  The book is, of course, only a study of marketers not consumers, so it’s pure conjecture, but I think understanding that complicity is key to any long-term forecast of these patterns’ effects on our relationships and culture.

 

Both of our new books pose critiques of the concept of “the viral” as they apply to advertising and branding, but we come at the question from opposite directions. What do you see as the core problems with the “viral” model?

 

From my perspective, there’s an implicit (and not necessarily automatically warranted) populism that accompanies the viral model and label.  Viral success seems to “rise up” from the people; it has a kind of grassroots, democratic, or underground ethos about it.  In some cases, this is deserving, as we see when some random, cheap YouTube video blows up and manages to land on as many screens and in front of as many eyeballs as a Hollywood blockbuster which has all the promotional and distribution machinery behind it.  And because viral is supposedly underdog and populist, it’s “authentic,” so advertisers and brands naturally gravitate toward it, which, for me, makes it an intriguing object of study.  Abstractly speaking, that, too, is at the heart of the book’s inquiry and critique: The masquerades and machinations of powerful cultural producers (like advertisers) working through surrogate channels (like viral) that exude that authentic affect in different guises (here, populist).  Again, this is not to invalidate the genuine pluckiness of a “real” viral hit; it’s simply to keep watch on efforts to digitally “astroturf” that success when they show up.

 

While this blog has often treated what I call “transmedia storytelling” or what Jonathan Gray discusses as “paratexts” sympathetically as an extension of the narrative experience, you also rightly argue that it is an extension of the branding process. To what degree do you see, say, alternate reality games as an extension of the new model of consumption you are discussing in this book? Does their commercial motives negate the entertainment value such activities provide?

 

Oh, certainly not – and I should clarify here that I’m by no means taking the position that commercial motives necessarily negate the pleasure or creativity of participatory audiences.  Alternate reality games (or alternate reality marketing, as I call it) are, in a sense, the fullest extension of many of these practices, themes, and media platforms scattered throughout the book.  They feature outdoor mischief (e.g., flash mob-type activities) and culture jamming-worthy hoaxes, seek to inspire buzz and social media productivity from (brand) communities, and, above all, seem to be premised upon “discovery” rather than “interruption” in the unfolding narrative.  And the sympathetic treatments of their related elements (transmedia storytelling, paratexts) are assuredly defensible.  But they are, also, advertising – and, for my purposes here, they’re advertising that tries not to seem like advertising.  And, again, I believe in that self-effacement, much is revealed about today’s cultural conditions.

 

You end the book with the observation that “more media literacy about these guerrilla efforts can’t hurt.” Can you say more about what forms of media literacy would be desirable? What models of media change should govern such efforts? What would consumers/citizens need to know in order to change their fates given the claims about structure and agency you make throughout the book?

 

I suppose I end the book on a lament as much as a diatribe.  I’m not an abject brand-hater and I hope the book doesn’t come off that way.  That said, I certainly do empathize with the myriad critiques of advertising mounted over the years (i.e., its divisive designs on arousing envy, its ability to blind us to the reality of sweatshop labor, its unrealistic representation of women’s bodies, etc.).  The media literacy I aim for is awareness that these commercial forms are (often invisibly) invading spaces that we have not traditionally been accustomed to seeing advertising.  In general, brands don’t address us on conscious, rational terms and, thus, if we’re wooed by them, our subsequent consumer behavior is not necessarily informed as such.  In that sense, I guess, it’s as much a Puritan critique of commercialism as it is, say, Marxist.  Media literacy like this would encourage consumers to think carefully and deeply about that which advertisers seek to self-efface and to (try to) be conscious and rational in the face of guerrilla endeavors that attempt to obfuscate and bypass those tendencies.  The cool sell is an enticing seduction.  But we can – and do – have the agency to be thoughtful about it.

Thanks very much for the opportunity to discuss the book!

