As The World Stopped Turning: Lynn Liccardo Talks About Soap Operas (Part One)

I have often acknowledged that fans are the true experts on popular culture: their passionate relationship with a favorite series or franchise often motivates them to research it more deeply, read it more closely, and interpret it more richly than an academic would be able to do. Not all fans know how to articulate their findings in ways that move beyond the particular details and speak to the larger context and implications of their objects of study, but those who do have much to teach us about their particular corners of the popular culture universe. Lynn Liccardo is an extraordinary soap opera fan, who over the course of her life has moved from a passion for As the World Turns and its creator Irma Phillips, towards more and more active engagement with the soap opera industry (such as it has become) and who has written professionally about soaps for a number of years. I was lucky to meet Liccardo when she served on the thesis committee for one of my MIT graduate students Sam Ford, now co-author of Spreadable Media: Creating Value and Meaning in a Network Culture; she has been coming to our Futures of Entertainment conferences ever since; she contributed to Sam's book on the future of soap operas; and now, she has an e-book of her own, As the World Stopped Turning, which shares some of what she knows about the history, aesthetics, production, and reception of soap operas.

I am the first to admit that soaps are a blind spot for me as a fan and as an academic, though I also would acknowledge that those of us who care about transmedia storytelling and contemporary primetime drama have much to learn from the soap opera tradition about expansive storyworlds and long-form serials in particular. So, I asked Sam Ford if he would interview her for the blog. Below aresome of Liccardo's thoughts connecting As the World Turns to some of the industry trends and developments over the past six decades that have impacted serialized television storytelling.

As the World Stopped Turning is a full ebook of your essays dedicated to the soap opera As the World Turns. Why is this particular daytime serial drama so important to study, in your opinion? What is As the World Turns' particular place in our cultural history?

 

As The World Turns was the first 30-minute serial, doubling the standard 15-minute episode. But  it was more than its length that contributed to the show's impact on the genre and cultural history. When creator, Irna Phillips, conceived the show, she wanted the additional time not to tell more story, but to develop "better story and characterization." Before ATWT debuted in 1956, serials concentrated on a single family; in her new creation, Irna contrasted the stories of two families, one united and solidly middle-class, the Hughes, the other, wealthy and divided, the Lowells, "because by the 1950s divorce and separation were becoming a more pronounced element in our social structure." Irna also believed (more than 30 years before GH's Luke and Laura), that including teenagers as a major part of the story, "added the valuable asset of longevity to the serial."

But what set ATWT apart from earlier soaps was Irna's skillful juxtaposition of vertical and horizontal storytelling axes, with her emphasis on the former (character), which slowed the latter (plot), sometimes to a seeming standstill.  In fact, the first year of the show there was virtually no plot, just these rather ordinary characters going about everyday lives that resembled those of many viewers. The intimacy of the connection between viewer and character was reinforced as the camera moved slowly over actors' faces, laying the groundwork for future audiences to recognize what a character in Ron Howard's film, Frost/Nixon, called "the reductive power of the close-up."

Irna gave voice to her deeply-held belief that "nobody is all good or all bad and each human being can exhibit all of these elements, often at the same time," through stories that gave equal weight to the conflicting emotions within each character,  forcing viewers, in the words of critic Robert LaGuardia, "to grieve over the heartbreak of the human condition rather than to hang on to a fixed value judgement."  In her outline, Irna was emphatic that ATWT "not a melodrama," but rather "a show about people." That ambiguity deeply permeated the cultural ground water and became the foundation of what's now called quality television and complex storytelling, although, as I discuss below, for viewers who only know daytime soaps after Luke and Laura, the connection is not at all clear.

The episode below aired about a year into the show's 54-year run. While it contains none of ATWT's trademark closeups, it is an elegant example (one of the few still available) of how soap opera historically used character to move plot: a narrative structure that ties current stories to back stories and uses history and memory to contextualize current plot and character development. The power of this episode lies in its four deceptively simple scenes, each a conversation between two of the episode's four characters. While almost nothing happens in the episode, when it's over viewers understand the relationships, not just among the characters in the episode, Chris, his father, Pa, and sister,, Edie, who was involved with his law partner, Jim, but between every character on the show: Chris's wife Nancy, his daughter, Penny, who became estranged from her aunt Edie when Penny's best friend, Ellen, revealed that her father, Jim, was involved with another woman, Edie. Even a character who never appeared on the show, Chris and Edie's brother, John, was fully contextualized.

As the World Turns #268 Part 1 

 As the World Turns #268 Part 2

 

What do you believe were the biggest factors in the demise of As the World Turns?

The demise of ATWT actually began in 1978, when Gloria Monty's was hired to fix a show on the verge of cancellation, ABC's General Hospital. At the time, most soap operas followed the model Irna Phillips had created on ATWT: intergenerational families made up of rather ordinary characters living rather ordinary lives that resembled those of most viewers.

 

Monty altered that model by speeding up the pace of the storytelling by shifting the focus from the day-to-day lives of the doctors and nurses of General Hospital to the young, Laura, and the hip, Luke, who, in the process of saving the world from being frozen by the Ice Princess, also saved General Hospital, thereby forever altering the public's perception of soaps. As college lounges  filled with students following the adventures of Luke and Laura, for the first time it was cool for kids to watch soaps.

 Luke & Laura - Lover's on the Run Volume 1

But GH wasn't their mother's soap opera; ATWT was. How CBS and Procter & Gamble responded to the end of ATWT's 20-year reign at the top of the ratings is a lesson in what not to do. Rather than take a deep breath and think about ways to exploit the perception of ATWT as "their mothers' soap opera" to the show's advantage, the new executive producer, Mary-Ellis Bumin, approached her task from what, in light of GH's explosive success, seemed like a logical assumption, but ultimately proved deeply flawed: the only way to attract the younger viewers advertisers coveted was by excluding older characters. So, what had been the ATWT's  greatest assets -- its 20+-year history and the multi-generational Hughes family -- was seen as its greatest weaknesses. Soon after Bunim took over familiar characters were pushed to the sidelines and viewers found themselves watching Tom and Margo (Oakdale's Luke and Laura) chase a dwarf named Mr. Big -- ATWT's version of the Ice Princess.

 As the World Turns: Vintage Tom and Margo

But what had worked so brilliantly for GH never caught on with ATWT's core audience. When Laurence Caso took over CBS's New York daytime operation in 1983, he realized that ATWT would never succeed by continuing to copy what the ABC soaps were doing. He pushed Procter & Gamble to replace Mary-Ellis Bunim with Robert Calhoun, then hired head writer Douglas Marland, who rebuilt the show around Hughes. ATWT thrived until Marland suddenly died in 1993. A year later, the show was still in the process of rebuilding as the country obsessed over the O.J. Simpson murder trial.

ATWT's missteps of the early 1980s have to be understood in the context of GH's unprecedented success, which threw all soaps into uncharted waters. But CBS and P&G had clearly failed learn from history when, in 1995, a new regime once again distanced the show from its history and the Hughes family. As the show floundered until its cancellation in 2010, no one even tried to right the ship by reestablishing the centrality of the Hughes. Even if they had, it might well have been too late. P&G's other two shows, Guiding Light and Another World, were in even worse shape than ATWT. In 2005, P&G eliminated the position of executive in charge of production and subsequently transferred the shows' day-to-day operations to a subsidiary, TeleNext Media. Then, in 2008, the TeleNext logo replaced P&G's in the show credits, sending a clear message that P&G was content to let the clock run out on their soaps.  

 

Lynn Liccardo is a longtime soap opera journalist and blogger. Her critical observations on soaps – their content, the industry that produces them, and the culture that both loves them and loves to ridicule them – connect soap opera’s past and present with its future and begin to form a larger framework within which to more fully examine the genre. She released an ebook of essays detailing the final years of As the World Turns, entitled as the world stopped turning... Among her other publications are "Who Really Watches the Daytime Soaps" (1996, Soap Opera Weekly); "Irna Phillips: Brief life of soap opera's single mother 1901-1973" (2012, Harvard Magazine). Her essay, “The Ironic and Convoluted Relationship between Daytime and Primetime Soap Opera,” was published in The Survival of Soap Opera: Transformations for a New Media Era (co-edited by Futures of Entertainment Fellows Sam Ford, Abigail De Kosnik and C. Lee Harrington).

Sam Ford is co-editor (with Abigail De Kosnik and C. Lee Harrington) of The Survival of Soap Opera: Transformations for a New Media Era (2011, University Press of Mississippi) and co-author (with Henry Jenkins and Joshua Green) of Spreadable Media: Creating Value and Meaning in a Networked Culture(2013, NYU Press). He is also Director of Digital Strategy with Peppercomm, an affiliate with both MIT Comparative Media Studies and Western Kentucky University's Popular Culture Studies Program, and a frequent Fast Company contributor. Sam serves on WOMMA's Membership Ethics Advisory Panel and was named 2011 Social Media Innovator of the Year by Bulldog Reporter. He is a Kentucky Press Association award-winning journalist and has written for Harvard Business ReviewWall Street Journal,BusinessWeekThe Huffington PostPortfolioChief MarketerThe Public Relations StrategistPR News,Bulldog ReporterThe Christian Science Monitor, and CommPRO.biz. Sam lives in Bowling Green, KY, with wife, Amanda, and daughters, Emma and Harper.

Comics, Comics, Comics...

A while back, I announced that alternative comics creator C. Tyler was coming to USC to give a talk about her life and work. Tyler was part of the group of women who contributed to the important Twisted Sisters anthology series; she worked closely with Aline Kominsky-Crumb (not to mention Aline's husband, Robert) and has been married to Justin Green (another key figure in the underground comics movement) for several decades. She has always produced bracingly honest, beautifully crafted, autobiographical stories, often centering around her experiences of low-paying jobs and the challenges of motherhood, but deeply embedded in a sense of family and gender politics. Tyler has justly gotten new acclaim and interest as a result of You'll Never Know, a three volume series of graphic novels focused on her father and mother, who were World War II veterans, and what they passed down to subsequent generations. People who attended her talk at USC found it a remarkable experience: she was so fresh and authentic and down to earth about herself and her art; she shared enormous insights into her tools, her raw materials, and her process, and she was so generous in engaging with our students, many of whom were young women who want to make their own creative contributions to the world. The program flew by with never a dull moment. So, I am very proud to finally be able to share the video of this event with my readers.

*********** On other fronts, I've wanted for a while to do a shout-out to the wonderful work being done on a new web comic series, My So-Called Secret Identity.

Here's some of the background about the project they provide online:

My So-Called Secret Identity is what happened when internationally-acclaimed Batman scholar and popular culture expert, Dr Will Brooker, decided to stop criticising mainstream comics for their representation of women, and show how it could be done differently; how it could be done better. Working with professional illustrator Susan Shore and PhD in superhero art, Dr Sarah Zaidan, Brooker assembled a team to build a new universe, close enough to the familiar capes-and-cowls mythos to offer critical comment, but distinct enough to strike out in a whole new direction and offer a story unlike any other superhero title. The costume designs and character sketches for My So-Called Secret Identity were created by established names and fan favourites, from Lea Hernandez to Hanie Mohd. These very different artists offered very different takes on the characters and their styles, but they had one thing in common. In a deliberate reversal of mainstream industry conventions, almost all the creative team behind MSCSI are female.

And here's a bit about the series' main character:

All her life, Cat's been taught to be little, learned to keep herself small, tried to avoid attention. Don't be too full of yourself. Don't show off. And most of all, don't let people know how smart you are, because they don't like it. But Cat really is someone special. Cat is the smartest person in Gloria City. She remembers everything she reads; she knows how everything connects. And she's getting tired of pretending, of hiding, of acting dumb to save other people's feelings.

My So-Called Secret Identity is, to put it in technical terms, wonderful. You can tell from the first page how much thought has gone into this story, the development of its protagonist, the visual treatment of the material, and the way to share this tale with readers. Brooker brings to this project a life-time of thinking deeply about the genre conventions of the superhero comic, but he also brings with it a sensitivity to the many different ways where the world strips young women of their self-esteem and teaches them that they should not be so "confident" in the ways they speak about themselves and their work.

Cat, she of many names and many identities, she of great power and intelligence, is struggling to figure out who she is and where she belongs. She is working to piece together her mission and to come to grips with her power.

Susan Shore and Sarah Zaidan's visual style is warm and soft, standing in contrast with the garish look we associate with superhero comics, and there is a strong sense of place here as Cat shares with us some of her favorite nooks and crannies in Gloria City. This is one of the strongest first books in a new comics series I have read in a while and I can't wait to see more. The creators are raising funds as they go,so if you like what you see, make a contribution.

cat_cover_text

 

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I also wanted to give a shout-out to a new blog, started by William Proctor, a comics scholar at the Center for Research in Media and Cultural Studies at the University of Sunderland, who was nice enough to play host to me this summer when I was visiting his city. His blog, Infinite Earths, intends to bring together a community of academics, fans, and artists, who want to talk seriously about comics, especially British comics, and so far, it has lived up to any expectations. So far, he has published an autobiographical essay by the above-mentioned Will Brooker discussing his childhood fascination with some of the ground-breaking Vertico titles and the first part of an extended rumination by Bryan Talbot, one of my favorite British comics creators, about the thinking that went into his now classic A Tale of One Bad Rat, as well as Proctor's own notes about a recent Talbot lecture on the history of anthropomorphic animals in comics. I have already promised Procotor an interview about my own current comics research, but regardless, I plan to keep close eye on this blog in the months ahead.

 

Kickstart This!: Is The World Ready For a Nigerian Superhero?

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Like many of my readers this week, I am enormously excited about the ground-breaking success of the Kickstarter campaign to get Veronica Mars into production as a feature film and what this means about the future relations between fans and producers of cult media. Next week, I am planning to run a extended conversation with some key thinking partners placing the Veronica Mars campaign (and Netflix's venture into original television content) into some perspective.

But I don't want us to forget that Kickstarter has been as powerful if not more so in helping to provide seed funds for independent artists of all kinds and as such, it has become a key vehicle for increasing the diversity of cultural production. My co-authors Sam Ford, Joshua Green, and I discuss Kickstarter in our book, Spreadable Media: Creating Meaning and Value in a Networked Culture, alongside a range of other developments which are creating stronger bonds between independent artists and their supporters -- from pre-production through release.

Today, I want to put my weight behind an independent media property -- Spider Stories -- which was brought to my attention by a USC undergraduate, Charles Agbaje. The Agbaje Brothers (Charles and John) have been publishing independent comics under the Central City Tower label for several years now, and they are seeking funds to take their efforts to the next level -- developing a cartoon series which has its roots in traditional African folktales and myths, but which speaks to the genre expectations of our current pop cosmopolitan generation.

Here's how they describe the basic premise:

Spider Stories follows the tale of Princess Zahara who is thrown into hiding after the royal family is overthrown by a corrupt neighboring kingdom. While traveling with a misfit caravan of merchants she meets a wandering drummer griot who introduces her to the spirit world. Armed with a mystical staff, the fearless princess embarks on quest to reconnect with the spirits, reunite her homeland, and reclaim the throne.

We are developing an 11 minute animated pilot for a fantasy adventure series called Spider Stories. Your pledges will go towards funding a team of animators to get it done at a professional level of quality.

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 They argue that fans of superhero comics have grown up on Norse myths (Thor) and Greek myths (Hercules); we are starting to see Japanese and Chinese folktales making their way into anime and manga, but that comics and animation have so far done  little to tap into the rich cultural traditions of Africa (with the possible exception of the recent revamp of The Black Panther at Marvel). The Agbaje Brothers have expressed concern with the fact that African-American youth are often cut off from their own cultural traditions and all of us receive a single-dimensional understanding of Africa (which many westerners see as a country rather than a continent with many diverse national traditions). However, they are also concerned that so often stories by and for African-Americans get cut off from the cultural mainstream and thus do not reach the largest possible audience. So they very much want to create something that speaks across racial and cultural divides.

If the art work and proof of concept videos they share on their Kickstarter page are any indication, this has the potential to be a spectacular project, and it is precisely the kind of production that Kickstarter was designed to support -- one which is unlikely to get very far with mainstream animation or comics producers unless they can demonstrate a broad range of support and can show the world what they can do. Let's see if we can give them their chance.

In some of their promotional materials, the brothers talk about how their experiences growing up together had shaped the kinds of stories they want to share through their work. I asked Charles to tell me more about these formative influences on their work:

The stories we made growing up span all kinds of sci-fi, fantasy, and superhero tales. We were first inspired by the original Teenage Mutant Ninja Turtles cartoon, and you can see early on we invented several mutant animals of our own. Later we were influenced by the wide variety of anime that hit in the late 90s, particularly shows that made their way onto Toonami. Dragonball Z, Gundam Wing, Tenchi and more were among our favorites. As video games became more sophisticated RPGs and Adventure game story-lines such as The Legend of Zelda also influenced our style. Throughout, the complexity and action in the DCAU such as Batman: The Animated Series, Batman Beyond, and Justice League also contributed to our sensibilities.

We have our fair share of costumed superheroes such as the Storm Surfers, mutant animals like The Frogs, and classic swords and sorcery in Crimson Knight. Even though a lot of these characters started off fairly simple, some we've had in our minds literally since we were 5 years old, and the stories have since grown and matured.

Starting with Project 0 in 2010, we moved away from our old ideas and began to synthesize them into new properties that couldn't be so easily labeled. This also helped us as story tellers. In creating new stories we were able to critique them objectively without the nostalgia lens that would only really make sense to us. Project 0 is a mix of fantasy, sci-fi and adventure taking cues from a lot of our previous original properties, to as diverse sources of inspiration as Digimon and The Matrix.

Though we still plan to revist several of our age old stories, we are now moving forward with another new series called Spider Stories.

Spider too takes cues from a lot of our old ideas, and then more modern fantasies such as Avatar The Last Airbender or Nintendo's Fire Emblem. It takes the same grand scale epic appraoch to world building and story telling that fans around the world love to see. But it does it in an African inspired backdrop which, while there are a few out there, have never really been acknowledged by mainstream audiences. We're doing a lot of homework on African mythology and history. And we are always sure to consult our cultural experts, our parents, to make sure it stays authentic.

So often the depiction of blacks and Africans in the media is one of poverty, corruption, or ignorance. At its most positive, black characters are often sidekicks or best friends to the lead, and black culture is typically framed through an other-ed lens. Even when it isn't, such shows and movies are often relegated to niche markets and targeted so narrowly as 'black entertainment' that it may be alienating to non-black audiences.

We want Spider to really be a universal story. While it takes on African aesthetics and sensibilities, it is written to be accessible to all audiences regardless of ethnicity. It's pure fantasy, not historical fiction or an adaptation of an existing myth. We hope audiences will be able to relate to the characters as people first. The nods to culture and history should spark interest in fans to seek out and learn more about Africa on their own. Art is often a launching point for cultural exposure, and the more it's seen, the more normalized it becomes.

Videos, Videos, Videos....

Today, I wanted to share with you some videos from recent events where I have participated as a speaker or moderator. A few weeks ago, I took the stage at the Tim O'Reilly Tools for Change conference in New York City with two amazing thinkers and good friends -- Cory Doctorow, science fiction and Young Adult writer and digital advocate and Brian David Johnson, the man behind the recent book, Vintage Tomorrows: A Historian and a Futurist Travel Through Steampunk into the Future of Technology (for which I wrote an introduction).  Inspired by the Three Tenors, we jokingly billed ourselvesas the Three Geeks. In the conference context, the exchange -- which spanned across everything from digital publishing to science fiction -- was frustratingly short. We were just getting started, really, when the timer went off. We are hopeful we can bring a much longer conversation to some other venue before much longer.  But, in the meantime, we hope you will enjoy this video of the exchange.

Also, this past month, I was moderator for a Google Hangout discussion of Interacting with Transmedia, part of the InterActs series sponsored by . The featured panelists were:

Marc Smolowitz, Director, Producer, Executive Producer, Documentary Filmmaker

Luisa Dantas, Director/Producer/Editor, Land of Opportunity

Jo Ellen Kaiser, Executive Director, The Media Consortium

Ingrid Kopp, Director of Digital Initiatives at Tribeca Film Institute

Danielle Riendeau, Blogger for KillScreen, Instructor of Interactive Storytelling at Northeastern University, Communications Officer for ACLU-NorCal

InterActs is a conversation series created in partnership between NAMAC and the Daily Dot. Over the next several months, these two teams will host a series of online conversations on creative expression in digital environments. Unlike many programs on transmedia that focus on Hollywood producers and franchises, this event was centered on what people have called the East Coast School of Transmedia, where there is often a strong emphasis on independent and public media production, and here, on transmedia for social change. If you enjoy this video, we hope you will consider joining us for this year's Transmedia Hollywood event, coming up on April 12 at UCLA, where the focus will be on different models for promoting social change in a world of spreadablity and transmedia production.

This past weekend, Sam Ford, Joshua Green, and I took our Spreadable Media book to South by Southwest, where we gave a talk to a packed auditorium, but also did a range of interviews. Here are a few of the ones that have already appeared on line. We note in the introduction that Spreadable Media tries to address a range of different audiences, and these interviews give some suggestion of how these various groups are taking up our ideas.

 

Here, you can see the three authors, seated rather uncomfortably on a coach, talking to a reporter from Gen/Connect about the role of the audience in creating value in a networked culture

Here are Sam and I sitting on another coach, this time in a house set up for librarians to gather and talk about the future of media. This time, the focus is on the implications of our work for education with a strong focus on media literacy, old and new.

Part One 

Part Two

Part Three

Part Four

Part Five

Part Six

Here, Sam and I participated in a podcast interview, speaking about the book's implications for journalists and activists.

 

And here is me on a random street corner speaking to the folks from Leo Burnett: this time with a primary focus on what Spreadable Media means for brands and advertising.

#SXLB: Henry Jenkins, Author & Professor, USC, Pt. 1: Grassroots from Leo Burnett Worldwide on Vimeo.

We are on the road a lot these days, in various combinations, talking about the book and its implications for various audiences. I expect to share more videos before much longer.

As the Scarecrow says in The Wizard of Oz, That's me ... all over!

Make 'Em Laugh: A Conversation about Film Comedy (Part Two)

Historically, the study of American film comedy has been organized around the comparison and contrast between comedian/slapstick comedy and romantic comedy. Both subgenres are well represented in this book. But, are they adequate for explaining the full range of comic texts? After several decades of genre-mixing, have new configurations of comedy emerged?

Andrew Horton: I still prefer to think of the difference between “anarchistic comedy” and “romantic comedy” as being helpful in that anarchistic comedies such as the Marx Brothers and Monty Python and, yes, Aristophanes, make no compromises and fulfill every wish of their overall fantasy in ways we know are impossible in the real world. Romantic comedies on the other hand are still despite modern complexities, about two differing humans (or animals in animation with human emotions!) who finally find a way to be together. Thus a celebration of “coming together”, compromise and sharing. That the two genres can mix elements these days as in THAT IS 40 or MOONRISE KINGDOM says a lot about how today’s comedies take on a lot more diversity!

Leger Grindon: I think there is a considerable intersection of the social function of jokes and laughter in everyday life and in screen comedy. This point of intersection allows audience members to respond with great sensitivity to humor on screen. Of course, the construction and conventions of art works also make humor different as it is observed at a safe distance by the film viewer rather than having him or her become a participant in the humorous exchange.

David R Shumway: Already with screwball comedy, Hollywood mixed slapstick and romantic. But in screwball, the romantic dominates. More recently the most popular comedies, like The Hangover or Bridesmaids, have reversed the hierarchy. And at least some film comedies, such The Great Dictator, Duck Soup, or The Great McGinty are best understood as satire, potentially a third major category. Comedies like Being John Malkovich, which rely for many of their laughs on post-modernist self-reflexivity, might be regarded as fourth major genre.

Celestino Deleyto: I think the classification of U.S. film comedy in comedian/slapstick and romantic comedy has served us well and helped a great deal to organize our thinking about the genre. My own view has always been that, while both are strong tendencies within the history of the genre, they have been less separate that the traditional paradigm has made them out to be. I have been most interested in combinations of the two types of comedy and, more specifically, in the importance of jokes and gags within the structure and ideology of romantic comedy.

I do think, on the other hand, that taking into account other national comic traditions will somehow change our classification. To mention an obvious example, social comedy, and even political comedy, should come to the forefront when considering many of the European comic traditions. This would also help us reassess certain key American comedies that did not fit easily within the comedian/romantic comedy paradigm. In general terms, satirical comedy is not well served by this dichotomy.

Rob King: I think the germane distinction isn’t so much between slapstick and romantic comedy; rather, it’s between slapstick and situation comedy, of which romantic comedy is a kind of derivative. As many have discussed, the concept of situation comedy developed in the late nineteenth/early twentieth centuries to designate a form of “refined,” narrative-based comedy, typically with middle-class domestic settings, as distinct from the more plebeian, sensational style of slapstick.

Once the distinction is parsed out that way, however, it becomes clear that the division of slapstick and situation effectively corresponds to social hierarchies of taste that emerged out of the class divisions of the late nineteenth century. Put simply: the distinction is historically specific and corresponds to a specific class formation. I’m not sure I’d see it as tremendously functional in discussing contemporary comedy - any more than our contemporary social structure can usefully be described through a nineteenth-century language of class.

Leger Grindon: Sure, there are other approaches. Just to mention the obvious examples consider satire and parody or the trend William Paul has described as “animal comedy”, that is the rise of vulgar comic forms since approximately 1980. And some new configurations have emerged, such as the mix of “animal comedy” and romantic comedy in films like There’s Something About Mary or Knocked Up.

Romantic comedy has been read symptomatically as expressing shifts in gender and sexual relations. What do we learn by looking at 21st century examples of this sub-genre?

Andrew Horton: Take just a few titles of so-called “romantic comedies” of the past few years---JUNO, CRAZY-STUPID-LOVE, NO STRINGS ATTACHED, FRIENDS WITH BENEFITS, an 500 DAYS OF SUMMER and you see that the “fun” of contemporary comedies is “pushing the so called envelope” of what is a romantic comedy as we’ve known them in the past.

Leger Grindon: I agree that shifts in gender and sexual relations are apparent in romantic comedy. In my book, Hollywood Romantic Comedy (2011) pp. 61-66 I characterize a current trend as “The Grotesque and Ambivalent Cycle” of romantic comedy apparent from 1997 into the present. Important films initiating this trend are My Best Friend’s Wedding (1997) as an example of the ambivalent and There’s Something About Mary ((1998) as an example of the grotesque. What gender trends are apparent, among others? Women’s ambivalence about marriage particularly as it conflicts with career ambition and male anxiety about sexuality in the grotesque. I think David Denby concept of the “slacker-striver” opposition in contemporary RC is also a useful insight.

Celestino Deleyto: Mostly that those meanings are in a process of constant change and that the genre is much more flexible ideologically that it has often been allowed to be by film theorists.

Comedian comedy has been read more formally with ongoing debates about the relations of narratives, performances, and gags. Are these still the best ways of making sense of this sub-genre?