Michael Serazio is an assistant professor in the Department of Communication whose research, writing, and teaching interests include popular culture, advertising, politics, and new media.  His first book, Your Ad Here: The Cool Sell of Guerrilla Marketing (NYU Press, 2013), investigates the integration of brands into pop culture content, social patterns, and digital platforms amidst a major transformation of the advertising and media industries.  He has work appearing or forthcoming in Critical Studies in Media CommunicationCommunication Culture & CritiqueTelevision & New Media, and The Journal of Popular Culture, among other scholarly journals.  He received his Ph.D. from the University of Pennsylvania's Annenberg School for Communication and also holds a B.A. in Communication from the University of San Francisco and a M.S. in Journalism from Columbia University.  A former staff writer for the Houston Press, his reporting was recognized as a finalist for the Livingston Awards and has written essays on media and culture for The AtlanticThe Wall Street JournalThe Nation, and Bloomberg View.  His webpage can be found at: http://sites.google.com/site/linkedatserazio

Guerrilla Marketing?: An Interview with Michael Serazio (Part One)

Transmedia, Hollywood 4: Spreading Change. Panel 1 - Revolutionary Advertising: Creating Cultural Movements from UCLA Film & TV on Vimeo.

From time to time, I have been showcasing, through this blog, the books which Karen Tongson and I have been publishing through our newly launched Postmillenial Pop series for New York University Pop. For example, Karen ran an interview last March with Lucy Mae San Pablo Burns, author of of the series’s first book, Puro Arte: Filipinos on the Stage of Empire. This week, I am featuring an exchange with Michael Serazio, the author of another book in the series, Your Ad Here: The Cool Sell of Guerrilla Marketing, and I have arranged to feature an interview with the other writers in the series across the semester.

We were lucky to be able to feature Serazio as one of the speakers on a panel at last April's Transmedia Hollywood 4: Spreading Change conference, see the video above, where he won people over with his soft-spoken yet decisive critiques of current branding and marketing practices. Your Ad Here achieves an admirable balance: it certainly raises very real concerns about the role which branding and marketing plays in contemporary neo-liberal capitalism, calling attention to the hidden forms of coercion often deployed in approaches which seem to be encouraging a more "empowered" or "participatory" model of spectatorship. Yet he also recognizes that the shifting paradigm amounts to more than a rhetorical smokescreen, and so he attempts to better understand the ways that brands are imagining their consumers at a transformative moment in the media landscape. His approach is deeply grounded in the insider discourses shaping Madison Avenue, yet he also can step outside of these self-representations to ask hard questions about what it means to be a consumer in this age of converged and grassroots media.  I was struck as we were readying this book for publication that it was ideally read alongside two other contemporary publications -- Sarah Banet-Weiser's Authentic TM: The Politics of Ambivalence in Brand Culture (see my interview with Banet-Weiser last spring) and our own Spreadable Media: Creating Meaning and Value in a Networked Culture (co-authored with Sam Ford and Joshua Green). Each of these books comes at a similar set of phenomenon -- nonconventional means of spreading and attracting attention to messages -- through somewhat different conceptual lens.

You will get a better sense of Serazio's unique contributions to this debate by reading the two-part interview which follows.

You discuss the range of different terminology the industry sometimes uses to describe these emerging practices, but end up settling on “Guerrilla Marketing.” Why is this the best term to describe the practices you are discussing?

 

Conceptually, I think “guerrilla” marketing best expresses the underlying philosophy of these diverse practices.  To be certain, I’m appropriating and broadening industry lingo here: If you talk to ad folks, they usually only think of guerrilla marketing as the kind of wacky outdoor stunts that I cover in chapter 3 of the book.  But if you look at the logic of branded content, word-of-mouth, and social media strategies, you see consistent patterns of self-effacement: the advertisement trying to blend into its non-commercial surroundings – TV shows and pop songs, interpersonal conversations and online social networks.  Advertising rhetoric has long doted upon militarized metaphors – right down to the fundamental unit of both sales and war: the campaign. 

But when I started reading through Che Guevara’s textbook on guerrilla warfare, I heard parallel echoes of how these emerging marketing tactics were being plotted and justified.  Guerrilla warfare evolved from conventional warfare by having unidentified combatants attack outside clearly demarcated battle zones.  Guerrilla marketing is an evolution from traditional advertising (billboards, 30-spots, Web banners, etc.) by strategizing subtle ad messages outside clearly circumscribed commercial contexts.  Guerrilla warfare forced us rethink the meaning of and rules for war; guerrilla marketing, I would argue, is doing the same for the ad world.

 

Let’s talk a bit more about the concept of “clutter” that surfaces often in discussions of these advertising practices. On the one hand, these new forms of marketing seek to “cut through the clutter” and grab the consumers attention in a highly media-saturated environment, and on the other, these practices may extend the clutter by tapping into previously unused times and spaces as the focal point for their branding effort. What do you see as the long-term consequences of this struggle over “clutter”?