Andrew Horton: No easy “overall observations” about strong comedians and film comedy for again, the diversity is so great. Clearly the tradition continues that many comedians cover both a life of “stand-up” comedy and role-playing in more traditional comedies, so whether you are Tina Fey, Woody Allen, Whoopi Goldberg, Steve Martin or Eddie Murphy, audiences enjoy them in either capacity. Then there are those such as Sacha Baron Cohen in BORAT and beyond who push the envelope to bring on topics traditional comedy has never seen, yes, including Kazakhstan!

Celestino Deleyto: Probably this book will help us to incorporate matters of cultural specificity within discussions of comedian comedy.

Leger Grindon: I think the relationship between narrative, performance and gags remains an outstanding way of making sense of these films. That is not to exclude the value of other approaches, but these are still central issues and important ones to address.

We’ve had a dramatic increase in our access to older comic texts thanks to the release of so many comedies within DVD boxed sets. How did this new availability impact your scholarship? What new films have been discovered, entered the canon as a result of this new access? And how do these films change our undelrstanding of the historical evolution of film comedy?

Andrew Horton: A joyful answer to this important question could easily be several books long, but I’m jumping to one example. Long live the world of “DVD Extras” that can open every viewer’s mind and heart to whatever genre we are discussing. This new world of “DVD extras” has made it possible for everyone to go beyond just watching a movie and “get” what older comedies have influenced contemporary comedies and in what ways! My example is the Coen Brothers’ O Brother Where Art Thou?

Yes, the film was simply popular all over the world when it came out, but those who enjoy doing their DVD extras work can further appreciate not only that the Coens got the Oscar for Best Adapted Script since they “loosely” based the film on Homer’s ODYSSEY, but they will learn that the Coens are winking in numerous ways to Preston Sturges’ glorious comedy, Sullivan’s Travels (1941) about a successful Hollywood director of comedies who wants to make a “serious” film about all the suffering in America called, yes, O Brother Where Art Thou?!!!

Leger Grindon: DVD extras have allowed access to filmmaker interviews and other resources that expand our viewing experience. However, I can’t think of a new film that has entered “the canon” as a result. But I would be eager to hear of such a case.

Andrew Horton is the Jeanne H. Smith Professor of Film and Media Stuies at the University of Oklahoma, an award-winning screenwriter, and the author of 24 books on film, screenwriting, and cultural studies, including A Companion to Film Comedy, which he co-edited with Joanna E. Rapf.

Celestino Deleyto is Professor of Film and English Literature at the Universidad de Zaragoza (Spain). He is the author of The Secret Life of Romantic Comedy (2009). His essay in Companion is "Humor and Erotic Utopia: The Intimate Scenarios of Romantic Comedy."

Leger Grindon is Professor of Film and Media Culture at Middlebury College. He is the author of Hollywood Romantic Comedy: Conventions, History and Controversy (2011). He wrote "Taking Romantic Comedy Seriously in Eternal Sunshine of the Spotless Mind (2004) and Before Sunset (2004)."

Rob King is an assistant professor at the University of Toronto's Cinema Studies Institute and Department of History, where he is currently working on a study of early sound slapstick and Depression-era mass culture. With Tom Paulus, he wrote Slapstick Comedy (2011). He contributed "'Sound Came Along and Out Went the Pies': The American Slapstick Short and the Coming of Sound."

Claire Mortimer teaches film and media studies at Colchester Sixth Form College and his written Romantic Comedy (2010). Her essay is "Alexander Mackendrick: Dreams, Nightmares, and Myths in Ealing Comedy."

David R. Shumway is Professor of English and Literary and Cultural Studies and Director of the Humanities Center at Carnegie Mellon University. His most recent book is John Sayles (2012). He contributed "Woody Allen: Charlie Chaplin of New Hollywood."

Make 'Em Laugh: A Round Table About Film Comedy (Part One)

Film comedy was one of my first loves. My passion for the Marx Brothers, W.C. Fields, Wheeler and Woolsey, and Eddie Cantor, among other great comic performers, got me through graduate school. My dissertation became What Made Pistachio Nuts?: Early Sound Comedy and the Vaudeville Aesthetic, and coming out of that book, Kristine Karnack, a graduate school classmate of mine, and I edited Classical Hollywood Comedy as part of the American Film Institute Readers series. Since then, I have dabbled in writing about the genre, but mostly as the result of the persistence of Andrew Horton, who has invited me several times to contribute to anthologies he has developed around this topic. Horton, in collaboration with Joanna E. Rapf, recently released the comedy studies anthology to end all comedy anthologies -- A Companion to Film Comedy. The book is 571 pages long, includes 24 essays, touches on comedy in many different historical periods and from around the world. It expands the scope of previous work on film comedy and explodes or at least challenges much of what previous generations of writers have had to say about the genre/mode. This is essential reading -- not the least because it brings together the best thinkers on comedy from the past several generations of film scholars, and it pushes them to revisit and reconsider some key assumptions underlying their work. I was honored to be able to contribute an essay on Mel Brooks, which I probably owed to my high school self, and which allowed me to bring my comparative media studies perspective to bear on comedy.

When the book was released, I thought it would be fun to see if I could run a collective interview with some of the contributors to this collection, one which might tease out some of the core contemporary debates about film comedy and its various traditions, and one which might give readers a taste of the ways that A Companion to Film Comedy will expand their consciousness -- well, actually, it might make their consciousness swell up like a balloon, rise to the ceiling, then start to sputter out gas, until it swoops around the room again, and collapses on the floor in a wad of dead elastic. How's that for pushing a comic metaphor to the breaking point.

Pulling this interview together was more fun than a barrel of monkeys -- well, at least, film scholars don't fling poop at each other. OK, enough. I need to run off and watch another film comedy.

The book’s introduction states, “it has been argued that all genres can be conceived in terms of a dialectic between cultural and counter-culture drives where, in the end, the cultural drives must triumph.” Would you agree? If so, can you tell us more about how this dialectic applies to the works you are discussing in the book?

Andrew Horton: As we go on to say in the introduction, by bringing in such a diversity of comedies not only from the United States, but from around the world, we really do explore how film comedy works “its complex and often subversive purpose, commenting on the preoccupations, prejudices and dreams of societies that produce it.” Thus we are challenging the often repeated comment that cultural rather than counter-cultural drives must succeed in the end. After all, so many Chaplin films end with him walking alone down the highway. Is he part of the culture he wanders through, yes, but is he thus an example of cultural success in that American culture he wanders through? No! So is he making a “counter-cultural” statement? Well, yes and no for he doesn’t burn down the Mayor’s home or shoot capitalists, but he is making it clear he is an outsider to mainstream culture!

Celestino Deleyto: It depends what we mean by “in the end”. One of my main points in my chapter is that in comedy films the ending is not always what most counts. Gags, jokes, comic scenes and funny situations are just as important narratively and ideologically. If we take into account the importance of “the middle” of a comic narrative then those counter-cultural drives may hold the upper hand. My contention is that the ideological impact of a comic narrative doesn’t depend only on the ending.

Rob King: There’s no question that comedy can be approached in this way. The real issue is whether it’s useful to do so. The problem with framing anything in terms of a “dialectic between cultural and counter-culture drives” is that it leads inevitably to one of the familiar aporias of cultural studies - the undecidable choice between critical pessimism vs. critical utopianism. Is comedy to be dismissed as a conservative genre in which cultural drives always triumph, or is it in fact a progressive - even subversive - form that permits the staging of counter-cultural behaviors? The issue, it seems to me, is simply unresolvable; the most that can be said in the abstract is that comedy may be either or none. If there is a politics of comedy, then we need to locate that politics through material historical analyses of the contexts of production and (above all) reception. And this, of course, is where a historical poetics of comedy proves invaluable.

Leger Grindon: I would disagree. I don’t think the cultural drive “must triumph” over counter-cultural tendencies. Rather I believe that comedy and other genres have the opportunity to support or criticize orthodox values, if that is what is meant by “cultural.” In this regard I side with scholars such as Gerald Mast, Kathleen Rowe and Celestino Deleyto. For a more detailed discussion of “the politics of romantic comedy” please look at pp. 77-83 in my book, Hollywood Romantic Comedy (2011). In regards to my discussion of The Eternal Sunshine of the Spotless Mind and Before Sunset I think both films in general embrace what I would describe as “marginal” rather than “mainstream” traits in romantic comedy, or counter-cultural rather than cultural, if you will. One modest example is that both films present unresolved endings versus the more mainstream ending of presenting the couple as united and happy. Of course, there are many other traits in the film. Readers can look at my essay for further details.

Claire Mortimer: Comedy offers the generic space - and tradition - for the counter-culture to have its say, even to be triumphant - although only for a time, as in the tradition of the carnival according to Bakhtin, the precedent of all comedy. Comedy is a time for the people to play, and for the marginalised to take centre stage, although it is licensed freedom, which knows its space and its limits within the bounds of what is allowed by the status quo. Comedy is about energy, an energy which is often implicit in the mobilisation of subversive forces within the narrative, which may resonate beyond the diegesis.The Maggie and Whisky Galore are both about the resistance of folk culture to the innovations wrought by the modern world of business and bureaucracy, the representatives of the modern world been humiliated and repudiated by an indigenous culture which has become the counter-culture as dominant forces seek to homogenise.

David R. Shumway: I understand that this claim is rooted in the traditional conception of comedy, perhaps most familiarly articulated by Northrop Frye, who holds that theme of comedy is the integration of the social. The wedding that typically concludes a comedy represents not mainly individual happiness, but social renewal. Frye, however, is not talking about all genres we would call comedic, but specially Greek New Comedy and its successor, the romantic comedy from Shakespeare on. Frye would distinguish satire from comedy, a distinction most members of contemporary audiences would not normally make. Doubtless many comedies do affirm the status quo, but not all of those discussed in this volume do so. Woody Allen's films, for example, while hardly revolutionary, often end precisely with the opposite of social integration, the failure of the hero to find love or simply find a place.

While this collection clearly does not try to “cover everything”, there is a noteworthy move to incorporate a more global selection of film comedy rather than the more typical framing focusing on the American film comedy tradition. What changes about our understanding of the genre when we deal with greater cultural diversity in our corpus?

Andrew Horton: I truly feel that every culture has its own sense of humor and comedy and to better understand any culture more completely, we need to see those films that make them laugh. The Balkan countries, for instance, have a darker humor given their hundreds of years of conflict with Turkey than many other countries have had. Thus the humor in NO MAN’S LAND, the Oscar-winning Bosnian film about the Balkan War says a lot about their culture and seeing Taika Waititi’s BOY -- the Maori comedy that was the number one box office film in New Zealand when it came out in 2010 -- informs us a lot about New Zealand’s multi-racial culture.

Celestino Deleyto: A great deal. While there is no denying the historical importance of Hollywood comedy in film history, and its impact on other cinematic traditions, comedy is particularly receptive to cultural specificities and, further, it provides a privileged access path to other cultures. More specifically, since my work has focused mostly on romantic comedy, a more global approach to the genre helps us understand the variety of intimate protocols that we are dealing with and question the ideological inevitability and conservativeness that most accounts of the genre are based on.

Leger Grindon: First, I would consider comedy as a mode rather than a genre on the order of melodrama or nonfiction. No doubt expanding our view of comedy on an international basis is healthy trend, but I couldn’t comment in detail on how it has changed my understanding of comedy as a mode or a genre.

Claire Mortimer: In terms of writing about British film comedy of the mid-twentieth century it is clear how the Ealing comedies owed much to a heritage of British cultural forms, such as music hall and variety hall, some of which shared common ground with Hollywood, some of which are notably local, rather than transnational. Nevertheless British film comedy owes much to a silent film heritage which was truely transnational, particularly in the first decade of film as film makers quickly copied successful films in a fast moving industry which was not constrained by industrialization on a significant scale.

Post war British comedy was defined by its recognition that it could not compete with Hollywood as its own turf, being defined by NOT being Hollywood, and able to offer the local and recognisable dealing with themes, characters and issues which have a national resonance first and foremost.

Andrew Horton is the Jeanne H. Smith Professor of Film and Media Stuies at the University of Oklahoma, an award-winning screenwriter, and the author of 24 books on film, screenwriting, and cultural studies, including A Companion to Film Comedy, which he co-edited with Joanna E. Rapf.

Celestino Deleyto is Professor of Film and English Literature at the Universidad de Zaragoza (Spain). He is the author of The Secret Life of Romantic Comedy (2009). His essay in Companion is "Humor and Erotic Utopia: The Intimate Scenarios of Romantic Comedy."

Leger Grindon is Professor of Film and Media Culture at Middlebury College. He is the author of Hollywood Romantic Comedy: Conventions, History and Controversy (2011). He wrote "Taking Romantic Comedy Seriously in Eternal Sunshine of the Spotless Mind (2004) and Before Sunset (2004)."

Rob King is an assistant professor at the University of Toronto's Cinema Studies Institute and Department of History, where he is currently working on a study of early sound slapstick and Depression-era mass culture. With Tom Paulus, he wrote Slapstick Comedy (2011). He contributed "'Sound Came Along and Out Went the Pies': The American Slapstick Short and the Coming of Sound."

Claire Mortimer teaches film and media studies at Colchester Sixth Form College and his written Romantic Comedy (2010). Her essay is "Alexander Mackendrick: Dreams, Nightmares, and Myths in Ealing Comedy."

David R. Shumway is Professor of English and Literary and Cultural Studies and Director of the Humanities Center at Carnegie Mellon University. His most recent book is John Sayles (2012). He contributed "Woody Allen: Charlie Chaplin of New Hollywood."

What Transmedia Producers Need to Know About Comics: An Interview with Tyler Weaver (Part Two)

I was interested in your description of transmedia audiences as “absorptive.” Explain what you mean by that concept and describe some strategies by which producers might support these desires to absorb your story, especially as they seek to also maintain a relationship with more “passive” viewers who can feel overwhelmed by a dense mythology or elaborate story arcs.

An absorptive audience will seek out as many pieces of a transmedia experience as they can and absorb it into their lives somehow. Some will take it to the (wonderful) extreme of creating their own stories within the storyworld. This is different from a passive audience. Some people simply want to sit back and be entertained. Both have are essential. The key with transmedia design going forward will be to give both passive and absorptive audiences something to chew on.

In my own highly unscientific poll while I was researching the book, I found that there are two sticking points keeping a more passive audience member from becoming absorptive. One we can’t do anything about. The other we can.

The first sticking point is time. We talked about it a bit in the first question. Time is the unspoken transaction in a creator-audience relationship. Money is the secondary transaction, given when time is available.  A movie may ask two or three hours of your time in a single sitting. A video game anywhere from four to a hundred hours. A fully absorptive transmedia experience that may continue indefinitely? Who knows.

There is one thing that we can control, and I hate to belabor the point, but the story has to be worth absorbing. People will invest time and money if they are first emotionally invested in the story being told. I talk a lot about irresistible - not expectant - transmedia in the book. We have to give the audience a complete story within each medium so that they want to absorb more pieces of the story experience, not force them into a hunt for a complete story across media they may not normally use in their lives.

As you note, Superman went transmedia – or at least the character was appearing across multiple media platforms – within a few years of his first appearance in comics. What is it about the superhero genre which made such transmedia extensions a logical and compelling development?

The superhero genre is an iconic representation of being more than we are and of tapping into the best qualities of human nature, the mythological potential in all of us. With that in mind, there are aspects to the superhero genre that are more visceral in other media. There's nothing like seeing Superman fly on the big screen. I was giddy when I saw the new "Man of Steel" trailer and saw and heard him fly, a visceral, emotional experience that you don't get from turning the pages of a comic (usually). Even in his radio appearances, there was something “super” about Bud Collyer’s voice. He sounded like Joe Shuster’s drawings brought to life. The representation of superheroes in other media can inform our perspective of the ongoing adventures in comics - sometimes as a detriment, sometimes as a positive.

Extending a superhero into other media - in the best cases - utilizes the inherent characteristics of that medium to present the mythological potential of the superhero genre in its most visceral form, thus forming an emotional investment and bond. Comics can offer the wild and crazy, budget-free ongoing adventures and a deep fan community. Movies give us the chance to be the “man on the street” in the comics, experiencing the wonder that is inherent in the genre (much like Kurt Busiek’s masterpiece, Marvels). Video games give us the chance to be that hero - and be rewarded for it. Want to BE Batman? Play Arkham City, then read the accompanying comics to find out how things became what they became in the gap between Arkham Asylum and City - if you so choose. I would argue that the reason that all other Batman video game adaptations were so awful in the years prior to Arkham Asylum was that they failed to satisfy that urge to embody the hero, a hero that is actually human. Perhaps the reason Superman video games haven’t been that great is that there’s actually a possibility (no matter how remote) of us being Batman - much moreso than the possibility of us physically being Superman.

Comic fans are often obsessed with the ideal of a perfect “continuity,” yet comics publishers have found it difficult to maintain total consistency in a story which has extended over 40-50 years and which unfolds across multiple titles. What might other kinds of transmedia producers learn by looking more closely at the comics industry’s decades-long struggle with fan effort to police continuity?

 

As is often the case, reality interferes with the ideal. When something is explored and mined by human beings over the course of decades, hiccups are bound to occur. Chains are great in spurring creative solutions to problems, but when pulled too tightly, they can cut off circulation. One way forces you to be creative, the other makes you a prisoner (as I talked about in our first question).

As for what transmedia storytellers can learn about fan-policed continuity? Embrace it. Make it part of the experience. The Marvel Universe of the 1960s is the single best effort at a shared universe put to paper. The Marvel Universe was the superheroes yes, but it was more than that. It was a family that contained the fans and foragers of the second generation of comics fans. And Lee, Kirby, and the Marvel Bullpen, while they took the work seriously, never took themselves seriously - at least outwardly. Look at the brilliant No-Prize (in its early incarnation) for example. An empty envelope for spotting a continuity error. Simple, cheeky, but effective. Most importantly? Fun and engaging.

As you note, comics production involves deep collaboration between artists and writers, a situation which closely parallels the challenges transmedia producers are facing in bringing together artists who are used to work within very different media. What might producers learn by studying more closely the “Marvel Method” or some of the other strategies for collaboration developed within the comics industry?

The Marvel Method is a leap of faith in the abilities of your collaborator, sort of the creative (and less humorous) version of “trust falls” at corporate retreats. But we have to look at where and when the Marvel Method worked best: it arose out of a need to get comics released on a reasonable schedule with a small team. It didn’t hurt that the “small team” consisted of Stan Lee, Jack Kirby, Steve Ditko, John Romita, Wally Wood, John Buscema - all master comics storytellers.

Kurosawa had a saying that I love, and can be applied to any collaborative effort - not just film. It was something along the lines of “if it comes out just the way I envisioned it, I’m unhappy.” The point of collaboration is to work with great people and let your vision become more than you envisioned in the first place. Otherwise, what’s the point in collaborating?

The lesson for producers? Work with the best and let them do their job.

Right now, there’s a lot of buzz about Marvel’s plans to develop a television series based on S.H.I.E.L.D. as part of its ongoing effort to build out a series of franchises, all linked together through The Avengers. What do you think has worked about this strategy for Marvel? Are there any concerns you might have about this approach?

I’m intrigued by the S.H.I.E.L.D. series and hope that it’s successful. It’ll be fascinating to watch it play out - both as a critic and a fan. It sounds like they’re on the right track, though I do have a few questions, which I try to keep updating   as new information becomes available. http://comicstoryworld.com/whedon-and-shield/.

As a whole, Marvel’s done a lot of things right with their “Cinematic Universe.” They’ve brought the concept of a shared universe to the mainstream in a way that no other film company has. They’ve brought some fun to the superhero film genre. Plus, they FINALLY got The Hulk right.

There have been missteps along the way - Iron Man 2 being the most egregious. By having a shared universe and distinct continuity within a non-serialized medium, Iron Man 2 felt more like Avengers .5, setting up plot points necessary for The Avengers to the detriment of the film as a whole.

I’m curious if there’s an endgame in mind for this iteration of the Marvel Cinematic Universe. With a reliance on a tight continuity between films, the longevity of the respective individual film franchises is questionable unless they take the James Bond series continuity as an inspiration. The James Bond series is a perfect example of a series that has both endured and achieved longevity through a loose continuity, sliding time scale, and different actors taking on the role. In a way, the Bond series is approached like a comic book series, but instead of pencillers changing the look of the character, actors change. But then again, there’s always the magical reboot button somewhere down the road. Either way, the Marvel Cinematic Universe is a fascinating experience and experiment that gave us Joss Whedon’s Avengers, so I’m in for the ride.

TYLER WEAVER is a writer of stories in (and across) books, comics, radio, and film. He is the author of Comics for Film, Games and Animation: Using Comics to Construct Your Transmedia Storyworld and the writer/co-creator of Whiz!Bam!Pow!  a story experience of family, forgery, death rays, secret codes, laundry chutes, and the Golden Age of Comics. You can find him on Twitter under the creative handle of @tylerweaver.

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For another perspective on the relationship between comics and transmedia, check out this video essay produced by Drew Morton as an expansion of his PhD Dissertation from the UCLA film school. Here, Morton offers a critique of transmedia storytelling (primarily based on the limits of The Matrix model) before delving deeper into the forms of remediation he associates with the comic book film. Using the translation of Scott Pilgrim vs. The World across media, he introduces the concept of transmedia style as a unifying factor, showing how aspects of comics, video games, popular music, and cinema merge to create a unique look and feel for this property. I was lucky enough to be on Morton's dissertation committee so I am proud to be sharing this video with you today. It's another great example of the kinds of video essays that UCLA faculty and students are exploring right now. Again, I think the compelling use of visual and audio evidence makes scholarly concepts more broadly accessible, and it produces something that can be taught in classes or as here, embedded into blogs where it will reach audiences that would never look at an academic journal.

 

What Transmedia Producers Should Know About Comics: An Interview with Tyler Weaver (Part One)

From the very start, one of the powers of the superhero has been the capacity to leap across media in a single bound. Part of what cemented Superman's role in the American popular imagination was the degree to which he came at consumers from multiple media at once -- as a character who moved from comic books to comic strips, radio, animated shorts, live action serials, all in a matter of a few years, and then, television series, feature films, and computer games. This process of extending the mythology by absorbing elements associated with these other media has refreshed the character over time and made it feel that much more vivid in the minds of its fans. We will soon be seeing yet another transmedia reboot of the Man of Steel with the release this summer of a new feature film and all of the other stuff that is being constructed around it. Tyler Weaver's new book, Comics For Film, Games and Animation: Using Comics to Construct Your Transmedia Storyworld represents the latest in a growing series of books that seeks to explain the still emerging and evolving practices associated with transmedia. In this case, Weaver combines a healthy dose of transmedia theory and production advice with a rich history of the American comics tradition (one primarily focused around the evolution of the superhero as the now dominant genre in mainstream comics production). The book also provides us with thoughtful analysis of specific transmedia products and franchises, including some that represent the movement of comics into other media (such as Batman: Arkham City or Batman: The Animated Series), some representing the movement of other media franchises into comics (such as Halo and Star Trek), some representing the attempts of other media to create their own superhero characters (The Incredibles), and finally, a few (such as The Fountain) which have sought to create and integrate original narratives across comics and other media. The result will be a treat for those of us who have been life-long comics readers, but it may also be a revelation for those who are just discovering how central comics have become to the operations of contemporary popular culture.

More than that, Weaver makes a strong case that many of the practices of contemporary transmedia were prefigured or had their origins in the ways that DC and Marvel have managed their extended universes over the past half decade or more. A better understanding of comics, for example, might help us to think through the shifting balance between continuity and multiplicity, the challenges of maintaining seriality over an extended period of time, the risks of balancing the veteran's fascination with mastery with the new comer's interest in accessibility. Over the course of this interview, Weaver speaks to each of these issues and much more.

You cite the adage, “every comic book is someone’s first,” several times across the book.  Yet, while comics publishers often acknowledge this truism, there are also wide spread complaints that many current comics are impenetrable to first time readers, since they assume a hardcore fan deeply immersed in the continuity and mythology of the publisher’s own fictional universe. What does this suggest about the challenges of transmedia design?

I’m not convinced that the impenetrability of continuity and mythologies is at fault for keeping “new readers” away from the experience of buying comics on a regular basis. First, there are more demands on time and greater competition for attention from other media. Video games are to this generation what superhero comics were to kids in the 20th century, with many featuring deep continuities and mythologies with the added appeal of “you are the hero” immersion and the opportunity to demonstrate expertise through accomplishments, rewards, and completing the game on heightening levels of difficulty.

But the problem goes much deeper than demands on time. While continuity is a chain that produces longevity, unlocks story potential and gives fans something to dig into and a means to demonstrate expertise, it can strangle innovation and storytelling when it is wielded in the name of nostalgia and isn’t in line with the values and storytelling tendencies of the current generation. I think that’s what we’re seeing now. I’m a lifelong comics lover, and I hate to say it, but the story offerings of the biggest and most visible publishers (there are exceptions) aren’t that compelling.

A great continuity and mythology gives audiences something to dig into and a reason to hunt for back issues and return month after month. The only way stories — be it a transmedia story experience, video game, comics, television, novel –– inspire that sort of emotional and time investment is through incredible storytelling and characters that the audience wants to revisit again and again.

Your book includes an extensive history of the notion of seriality, a principle which I have long contended is central to understanding contemporary transmedia. Yet, it has been surprisingly absent from most accounts of the arts of comics and graphic storytelling, appearing no where, say, in the work of Scott McCloud and Will Eisner. What do we gain by emphasizing the serial nature of American comics publication and what might we learn by seeing the expansive and interlocking narrative structures of long-form superhero comics as an exemplar for what contemporary transmedia practice might look like?

Seriality is an essential component in a storytelling equation:

Seriality plus Elasticity (or, Evolutionary Ability of a Character) plus Craft equals Longevity.

Spider-Man just celebrated his 50th birthday. Batman? Going strong at 74. Superman? 75.  Superman alone has been published regularly for nearly 900 months, usually more than once a month in a variety of books (in the 1990s, he was up to five solo books including the quarterly Man of Tomorrow). When something is published for that long on a regular basis, the confines of reality and human lifespan make it inevitable that the original creator won’t be with the character all those years. Again, there are exceptions, such as Will Eisner and The Spirit, though I would argue that The Spirit is more known for the craft and innovations Eisner brought to the medium through that character than the character himself.

But, in most cases - such as Superman, Batman, and Spider-Man - this is where the elasticity of a character - the evolutionary ability of that character - comes into play. Each creative team can build upon, pay homage to, deviate, stretch, and bring their own vision to the character because of the serialized nature of American comics and the reality of reality.

Seriality and elasticity require great storytelling craft to connect with an audience.  There has to be some sort of primal connection between audience and mythology. I would argue that in the case of Superman, Batman, and Spider-Man, it’s their simplicity. Orphan from doomed planet (shown most brilliantly in Grant Morrison’s All-Star Superman in the space of four panels), through the love of a kindly couple, becomes symbol of truth and justice and Earth’s protector. Boy witnesses murder of parents, vows that no one will feel the same pain, dedicates life to war on crime. High school nerd bitten by spider, with great power comes great responsibility. All are vibrant mythologies and iconic representations of popular culture created by simplicity and populated with memorable characters that connect to audiences on a primal level.