 

Matthew McAllister had a great line from his mid-1990s book that tracked some of these same ad trends to that point: “Advertising is… geographically imperialistic, looking for new territories that it has not yet conquered.  When it finds such a territory, it fills it with ads – at least until this new place, like traditional media, has so many ads that it becomes cluttered and is no longer effective as an ad medium.”  I think this encapsulates what must be a great (albeit bitter) irony for advertisers: You feel like your work is art; it’s all your competitors’ junk that gets in the way as clutter. 

As to the long-term fate of the various new spaces hosting these promotional forms, I don’t have much faith that either media institutions or advertisers will show commercial restraint if there’s money to be made and eyeballs to be wooed.  I think eventually pop culture texts like music tracks and video games will be as saturated as film and TV when it comes to branded content; journalism, regrettably, seems to be leaning the same direction with the proliferation of “native advertising” sponsored content.  Facebook and Twitter have been trying to navigate this delicate balance of clutter – increasing revenues without annoying users – but here, too, it doesn’t look promising. 

Maybe if audiences wanted to pay for so much of that content and access which they’ve grown accustomed to getting for free, then maybe clutter is not the expected outcome here, but I’m not terribly sanguine on that front either.  The one guerrilla marketing tactic I don’t see over-cluttering its confines is word-of-mouth just because as a medium (i.e., conversation) that remains the “purest,” comparatively, and it’s hard to imagine how that (deliberate external) commercial saturation would look or play out.

 

There seems to be another ongoing tension in discussions of contemporary media between a logic of “personalization” and individualization on the one hand and a logic of “social” or “networked” media on the other. Where do you see the practices you document here as falling on that continuum? Do some of these practices seem more individualized, some more collective?

 

Really interesting question and here I’ll borrow Rob Walker’s line from Buying In on the “fundamental tension of modern life” (that consumer culture seeks to resolve): “We all want to feel like individuals.  We all want to feel like a part of something bigger than our selves.” 

The guerrilla marketing strategies that are showing up in social media probably best exemplify this paradox.  On one hand, brands want to give fans and audiences both the tools for original self-expression and simultaneously furnish the spaces for that networked socialization to take root.  On the other hand, all that clearly needs to be channeled through commercial contexts so as to achieve the “affective economics” that you identified in Convergence Culture

I look at something like the branded avatar creation of, say, MadMenYourself.com, SimpsonizeMe.com, or Office Max’s “Elf Yourself” online campaign as emblematic pursuits in this regard.  The “prosumer” can fashion her identity through the aesthetics of the brand-text (i.e., personalization) and then share it through their social networks (i.e., it’s assumed to be communally useful as well).  But, as I note in a forthcoming article in Television & New Media, these tools and avenues for expression and socialization are ultimately limited to revenue-oriented schemes – in other words, corporations are not furnishing these opportunities for self-discovery and sharing from an expansive set of possibilities.  They’re only allowed to exist if they help further the brand’s bottom line.

Michael Serazio is an assistant professor in the Department of Communication whose research, writing, and teaching interests include popular culture, advertising, politics, and new media.  His first book, Your Ad Here: The Cool Sell of Guerrilla Marketing (NYU Press, 2013), investigates the integration of brands into pop culture content, social patterns, and digital platforms amidst a major transformation of the advertising and media industries.  He has work appearing or forthcoming in Critical Studies in Media CommunicationCommunication Culture & CritiqueTelevision & New Media, and The Journal of Popular Culture, among other scholarly journals.  He received his Ph.D. from the University of Pennsylvania's Annenberg School for Communication and also holds a B.A. in Communication from the University of San Francisco and a M.S. in Journalism from Columbia University.  A former staff writer for the Houston Press, his reporting was recognized as a finalist for the Livingston Awards and has written essays on media and culture for The Atlantic, The Wall Street Journal, The Nation, and Bloomberg View.  His webpage can be found at: http://sites.google.com/site/linkedatserazio