Transmedia storytellers should understand this equation and consider it in the construction of their stories. How long do they want the experience to last? Is it a finite experience? An ongoing one? How can they craft enduring characters that can evolve - both with technology and with the vision of new creators (like Halo and the leap from Bungie to 343 Industries)?

TYLER WEAVER is a writer of stories in (and across) books, comics, radio, and film. He is the author of Comics for Film, Games and Animation: Using Comics to Construct Your Transmedia Storyworld and the writer/co-creator of Whiz!Bam!Pow!  a story experience of family, forgery, death rays, secret codes, laundry chutes, and the Golden Age of Comics. You can find him on Twitter under the creative handle of @tylerweaver.

There She Blows! Reading in a Participatory Culture and Flows of Reading Launch Today

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Today marks the release of not one but two closely related New Media Literacies publications. The first is a new print book, Reading in a Participatory Culture: Remixing Moby-Dick for the Literature Classroom, which is being published by Teacher's College Press in collaboration with the National Writing Project. I have not seen the completed book yet myself, but we are told that they will starting shipping copies as of Feb. 22.

The second is Flows of Reading, a digital book, which I have developed with Erin Reilly,the Creative Director of the Annenberg Innovation Lab, and Ritesh Mehta, a PhD candidate in the Annenberg School of Journalism and Communication here at USC. Flows of Reading is online and freely accessible, so check it out here.

This project started back when I was at MIT and these two release represent the culmination of more than six years of work. We tell part of the story in the opening chapter of the book, which you can read here. Here's an excerpt:

 

At first glance, playwright, youth organizer, and community activist Ricardo Pitts-Wiley might seem like a peculiar inspiration for a book about digital media and participatory culture. Although Pitts-Wiley is enthusiastic about the potential of new media, much of his work is distinctly low-tech.  He writes and produces remixed versions of such classics as Herman Melville’s Moby-Dick and Mary Shelley’s Frankenstein for a traditional venue: the community stage.

 

But something magical—something participatory—happens on that stage. First, his plays’ universal themes are seasoned with immediacy, with issues that resonate with his community. His play Moby-Dick: Then and Now, for example, intermingles the themes of Captain Ahab’s obsessions, his fatalism, his willingness to place his crew in peril, with contemporary urban gang culture. In Pitts-Wiley’s retelling, Ahab becomes Alba, a teenaged girl whose brother has been killed by a “WhiteThing” a mysterious figure for the international cocaine cartel; she devotes her life to finding, and killing, those responsible for her brother’s death.

In Moby-Dick: Then and Now, Pitts-Wiley chose not simply to revise the story, but to incorporate aspects of Melville’s version in counterpoint with Alba’s quest for vengeance. As the young actors pace the stage, telling their story in contemporary garb, lingo, and swagger, a literal scaffold above their heads holds a second set of actors who give life to Melville’s original tale. The “then” half of the cast are generally older and whiter than the adolescent, mixed-race “now” actors. The play’s meaning lies in the juxtaposition between these two very different worlds, a juxtaposition sometimes showing commonalities, sometimes contrasts.

Reading in a Participatory Culture reflects an equally dramatic meeting between worlds. Project New Media Literacies emerged from the MacArthur Foundation’s ground-breaking commitment to create a field around digital media and learning. The Foundation sought researchers who would investigate how young people learned outside of the formal educational setting–through their game play, their fannish participation, “hanging out, messing around, and geeking out” (Ito et al. 2010). The goal was to bring insights drawn from these sites of informal learning to the institutions—schools, museums, and libraries–that impact young people’s lives. Right now, many young people are deprived of those most effective learning tools and practices as they step inside the technology-free zone characterizing many schools, while other young people, who lack access to these experiences outside of school, are doubly deprived because schools are not helping them to catch up to their more highly connected peers.

Project New Media Literacies—first at MIT and now at USC–has brought together a multidisciplinary team of media researchers, designers, and educators to develop new curricular and pedagogical models that could contribute to this larger project.  Our work has been informed by Henry Jenkins’ background as a media scholar focused on fan communities and popular culture and by the applied expertise of Erin Reilly, who had previously helped to create Zoey’s Room, a widely acclaimed on-line learning community that employs participatory practices to get young women more engaged with science and technology. Our team brought together educational researchers, such as Katie Clinton, who studied under James Paul Gee, and Jenna McWilliams,  who had an MFA in creative writing and teaching experience in rhetoric and composition, with people like Anna Van Someren, who had done community-based media education through the YWCA and who had worked as a professional videomaker. Flourish Klink, who had helped to organize the influential Fan Fiction Alley website, which provides beta reading for amateur writers to hone their skills, and Lana Swartz who had been a classroom teacher working with special need children, also joined the research group.  And our development and field testing of curricular resources involved us in collaborating both with other academic researchers, such as Howard Gardner’s Good Play Project at Harvard, with whom we developed a casebook on ethics and new media, and Dan Hickey, an expert on participatory assessment at Indiana University. We also worked with youth-focused organizations such as Global Kids, with classroom teachers such as Judith Nierenberg and Lynn Sykes in Massachusetts, and Becky Rupert in Indiana, who were rethinking and reworking our materials for their instructional purposes, and with scholars such as Wyn Kelley who had long sought new ways to make Melville’s works come alive in classrooms around the country.

Reading in a Participatory Culture is targeted primarily at educators (inside and outside formal schooling structures) who want to share with their students a love for reading and for the creative process and who recognize the value of adopting a more participatory model of pedagogy. Our approach starts with a reconsideration of what it means to read, recognizing that we read in different ways for different goals and with different outcomes depending on what motivates us to engage with a given text.  Literary scholar Wyn Kelley, Theater director/playwrite Ricardo Pitts-Wiley, actor Rudy Cabrera, and myself, writing as a fan and media scholar, each describe our complex and evolving relations with Moby-Dick, and encourage teachers and students to reflect more about their own experiences as readers. We use the idea of remix as a central concept running through the book, exploring how Pitts-Wiley remixed Moby-Dick, how Herman Melville remixed many elements of 19th century whaling culture, how other artists have remixed Melville's work through the years, and what it might mean for students and fans to engage creatively rather than simply critically with literary and media texts. Along the way, we provide a fuller explanation and assessment of what worked as we moved towards a more participatory culture oriented approach to teaching classic literary texts in the high school classroom.

Here's a few early responses to the book:

"In Reading in a Participatory Culture, Media Studies meets the Great White Whale in the English Classroom. This book is one of the most exciting and breathtaking works on English education ever written. At the same time it is must reading for anyone interested in digital media, digital culture, and learning in the 21st Century." — James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University, and author of The Anti-Education Era

 ''An inspirational approach to democratizing the cultural canon and restoring classrooms to expansive educational purposes grounded in a participatory ethos. It explains in clear, accessible, and practically informative terms the New Media Literacies philosophy of reading and writing to prepare today's students for the world they must build -- together, collaboratively -- tomorrow. Reading in a Participatory Culture provides rich descriptions of experiences and perspectives of readers and writers, teachers, and learners who understand Moby-Dick as itself an instance of cultural remix and, in turn, a living creation to be remixed by all who take delight in it -- especially those who can come to take delight in it by being introduced to it as part of their education.'' -- Colin Lankshear, Adjunct Professor, James Cook University, Australia

 

Flows of Reading takes this process to the next level. We have created a rich environment designed to encourage close critical engagement not only with Moby-Dick but a range of other texts, including the children's picture book, Flotsam; Harry Potter; Hunger Games; and Lord of the Rings. We want to demonstrate that the book's approach can be applied to many different kinds of texts and may revitalize how we teach a diversity of forms of human expression.  We look at many different adaptions and remixes of Moby-Dick from the films featuring Gregory Peck and Patrick Stewart as Ahab to MC Lar's music video, "Ahab" and Pitts-Wiley's Moby-Dick: Then and Now stage production to works that evoke Moby-Dick less directly, including Star Trek: The Wrath of Khan and Battlestar Galacitca's "Scar."

We share videos produced by the Project New Media Literacies team dealing not only with Moby-Dick but a range of cultural practices, including cosplay, animation, graffiti, and remix in music, but we also share many other clips, including a great series of videos on fan bidding produced by the Organization for Transformative Works and others produced by the Harry Potter Alliance. Altogether, there are more than 200 media elements incorporated into Flows of Reading.

 

We share classroom activities which were part of the original curriculum and we share "challenges" produced using our new PLAYground platform.  The PLAYground platform is designed to allow teachers and students alike to produce and share multimedia "challenges" and to remix each other's work for new purposes and contexts. Think of it as Scratch for culture rather than code. In this case, it allows us to take the participatory pedagogy approach to the next level: this is not simply a book or a multimedia experience teacher's consume; it is a community of readers within which they can participate and we are creating a space where they can make their own contributions to this project.

This digital book was built using Scaler, a project of the Alliance for Networking Visual Culture at USC, and we are sharing the clips through Critical Commons, another USC initiative, which is intend to promote fair use of our shared culture for academic and creative purposes. We see this project as one which fuses traditional approaches to literature instruction with ideas drawn from Cultural Studies and Media Literacy, and we hope that the project provokes others to think about what can be learned at the intersection between high and popular culture.

And we also are using this project to explore how a classic work by a "dead white male writer" can contribute to multicultural education. Pitts-Wiley argues that Moby-Dick is already a multicultural work: as he explains, "everyone was already on that boat!" but we also show many different strategies for bringing alternative perspectives to bear on the book -- from a discussion of how artists and critics have responded to the absence of well-developed female characters in Moby-Dick to an exploration of contemporary Maori culture inspired by what Melville tells us about Quequeg's background. Along the way, we consider everything from the history of white appropriation of black music to the ways that Japanese and American subcultures build community and identity through cross-cultural borrowings.

Finally, we have some sections which deal directly with the representation of violence in literary and popular culture texts, recognizing that anxieties about media violence are concerns that teachers regularly must confront in their classrooms.  We hope that you will check out Flows of Reading and even more so, we hope that it offers practical models and resources that educators may use to remodel how they teach Moby-Dick and other texts in their curriculum.

This project remains a work in progress. There are still some elements we hope to add or fix in the coming weeks, but it is now open to business, thanks to the hard work of Erin Reilly, Ritesh Mehta, and the other members of their team. (See the acknowledgements section in the digital book itself.)

Check it out. Participate. Spread the word. Share your insights with us.

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

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

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

 

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

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

 

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

 

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

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

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

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

 

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

 

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

 

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

 

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


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

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

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

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

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

 

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

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

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

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

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

 

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

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

 

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

 

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

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

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

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

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

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

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

 

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

 

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

 

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

 

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

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

Scrapbooks and Army Surplus: C. Tyler’s You’ll Never Know

For those of you who live in the Los Angeles area, I wanted to call attention to a special event I am hosting at the USC campus on the evening of Jan. 31, featuring noted underground cartoonist C. Tyler. Here's the details.

And for those of you who do not live in Los Angeles, I will still encourage you to check out her remarkable three part graphic novel series, You'll Never Know, published by Fantagraphic Books, and just completed at the end of last year. I plan to write an extended essay about this book as part of my new Comics...and Stuff project. Below is an abstract I wrote describing why I find this graphic novel so rich and interesting:

“And like I said, I knew he had been to war. Mom told me. He didn’t tell me. It’s not something He wanted to talk about EVER. He had buried Europe 1944-45 under tons of mental concrete. Exactly what happened -- the details we never knew. Of what value would this information be anymore? That’s what he figured. And with no evidence around the house -- well, why not forget it. Except for this one scrapbook album of army pictures, carefully mounted photos with no dates or information. I never knew what they recorded specifically. No text. Maybe that’s what intrigued me: a parallel world where my Dad looked like he was having fun.” -- C. Tyler

One night, the underground cartoonist C. Tyler received a phone call from her usually taciturn 90 year old father, a World War II veteran, who suddenly wants to dump on her memories of long-ago experiences which up until that moment fell into “the category of ‘leave it the hell alone’ or ‘it’s none of your goddamn business.’” This phone call triggers an extended artistic practice as Tyler tried to capture her father’s memories first with a video camera and later through the panels of a trilogy of graphic novels, which in the process expand to tell the story not only of her father but of several generations of her family’s history.  If the father is stingy with the personal memories he is willing to share, even within the privacy of the family, his daughter fits within an exhibitionist streak in graphic storytelling which was partially initiated by the pioneering work of her husband, underground cartoonist Justin Green: she uses comics as a vehicle to work through personal issues and break down the culture of silence that informed her childhood. Ultimately, the books are designed as a tribute to the “greatest generation,” but they also speak with empathy about what happens when you bottle up so many powerful emotions, allowing them to come out only through actions and not through words and images.

The published books are shaped like a scrapbook album and when she tells her father’s story, she adopts a panel structure that reproduces the pages of a scrapbook, complete with rubber stamped page numbers and dates on each panel.  She adopts a much broader array of styles, some realistic, some cartoonish, some iconic. Sometimes, she uses the printed book like a scrapbook, incorporating a yellowed news clipping documenting the childhood death of her sister, or wartime letters from her father to the woman whom he would marry. She incorporates maps, charts, graphs, designed to explain aspects of her family’s experience, though often used in a less than naturalistic manner, as when she offers a diagram on blue print paper of the surgery her father would undergo in his struggles against cancer.

Ultimately, the finished product, You’ll Never Know, a Graphic Memoir, is, as Tyler told one interviewer, about “the stuff that gets passed down to the next generation,” with stuff here meant to describe material culture (including what she describes as “O.D. anomalies” (for “Olive Drab”) stored away in the basement or the buckets of acids and corrosives that she has to convince her pack-rat father to dispose of when he wants to move across the country, or the tools and nails shown in a detailed drawing of her father’s work area) but stuff also refers to the emotional baggage, equally toxic, which her repressed and sometimes overbearing father passed down to her generation. The two are brought together powerfully in a scene involving a box of old photographs and birth announcements which finally provokes her mother to talk for the first time about the death of her sister. Throughout the book, we learn about the characters through their interactions over stuff, such as the time when her father, jealous of the attention his wife is receiving, walls up several hundred carefully addressed Christmas cards behind a dry wall he is constructing, or a powerful story about what happens to the father’s old army jacket.

This video shares a segment from her interview with her father and shows how she has been able to convert this raw material into a rich autobiographical comic.

C. Tyler's work on the graphic novel has brought her into closer contact with many veterans -- not only of the Second World War but more recent armed conflicts. Tyler has been helping veterans to learn how to produce comics as a vehicle for sharing some of their memories and working through some of their emotions in the aftershock of their time under fire. Here's a video about her work.

Spreadable Media and the Global South: Punathambekar, Shahani, Zuckerman

As of today, all of the essays we commissioned for our book, Spreadable Media: Creating Meaning and Value in a Networked Culture, are alive on the book's website extension and we are hearing that people who advance ordered the book via Amazon are receiving their copies.  There is also NOW a Kindle addition available. I have an ambitious series of talks planned for the coming semester, including appearances at Tools for Change (New York City, where I will be on a panel with Brian David Johnson and Cory Doctorow, Feb. 14), The Society for Cinema and Media Studies (Chicago, March 7 with other contributors from the book) , South by Southwest (Austin, TX, March 8 with Sam Ford and Joshua Green), Digital Media and Learning Conference (Chicago, March 16), Transmedia Hollywood (Los Angeles, April 12), and most likely Media in Transition (MIT, May 3 ). So, be on the look out for Henry Sightings in your area. :-)

 

Meanwhile, I did an in-depth interview about the book with Frank Rose, author of The Art of Immersion. I had run an interview with Frank about his book through this blog a while back and he's been nice enough to return the favor.  Part one is up already and part two goes up on Tuesday and will be linked here once it does.

 

Today's selection furthers the project begun last time of expanding our discussion of spreadability to deal with transnational media flows and in this case, with what does and does not flow between the Global South and the Global North -- two dealing with India and one with Africa.

TARGETING DESIS ASWIN PUNATHAMBEKAR

“Desi,” which means “from the homeland,” is a term that refers to people within the South Asian diaspora. It also signals the emergence of a dynamic and transcultural South Asian youth culture, speaking to a shift in the place of South Asians in U.S. public culture. No longer imagined simply as atomized immigrants nostalgic for a home elsewhere, South Asians in the U.S. are increasingly viewed as “public consumers and producers of distinctive, widely circulating cultural and linguistic forms” (Shankar 2008, 4).

This sociocultural and political shift has shaped, and been shaped by, the constructions of Desis as a sought-after marketing demographic, with the result that a growing number of media corporations have targeted Desi audiences over the past four or five years. These corporate media initiatives are all the more striking, given that the production and circulation of Desi media has been primarily shaped, since the early 1970s, by the efforts of enterprising individuals and families. Furthermore, we can draw an arc from the late 1970s to the current moment—from VHS tapes that circulated via Indian grocery stores to remix music events (DJ Rekha’s Basement Bhangra in New York City, for example), one-hour shows featuring Bollywood song sequences broadcast on public-access stations, performances on college campuses, and, now, vast pirate networks that make Desi media content available to audiences across the globe—to show that the notion of spreadability has always been a defining feature of Desi media culture.

How do media corporations understand and become a part of such a mediascape? Focusing on two recent media initiatives—MTV Desi, a television channel that sought to target South Asian American youth but only lasted about twenty-two months; and Saavn, a New York–based digital media company that has emerged as one of the most prominent distributors of Bollywood programming outside India—this brief study shows that responding to and participating in the cultures of media circulation that were already in place is crucial for media companies interested in diasporic audiences.

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“FROM WEIRD TO WIDE” ETHAN ZUCKERMAN

The fundamental question of development economics, my late mentor Dick Sabot taught me, is simple to formulate and hard to answer: “Why are some people wealthy and some people poor?” Why is the Democratic Republic of Congo, blessed with valuable minerals and timber, desperately poor, while resource-constrained Singapore is well off? (Birdsall, Ross, and Sabot 1995). In Guns, Germs, and Steel (1997), geographer Jared Diamond suggests that the natural environment is destiny: people who had access to easily domesticated crops and animals were able to generate food surpluses and build complex cultures, while those less fortunate had to focus more on survival than on constructing complex societies. Looking toward the more recent past, statistician Hans Rosling (2009) sees reason to blame slow development on colonialism, observing that many postcolonial societies are only now showing improvements in life expectancy seen in colonial powers in the early twentieth century. Economist Paul Collier, in The Bottom Billion (2007), places the blame on bad governance, arguing that governments which find it more profitable to rob their coffers than to build infrastructure are doomed to underdevelopment.

We might think of these as helpful, but incomplete, answers to the question of uneven development. There’s another set of unhelpful answers that center around the idea that certain peoples are inherently, biologically smarter than others. This idea gained traction in the middle of the nineteenth century as racial anthropology or “scientific racism.” More recently, a variation on the idea has emerged in the pseudoscientific study of associations between IQ scores and race in books such as The Bell Curve by Richard J. Herrnstein and Charles Murray (1994). Critiques of Herrnstein and Murray’s association between IQ and race point out that massive differences in educational opportunities available to rich and poor people might explain these different test scores (Jacoby and Glauberman 1995). The time I’ve spent traveling in the developing world suggests that it’s dangerous to discount the significance of opportunity. In societies where daily survival is a struggle, it can be very difficult to tell who’s a genius.

My work over the past two decades in sub-Saharan Africa has convinced me that intelligence, creativity, and humor are evenly distributed throughout the world. People’s ability to express their intelligence, creativity, and humor are heavily dependent on local circumstances, and the odds that we will even encounter these traits across barriers of language, nation, and culture are profoundly constrained by infrastructure, geography, and interest.

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THE REVOLUTION IS NOT SPREADABLE PARMESH SHAHANI

When I consider India, the main question that comes to my mind about spreadability is what is being spread and what is not. But which India are we talking about? There are many. A popular practice is to differentiate between “India” and “Bharat,” the Hindi name for India. You could say that India is rich, while Bharat is poor; India is English speaking, while Bharat speaks in regional languages; and India is urban, while Bharat is rural. All of these would be partially true oversimplifications. (There are rich farmers and landlords in rural Bharat, just as there are poor slum dwellers in urban India, and so on.) I think of the divide as all of these but, most of all, as one between those who have for decades been able to avail of opportunities for growth and those who are now catching up.

“India” is on par with anywhere else in the world in terms of sophisticated technological practices. The mainstream media is becoming fairly savvy in seeding spreadable content. Indian telecommunications provider Bharti Airtel ran a contest in August and September 2010 inviting Indians to upload their own new “crazy” cricket fandom videos to an Airtel YouTube channel, with the makers of the most popular videos winning a trip to watch the Airtel Champions League Twenty20 Cricket competition in South Africa. Airtel’s channel became one of the top sponsored channels on YouTube from India in terms of subscribers as well as views.

Today, it can seem as though almost every actor in Bollywood tweets incessantly, from superstars Amitabh Bachchan, Shah Rukh Khan, and Salman Khan to newly famous directors such as Punit Malhotra and actresses such as Sonakshi Sinha. Bachchan was perhaps the earliest leader of the blogging trend among Bollywood stars. Each of his daily posts on his personal blog receives several hundred comments on average. Bachchan also has several hundred thousand Twitter fans, and his tweets and blog posts are amplified by the mainstream press that tracks him, as well as by his legion of fans, some of whom—for instance, Rahul Upadhyay—translate each blog post within a few hours into Hindi to further spread his message to non-English-reading Internet audiences. Bachchan also innovatively maintained a voice blog (that claimed to be the first of its kind in the world) called BachchanBol (Bachchan Says), where fans could dial into a number for 6 rupees per minute on their mobile phones and listen “in the most intimate and personal way about what he is doing, his thoughts and feelings, his experiences throughout his life—anytime and anywhere—at the push of a button” (OneIndia Explore n.d.).

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  This is the last of the essays we commissioned for the book, but we hope that the conversation doesn't end here. We are going to be actively inviting others to share their responses to the book's framework both through the book's homepage and through this blog. If you have some thoughts you'd like to share, we'd love to hear from you. You can reach me at hjenkins@usc.edu, or simply send along your comments attached to this blog. And as always, please help us spread these essays.

Spreading Independent and Transnational Content

As we count down to the wide spread release of our new book, Spreadable Media: Creating Value and Meaning in a Networked Culture, which I co-authored with Sam Ford and Joshua Green, we are rolling out this week five more essays -- in this case, dealing with core issues from the book's chapters on independent media and transnational media flows. One final crop of essays from the project will go on-line next week. By now, some of you may well be receiving copies of the book advanced ordered through Amazon or New York University Press. We'd love to know what you think. I was lucky enough to be able to share some thoughts about this project this past week with faculty and students at Concordia University. This post is available in Czech language (provided by Alex and Nora Pozner from bizow reviews team).

 

The Long Tail of Digital Games

In the raging debate over the legitimacy and consequences of the “Long Tail” theory (Anderson 2006), few markets have received more attention than those dedicated to digitally distributed video games. Proponents of the Long Tail have argued that digital distribution will finally turn the historically hit-driven game industry on its head—that future revenues will be driven by consumer activity distributed across a huge catalog of video games developed, in large part, by independent game developers as opposed to titanic publishers; that it will prove consistently more profitable to focus on niche audiences in this new world of digital game distribution, rather than to focus on the development of broadly appealing hits; and (for those of us interested in the spreadability model) that a new generation of empowered consumers will actively seek and promote the highest-quality content, driving revenues to the most deserving game developers and leading to a healthier and more vibrant video game ecosystem overall.

There can be no doubt that encouraging signs of this development have begun to crop up everywhere. Many now-prominent independent game developers, such as The Behemoth and 2D Boy, have leveraged console-based digital distribution platforms such as Xbox LIVE, Wiiware, and the Playstation Network (PSN) to reach markets that were previously only accessible via the long arm of a traditional publisher. These developers have not only created award-winning games that have generated significant amounts of profit. They have, in many cases, retained the rights to their intellectual property (IP) and operated with near-total independence, an unthinkable situation for small console game developers only a few years ago. And, while digital distribution on the console typically generates the most buzz, independent developers have made equally great strides on mobile devices, the web, and the PC thanks to a wide variety of channels (stores such as iTunes, Android Market, and Steam; portals such as Kongregate.com; and more generalized distribution through social network sites such as Facebook, to name just a few). Savvy observers have noted that in mobile ecosystems in particular, independent developers have consistently had greater success than traditional publishers in cracking into the “top 10.”

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(Sp)reading Digital Comics

Comic books—especially single issues, or “floppies”—have always been spreadable. As kids in the 1980s, my friends and I would head into our local comic shop, each emerge with an armful of floppies, then spend the afternoon first reading through our own haul and then each other’s. Usually, at least one of my friends’ floppies would be from some larger multipart story arc, and, if it was any good, I’d either go digging through my friend’s collection or thumbing through the store’s back issues to find out what was going on. Sharing, recommendation, drillability, and vast narrative complexity were all part of our everyday lives long before we could even drive.

Webcomics have emerged as an alternative form of publishing that makes such practices even easier. Many webcomics use RSS feeds to deliver new installments via email or RSS reader applications, and many webcomics offer forums where fans can chat and bicker and share their favorite comics with one another, much as my friends and I did in person so many years ago. Now, I can recommend comics to friends around the world either by emailing them a link to a webcomic’s site (and thus the latest comic) or a “permalink” to the archived page or, more commonly now, by texting, IMing, or Facebook messaging them such a link. Many webcomics, such as Emily Horne and Joey Comeau’s A Softer World, include built-in widgets for fans to recommend them on online services such as Digg, Facebook, Reddit, StumbleUpon, Del.icio.us, Technorati, and Twitter. Scott Kurtz’s PVP includes widgets to share each strip on twenty different services.

Unlike traditional print comics, for which most writers and artists labor under “work for hire” contracts for large publishers such as Marvel and DC, webcomics are typically owned and operated by their creators and rely on revenues generated by advertising, fan subscriptions/memberships, or sales of ancillary merchandise. As a result, for creators, getting individuals to purchase a single instance of their work (such as a traditional print floppy) is less important than establishing an ongoing relationship, aggregating a large recurring audience over time. The simplicity of the URL system supports this—when recommending a comic to a friend, I could copy and paste an image of the comic itself into an email, stripping out the context, ads, and links to the related merchandise, but why bother when sharing a link is so easy?

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The Use Value of Authors

A key dilemma for both media consumers and producers in today’s media environment is discoverability: with so much media spreading, and even more desperately wanting to be spread, how do we choose what to consume? Consequently, consumers need highly effective filters to direct them to the media they are most likely to enjoy and away from that which they are unlikely to enjoy; producers, meanwhile, need to develop techniques to ensure that their content enjoys safe passage through such filters and finds the audiences most likely to enjoy their work. Herein lies the importance of, and the use for, authors.