A Whale Of A Tale!: Ricardo Pitts-Wiley Brings Mixed Magic to LA

Last February, I announced here the release of Reading in a Participatory Culture, a print book, and Flows of Reading, a d-book extension, both focused around work my teams (first at MIT and then at USC) have done exploring how we might help educators and students learn about literary works through actively remixing them. Our central case study has been the work of playwright-actor-educator Ricardo Pitts-Wiley from the Mixed Magic Theater, who was successful at getting incarcerated youth to read and engage with Herman Melville's Moby-Dick by having them re-imagine and re-write it for the 21st century. You can read more about this project here. And you can check out the Flows of Reading d-book for free here. 
If you live in Los Angeles, you have a chance to learn more about Pitts-Wiley and his work first hand. I've been able to bring Ricardo for a residency at USC this fall, which will start with a public event at the Los Angeles Public Library on September 26. Ricardo is going to be recruiting a mixed race cast of high school and college aged actors from across the Los Angeles area and producing a staged reading of his play, Moby-Dick: Then and Now, which will be performed as part of a USC Visions and Voices event on Oct. 11th. You can get full details of both events below. I hope to see some of you there. We are already hearing from all kinds of artists here in Southern California who have sought creative inspiration from Melville's novel and used it as a springboard for their own work. But you don't have to love the great white whale to benefit from our approach to teaching traditional literary works in a digital culture, and we encourage teachers and educators of all kinds to explore how they might apply our model to thinking about many other cultural texts.
For those who live on the East Coast, our team will also be speaking and doing workshops at the National Writing Project's national conference in Boston on Nov. 21.
Thursday, September 26, 2013 7:15 PM
Mark Taper Auditorium-Central Library
Thu, Sep 26, 7:15 PM [ALOUD]
Remixing Moby Dick: Media Studies Meets the Great White Whale 
Henry Jenkins, Wyn Kelley, and Ricardo Pitts-Wiley

Over a multi-year collaboration, playwright and director Ricardo Pitts-Wiley, Melville scholar Wyn Kelley, and media expert Henry Jenkins have developed a new approach for teaching Moby-Dick in the age of YouTube and hip-hop. They will explore how "learning through remixing" can speak to contemporary youth, why Melville might be understood as the master mash-up artist of the 19th century, and what might have happened if Captain Ahab had been a 21st century gang leader.

* Part of the Library Foundation of Los Angeles and Los Angeles Public Library’s month-long citywide initiative "What Ever Happened to Moby Dick?"

 

Henry Jenkins is Provost's Professor of Communication, Journalism, and Cinematic Arts at the University of Southern California. He has written and edited more than fifteen books on media and popular culture, including Spreadable Media: Creating Meaning and Value in a Networked Culture with Sam Ford and Joshua Green. His other published works reflect the wide range of his research interests, touching on democracy and new media, the “wow factor” of popular culture, science-fiction fan communities, and the early history of film comedy. His most recent book, Reading in a Participatory Culture: Remixing Moby-Dick for the Literature Classroom was written with Wyn Kelley, Katie Clinton, Jenna McWilliams, Erin Reilly, and Ricardo Pitts-Wiley.

Wyn Kelley teaches in the Literature Section at the Massachusetts Institute of Technology, and is author of Melville's City: Literary and Urban Form in Nineteenth-Century New York and of Herman Melville: An Introduction. She also co-author Reading in a Participatory Culture: Re-Mixing Moby-Dick in the English Classroom with Henry Jenkins and Ricardo Pitts-Wiley. She is former Associate Editor of the Melville Society journal Leviathan, and editor of the Blackwell Companion to Herman Melville. A founding member of the Melville Society Cultural Project, she has collaborated with the New Bedford Whaling Museum on lecture series, conferences, exhibits, and a scholarly archive. She serves as Associate Director ofMEL (Melville Electronic Library), an NEH-supported interactive digital archive for reading, editing, and visualizing Melville’s texts.

Ricardo Pitts-Wiley is the co-founder of the Mixed Magic Theatre, a non-profit arts organization dedicated to presenting a diversity of cultural and ethnic images and ideas on the stage. While serving as Mixed Magic Theatre’s director, Pitts-Wiley gained national and international acclaim for his page-to-stage adaptation of Moby Dick, titled Moby Dick: Then and Now. This production, which was presented at the Kennedy Center for the Arts in Washington, DC, is the centerpiece of a national teachers study guide and is featured in the book, Reading in A Participatory Culture. In addition to his work as an adapter of classic literature Pitts-Wiley is also the composer of over 150 songs and the author of 12 plays with music including:Waiting for Bessie SmithCelebrations: An African Odyssey, andThe Spirit Warrior’s Dream.