As compared to creative figures—producers, writers, artists, designers, and a wealth of other terms in common parlance to describe those who make media—an “author” is someone to whom we attribute a heightened level of authority and autonomy over the item of media in question. Most consumers operate on the assumption that a vast amount of media isn’t worth personally consuming, either because it is corporate hackery written by committee just to make a fast buck, because it is amateurish and incompetent, or simply because it doesn’t appeal to any of their interests. An author, though, is a totem of sorts that signifies a certain level of skill and singularity of vision. To talk of authors for professionally produced content is to assert creativity and self-expression in what can too often be characterized as a faceless, paint-by-numbers industry, while to talk of authors for amateur-produced content is to attribute artistry in what can too often be characterized as a world full of everyone’s uploaded cat videos. Discussing authors can be a way to validate the product of said authors, and hence to allow ourselves to discuss art, meaning, and depth in some popular media without attributing artistry or depth to all popular media.

At the same time, precisely who the author is can be hotly contested and variable, as the content industries may pose one author, while fans may look to others, sometimes working to uncover who the “real” author is. For instance, while The Simpsons is often popularly spoken of as Matt Groening’s, many fans have nominated other individuals in the show’s production as the true source(s) of the show’s perceived brilliance, and hence as its author(s). The fact that people would bother to argue over who the author is should signify how much the title of author matters, and it offers an initial sign of the importance of authors. MORE

 

The Swedish Model

Sweden is a small country, yet it has one of the world’s biggest and best-selling music scenes. You might think ABBA, and you wouldn’t be wrong, but they’re just the best-known starting point of a very long tail, with thousands of bands spanning every genre and degree of success. Sweden is also home to The Pirate Bay, the world’s top torrenting site, which ABBA songwriter Björn Ulvaeus has decried as made by and for those who are lazy and stingy and don’t understand that, if creators can’t anticipate payment, they will never release music (“ABBA Star” 2009). Since the advent of recording in the early twentieth century, recorded music has been the central economic good of the music business. Hence, it is no wonder that the mainstream industry has been so vociferous in its efforts to demonize and sue uploaders and to support national policies that limit the ability of listeners to spread music.

Further down the tail, though, Sweden is home to many artists and labels trying to forge a new way through this thicket, one that rejects the notions that certain payment is a precondition for artistic expression or that file sharing detracts from the economics of their business. The attitudes and actions of The Swedish Model, a consortium of seven independent labels committed to a more optimistic dialogue on music’s future, and other Swedish labels and musicians put spreadability at the center of their hopes for the future of the music business. The tiny label Songs I Wish I Had Written, headed by Martin Thörnkvist, who also heads The Swedish Model, shared an office with a Pirate Bay cofounder, and Thörnkvist uploads his label’s catalog in the highest quality to Pirate Bay. Labrador, another Swedish independent label, gives away annual samplers through Pirate Bay and posts all its singles for free download on its website.

These entrepreneurs have taken to heart that if their music doesn’t spread, it may as well be dead. The logic goes like this: We are small and have minimal budgets. There are few mainstream venues that will promote our music, so few people will have the opportunity to hear it through mass media. The more people who hear it, the larger the audience will become. Even if most of that audience does not pay for CDs or mp3s, the slice that does will be bigger than the entire audience would otherwise have been. And the slice that doesn’t pay to buy music may well pay for other things. As Thörnkvist put it when addressing the music industry audience at MIDEMNet, “I’d rather have one million listeners and one hundred buyers than one hundred listeners and one hundred buyers” (2009).

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Transnational Audiences and East Asian Television

Consider a clip from the Japanese variety show Arashi no Shukudai-kun that recently made its way onto YouTube in early 2009: a small group of Japanese pop singers are challenged to eat a “surprisingly large” hamburger named after a city in the Ibaraki prefecture and are joking about how “Super American” the situation is. They suggest that the burger inspires them to don overalls and grow “amazing” chest hair, while Bruce Springsteen’s “Born in the U.S.A.” blares in the background. The clip was then subtitled in English by two fans based in Australia and circulated based on its appeal to English-speaking audiences of the “J-pop” performers in the video as an embodied spectacle of Japanese popular culture. Various versions of the clip were distributed online through fan communities on LiveJournal, a Russian-owned social blogging platform with offices headquartered in San Francisco, and other forums, and fans shared the links through their blogs, Facebook, Twitter, Delicious, and other social media channels. In the process, the Arashi no Shukudai-kun clip was recontextualized, reformatted, resubtitled, and diverted to new (and sometimes unexpected) audiences at every step along the way. Far from exceptional, there are countless clips like this one on YouTube: in the global spreadable media environment, its crisscrossing path back and forth across multiple national, linguistic, and cultural boundaries is becoming perfectly common.

Not only is the transnational movement of media becoming increasingly pervasive; it has also become significantly more—and more visibly—multinodal. Thus, we must go beyond the use of Bruce Springsteen in the background of a Japanese variety show as part of a parody and indigenization of Western cultural materials to consider its subsequent movement as it is taken up, translated, and circulated by grassroots intermediaries, passing through divergent and overlapping circuits, often outside the purview of established media industries and markets. In short, we must look beyond sites of production and consumption to consider the practices of transmission and the routes of circulation—the means and manner by which people spread media to one another—which are increasingly shaping the flow of transnational content.

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Spreadable Media Spreads New Joy For 2013

So, we are now roaring into 2013 with the next installment of essays associated with the launch of Spreadable Media: Creating Meaning and Value in a Networked Culture, which I co-authored with Sam Ford and Joshua Green. The book is due out from New York University later this month. Each week, we are releasing a series of commissioned essays associated with the book, written by various friends, colleagues, former students, most of whom have at one time or another been affiliated with the Futures of Entertainment Consortium. The Consortium, among other things, runs two conferences per year -- one on the East Coast (Futures of Entertainment, hosted by MIT) and one on the west coast (Transmedia Hollywood, which is jointly hosted by UCLA and USC). These essays are tightly integrated into the book's argument, but they are also intended to stand alone as spreadable content, and we hope that you will feel free to pass them along through your various social networks.

I have been writing about the core concept of Spreadable Media via this blog for several years now, and it has already inspired rich discussion. I thought I would share with you an outstanding video, which uses Spreadable Media concepts, to explain the Caine's Arcade phenomenon. If you do not know the original Caine's Arcade video, check it out below.

Now, here's the video explaining what happened produced by Stephanie Linka, a student in a class taught last Spring at George Washington University, by USC Annenberg School of Communication and Journalism alum Nikki Usher.

How Caine Won the Internet from Stephanie Linka on Vimeo.

And now onto our regularly scheduled series of essays. Today's crop are focused around forms of participation within a networked culture.

The Moral Economy of Soap Opera Fandom C. Lee Harrington

Soaps accompanied my real life as a stay at home mother, chronicled my years as a working adult, kept me company when I was alone, gave me something to bond with my mother, sisters, daughters, and daughter-in-laws over.

—52-year-old soap opera viewer who has been watching General Hospital for 46 years, One Life to Live for 41 years, and All My Children for 39 years; quoted in Harrington and Bielby 2010

I have long been fascinated with daytime soap operas, both as a source of pleasure in my own life and as the central anchor of my research on media industries, texts, and audiences. Soaps are distinct from other media forms due to their longevity in the U.S. television landscape (the average age of soaps airing in 2011 was 40 years), the daily installments of “primary” text (260 new episodes per year, per soap), their celebration and magnification of emotional expression, and the possibility of lifelong relationships forming between loyal viewers, soap characters, and the communities in which those characters live and work (see the epigraph). No other form of media fiction offers comparable dailiness, intimacy, and familiarity over the long haul.

Soaps’ longevity poses challenges to researchers, who struggle with the sheer volume of textual material produced, as well as to the soap industry, which struggles with staying true to shows’ long narrative histories and developing characters in “real time” while aligning those narratives with contemporary tastes of both newbies and lifers. Balancing these potentially competing demands generates a particular moral economy within soap opera fandom. The research on soap fans that Denise Bielby and I conducted in the early 1990s (Harrington and Bielby 1995) captured the beginning of fandom’s migration to the Internet, with viewers experimenting with electronic bulletin board discussions as a supplement to their investment in other aspects of “public” fandom (attending industry-sponsored fan events, buying fan magazines, joining fan clubs, etc.). In our book, we made a distinction between legal ownership over soap narratives and what we called “moral” ownership over them—fans’ sense that soap opera communities and characters are “theirs,” rather than belonging to the writers, actors, directors, or producers.

This sense of ownership is rooted in at least three factors. First, “soaps’ very success at creating and sustaining a seamless fictional world [. . .] creates a space for viewers to assert their claims when they perceive continuity is broken” (Bielby, Harrington, and Bielby 1999, 36). Second, viewers regularly outlast soaps’ revolving writing and production teams. Many long-term fans have been invested in their show(s) longer than the people creating them (as, often, have several of the actors playing the characters, leading to interesting ownership struggles within the industry [Harrington and Brothers 2010]), and they often do know their show’s history better. (The same point can be made of long-term sports fans or movie-franchise fans, contexts in which transgenerational fandoms outlast coaches, players, actors, directors, etc.) Third, soap production schedules allow the industry to respond relatively quickly to fan complaints and concerns, giving fans a sense that their opinions can make a real difference. MORE

How Spreadability Changes How We Think about Advertising Ilya Vedrashko

You can’t spell “spreadability” without “ad.”

The vision of unpaid people cheerfully passing around ads they love has been a guiding light for marketers for more than a decade now. And what’s not to like? An ad that gets passed along receives extra attention. The Good Housekeeping stamp of consumers’ approval that such transmission suggests is assumed to add trustworthiness to the message. An ad that “goes viral” scores extra eyeballs.

But while the demand and the budgets for “viral” have been growing, it’s been surprisingly difficult to find a permanent box for spreadable media on the modern agency’s org chart. While many different disciplines—creative, media, public relations, social—are claiming ownership, a systemic problem has prevented spreadability from gaining a true acceptance.

Ad agencies, like factories of the industrial era, are a particular arrangement of means of production, highly specialized labor force and scarce resources optimized around efficient mass manufacturing of a particular type of output. For agencies, this output consists of ad units placed in print, television, online, radio, outdoor, theaters, events, and so on. An average agency produces and places thousands of such units on behalf of its clients each year.

These ads—paid announcements that appear in media—come in a finite variety of formats and sizes, and their production is scalable to the point where much of it can be, and has been, automated and outsourced. Ads are designed to elicit responses along the vector “see, like, remember, buy.” The agencies are structured around maximizing the number of these responses. Media departments craft media plans that try to ensure the highest number of the right people see the ad at the lowest cost. Creative departments are judged by the number of people who like and remember the ad. Ultimately, the agency’s output is evaluated against the number of people who buy the advertised product. The more people see, like, remember, and buy, the more successful the agency is in the long run. MORE

Soulja Boy and Dance Crazes Kevin Driscoll

During the summer of 2007, U.S. pop media seemed saturated with talk show hosts and pro athletes dancing along to “Crank Dat (Soulja Boy).” By the time an official music video was shot in late July, the dance craze was already approaching an apex, with new videos appearing daily on MySpace and YouTube. Close inspection of the phenomenon reveals a diverse array of overlapping audiences exploiting “Crank Dat” as a producerly framework for the expression of personal, social, and political messages. Steeped in southern hip-hop’s independent tradition, teenage rapper Soulja Boy Tell ’Em championed the songs, dances, and videos produced by these audiences in pursuit of his own commercial success. “Crank Dat,” for all its confusion, contradiction, and welcoming incompleteness, is a valuable demonstration of spreadability in practice.

In the dominant narrative of the 1990s, hip-hop was driven to pop dominance by a rivalry between Los Angeles and New York City. Excluded from mainstream media channels, artists living in the southern U.S. were forced to develop an alternative hip-hop industry supported primarily by locally grown “indie” record labels with connections to regional radio personalities, nightclub DJs, and mom-and-pop record-shop owners (Grem 2006). This independence enabled the southern artists to develop innovative sounds and styles quite distinct from their coastal peers. In 2003, with CD sales flagging, major record labels turned to these indies in search of new talent to revitalize the industry. Among the many southern styles attracting attention, snap music deviated the most from the conventional hip-hop template. Snap’s minimal drum programming and repetitive lyrics destabilized unquestioned hip-hop norms such as the value of complex wordplay and the use of funk and soul samples. MORE

Television’s Invitation to Participate Sharon Marie Ross

In Beyond the Box: TV and the Internet (Ross 2008), I argued that television shows starting in the late 1990s increasingly seemed to be “inviting” television viewers to become actively engaged with the TV text, often through the Internet. I saw three forms of invitation emerging: overt invitations, where a TV show obviously invites a viewer to become involved (e.g., American Idol’s calls to phone in a vote); organic invitations, where a TV show assumes that viewers are already actively engaged and incorporates evidence of this within the narrative of the show—or, in some cases, television network (e.g., Degrassi: The Next Generation’s attention to the role of new communications media in teens’ lives, and The N network’s use during Degrassi episodes of interstitials that feature teen viewers texting and IM chatting via The N’s website); and obscured invitations, where a TV show’s narrative complexity demands viewer unraveling that drives fans to online applications (e.g., Lost’s dense referencing of philosophers and artists as clues to the “hidden” meaning of the island and its inhabitants).

In discussions with Henry Jenkins since, I have suggested that organic invitations are likely to become the dominant form of TV invitations to participation. Today’s texting, IMing, web-surfing teens will become tomorrow’s multimedia-tasking adults, who will likely only be followed by a new wave of teen TV watchers who will be engaging in yet-to-be-imagined forms of new media communication.

Such developments are reverberating throughout all of media, from increasing demands on print journalism to be more present online to the use of branding in the spread of media franchises across TV, film, and music in such a way that demands more widespread knowledge of marketing from all media professionals. And such changes tend to spread throughout the TV landscape—even CSI has popular online applications, after all. MORE

What Old Media Can Teach New Media Amanda D. Lotz

While it may be the case that you can’t teach an old dog new tricks, the question remains whether that old dog can teach a new dog anything useful from its existing repertoire. Or, in terms of spreadable media, can the “old”—or, as I prefer, “established”—processes of media industries for creating entertainment content teach those who are endeavoring on the creation of spreadable media anything of value? In the overinflated rhetoric of new media, media revolutions, and change, too often we lose track of basics and fail to consider that most of what seems new and different isn’t really, either. In this essay, I identify some of the established characteristics of entertainment-based media industries that remain relevant in an era of spreadable media and explore how some of the strategies these industries have developed to deal with their particularities do or do not apply to the spreadable media context.

A key starting point for understanding entertainment-based media industries is acknowledging that they are different from most other business sectors—often in particularly frustrating ways for their practitioners. This “difference” of media industries means that the rules and practices that hold for and prove productive to commercialization practices elsewhere simply don’t work, or at least don’t work as effectively, for these media companies. One of these key differences is captured in the maxim “nobody knows,” also expressed sometimes as the acknowledgment that such media industries are “risky businesses.” This sense that nobody knows results from the fickleness of audiences when it comes to creative and entertainment goods. Conventional focus-group testing or the combination of known “successful” features tend not to be particularly predictive of success in the design of a new media good. In other words, you can’t test or engineer your way to a hit with any certainty.

Considering the spreadable media successes of the past few years, I suspect the “nobody knows” maxim is likely to be true of the circulation of spreadable media to the same degree it is for the distribution of established entertainment media. Try as we might to identify common features or characteristics, we fool ourselves if we think we can anticipate a formula for producing creative content likely to catch the cultural fancy of any particular audience at any given moment. But all is not lost; these media companies have developed a number of strategies designed to counter some of the uncertainty of their established platforms, and some of these strategies might prove productive for making spreadable media as well. MORE

For those of you who were at the Modern Language Association conference this past weekend, you might have had a chance to buy an advanced copy of the book. If you did, we'd love to hear what you think, so feel free to drop a note here or even better on the Spreadable Media website.

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

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

 

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

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

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

 

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

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

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

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

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

And we all know nothing’s perfect.

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

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

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

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

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

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

 

 

 

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

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

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

 

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

 

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

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

 

 

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

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

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

More Spreadable Media: Rethinking Transmedia Engagement

Let it spread, let it spread, let it spread. By now, you know: Spreadable Media: Creating Value and Meaning in a Networked Culture is a new book, being released by New York University Press at the end of January 2013, written by myself, Sam Ford, and Joshua Green. Around the book will live thirty or so online essays written by colleagues, former students, and others who have been associated with the Futures of Entertainment Consortium through the years, which both engage with the content of the book, and are, in turn, taken up as part of the book's core argument.  We are hoping you will do your part to help spread these essays throughout your own social networks, and let the conversation start before the book even gets released to the world.

Today's crop, the last before the new year, offers new perspectives on transmedia entertainment and more generally, on the issue of audience engagement, both central themes in the book, as those of you who regularly read this blog might imagine. For more information, check out the book's home page.

Forensic Fandom and the Drillable Text

 

While the rise of spreadable media is a major trend of the contemporary era, another development within media seems to pull in an opposite direction: narrative complexity of media storytelling, especially on television. Since the late 1990s, dozens of television series have broadened the possibilities available to small-screen storytellers to embrace increased seriality, hyperconscious narrative techniques such as voice-over narration and playful chronology, and deliberate ambiguity and confusion. These trends, which I’ve explored at length elsewhere (Mittell 2006), are tied into transformations within the television industry and technologies of distribution that have enabled programs to be viewed more consistently by smaller audiences and to still be considered successful.

Such long-form complex narratives as Lost, The Wire, 24, and The Sopranos seem to run counter to many of the practices and examples of spreadable media found elsewhere in this book. These shows are not the ephemeral “video of attractions” common to YouTube that are shared and commented on during downtime at work. They are the DVD box sets to be shelved next to literary and cinematic collections, long-term commitments to be savored and dissected in both online and offline fora. They spread less through exponential linking and emailing for quick hits than via proselytizing by die-hard fans eager to hook friends into their shared narrative obsessions. Even when they are enabled by the spreadable technologies of online distribution, both licit and illicit, the consumption patterns of complex serials are typically more focused on engaging with the core narrative text than the proliferating paratexts and fan creativity that typify spreadable media.

Perhaps we need a different metaphor to describe viewer engagement with narrative complexity. We might think of such programs as drillable rather than spreadable. They encourage a mode of forensic fandom that invites viewers to dig deeper, probing beneath the surface to understand the complexity of a story and its telling (Mittell 2009a). Such programs create magnets for engagement, drawing viewers into story worlds and urging them to drill down to discover more. READ MORE

 

A History of Transmedia Entertainment

As embraced by industry professionals and media consumers alike, transmedia storytelling promises to bring greater institutional coordination, added narrative integrality, and deeper engagement to the various pieces of contemporary media franchises. Comic books, video games, and other markets once considered ancillary now play increasingly significant and recentered roles in the production and consumption of everyday film and television properties such as Heroes, Transformers, and the reenvisioned Star Trek in ways that only very few innovators (such as George Lucas and his carefully elaborated and expanded Star Wars empire) had previously conceived in the twentieth century. Yet, while contemporary convergence culture has set the stage for a greater embrace of transmedia entertainment, the processes by which stories have been spread across institutions, production cultures, and audiences from different media have a much longer history. Although we might recognize transmedia storytelling as something newly emergent, we also cannot deny its relationship to long-established models of media franchising whereby the creative and economic resources owned by monolithic corporate entities were nevertheless widely used and shared across production communities and industry sectors. The franchise models that multiplied one Law & Order into several sister series and turned X-Men comic books into action figures worked by spreading resources among a network of stakeholders brought into social relations by virtue of their parallel (though often imperfectly aligned) interests. Thus, neither transmedia entertainment nor convergence point to the end of industrial models of cultural production in favor of some new social media; instead, the transmedia storytelling of convergence offers an opportunity to see how spreadable media extend, reorient, and reimagine existing historical trajectories in the industrial production and consumption of culture.

Understanding transmedia in terms of cultural exchange across and transformation through different media experiences means recognizing traditional processes of adaptation and translation of content as a foundation for the social exchange of spreadable media today. READ MORE.

 

 

Performing with Glee

Some producers developing cross-platform media franchises are experimenting with distribution models that engage consumers on a quotidian level, capitalizing on personal audience networks and not-quite-official distribution routes to help content spread. For FOX’s television franchise Glee, the network integrates traditional, legal distribution practices with experimental tactics that engage loyal fans, in addition to harnessing unofficial distribution channels that fall into legal gray areas.

The production team has embraced the show’s fans—known as gleeks, a fusion of “Glee” and “geek”—fashioning a popular (brand) identity and catering specifically to them. In addition to conventional broadcast, Hulu and FOX.com allow viewers to catch previous episodes, and FOX offers additional content such as cast interviews and behind-the-scenes clips. Glee’s thematic fusion of high school comedy and Broadway musical provide opportunities for musical guests from both Broadway (such as Kristin Chenoweth) and the popular music circuit (such as Britney Spears and Josh Grobin), bringing new viewers into the Glee fan club while keeping current fans engaged.

To retain fan interest after season one ended, FOX partnered with CoincidentTV to create the “Glee Superfan Player.” The online platform integrates social network sites such as Facebook and Twitter with other fan-enticing elements—such as links to buy music on iTunes and to create “photobooth” pictures with the cast—in a unified space that plays episodes while viewers multitask. While the player only provides access to material on Hulu and FOX.com, rendering the experimental platform useless once episodes eventually expire, it at least represents an attempt to create a consolidated cross-platform fan experience. Other recent experiments include a MySpace karaoke contest, in which fans record themselves singing hits from Glee, and live concert tours that sold out in four American cities—so successful that the cast plans to tour the UK in mid-2011. READ MORE

Valuing Fans

Why work toward a model for valuing fans?

The U.S. media industry has run into some significant economic problems in recent years. Study after study suggests that Americans are watching more television and consuming more movies, music, and information than ever before, but, at the same time, it is neither as captive nor as concentrated as before. New ways to discover emerging artists and projects, as well as increasing choice in media platforms and content, are challenging how ad-supported media is bought and sold and rendering direct funding for some media content much harder to come by.

It was this situation that gave rise to the popularity of “engagement” a few years ago, a tactic to sell advertisers audiences whose enthusiasm is believed to translate to more awareness of and receptivity to product placement and commercials. How much more “engaged” and receptive this new audience is than the older, bigger one was considered crucial in setting a price for the advertising that supports media production. Conspicuously absent from these discussions was the role that fan communities (groups whose various interests in a media property may range widely) play in contributing economic value beyond paying attention to commercials. READ MORE

 

The Online Prime Time of Workspace Media

Ask a producer of digital content about website usage patterns, as I have, and they will tell you how important the audience accessing their content from work is to daily website traffic. According to NBC’s vice president of digital content and development, Carole Angelo, NBC.com designs its daily production schedule to service its workweek “lunch hour” audience. Fox Sports Digital (2009) also adopts this production strategy, as it summed up in its 2009 slogan “lunchtime is the new prime time.” Reporting on this trend, the New York Times observed that American cubicle dwellers were increasingly choosing to spend their break time watching online videos, playing Flash games, and engaging in social network sites instead of heading to the water cooler (Stelter 2008). The entertainment industries are creating digital content for the work space because they see this audience as a dependable online consumer demographic.

Programming for the workspace media audience is crucial to entertainment industry efforts in the online space. It allows producers to adapt familiar television programming strategies for the Internet. In television, producers have long programmed according to “day parts”—segments of the broadcast day designed for particular audiences and viewing contexts. Nick Browne has argued that the scheduling of day parts enabled television companies to reflect and reinforce a “socially mediated order of the workday and workweek” to “mediate between the worlds of work and entertainment” (1994, 71). Each day part carries with it certain assumptions about the needs and desires of audience segments, as well as expectations of modern labor. The scheduling of a workday day part demonstrates the influence that technology has had on the blending of work and entertainment. READ MORE

Spreadable Media Goes Retro: Pass It Along!

We continue this week with the process of rolling out the essays commissioned to accompany Spreadable Media: Creating Meaning and Value in a Networked Culture,   the book I wrote with Sam Ford and Joshua Green and which is being released to the world at the end of January, 2013. You can start to get a sense of the shape of the book's argument by reading these essays, week by week, as they get unleashed upon the world. This week, for example, we are sharing essays which are designed to accompany the book's second chapter -- Reappraising the Residual -- which explores competing regimes of value, competing processes of appraisal, and especially the ways that old media content might regain value from the ways it moves within and across social networks online.

For those who would like a bit more of a road map of Spreadable Media, below is the breakdown of the chapters:

Introduction: Why Media Spreads                                                                                                               

Chapter One: Where Web 2.0 Went Wrong

Chapter Two: Reappraising the Residual

Chapter Three: The Value of Media Engagement

Chapter Four: What Constitutes Meaningful Participation?

Chapter Five: Designing for Spreadability

Chapter Six: Courting Supporters for Independent Media

Chapter Seven: Thinking Transnationally

Conclusion

 

To learn more about the book, check out our main website. You can go there to read the whole essays (or follow the links below).

We strongly encourage you to spread these essays through your own social networks, repost them on your blogs -- all we ask is that you acknowledge the authors and the fact that they are associated with our book.   Thanks to all of you who have recirculate previous essays we've released.

RETROBRANDS AND RETROMARKETING

Today’s big brands are all rooted in the past. Tide, Coca-Cola, BMW, and even Apple are all connected to bygone decades. When these brands extend and use their existing brand name to introduce a new product or service, the past meanings and images that it invokes become an important element to be managed, understood, wielded, and shaped by managers. This short essay discusses and analyzes a form of brand extension strategy that has gained prominence, in which tired or even abandoned brands have been reanimated and successfully relaunched. Management will deliberately reach into the past and consciously seek to gain new value from old brands and the meaningful relationships they convey. Stephen Brown (2001) terms this a “retro revolution” in which the revival of old brands and their images have become an increasingly attractive option for marketing managers. Over the past decade, I have been involved either independently or with coauthors in a growing body of research that looks at how the past is consumed, valued, revalued, and managed, beginning with a study of the values and images of the Wal-Mart retail chain (Arnold, Kozinets, and Handelman 2001). Stephen Brown, John Sherry, and I define retrobranding as “the revival or relaunch of a product or service brand from a prior historical period, which is usually but not always updated to contemporary standards of performance, functioning, or taste,” seeing retro goods as “brand-new, old-fashioned offerings” (2003b, 20). Old brands retain value simply by being old: the value of nostalgia, the so-called retro appeal. There is also value in the communal or cultural relationships that the brand has built over its lifetime. Finally, there are values on an individual level that relate to the former two other values.

In a set of studies cutting across three different retro, “cult brand” products—the Volkswagen Beetle, Star Wars, and Quisp breakfast cereal—Brown, Sherry, and I have sought to explain the underlying principles of retrobranding and the way consumers responded to it (2003a, 2003b). The VW Beetle was a popular car associated with the 1960s era and hippies and also immortalized in Disney’s Herbie films, a series of four films originating with 1968’s hit The Love Bug (the series itself later updated and retrobranded into Herbie: Fully Loaded, a 2005 motion picture starring Lindsay Lohan). Star Wars is one of the most successful media franchises of all time. And Quisp cereal is an American breakfast cereal released in the 1960s using cartoon advertising created by Jay Ward, the creator of cult animation hit Rocky and Bullwinkle, and employing some of the same voice talents.

In each case, the entertainment connections of the brand have helped spur a type of residual and actual “brand fandom” that led to the possibility of a revival. In the case of the VW Beetle, this was the 1998 launch of the VW New Beetle. For Star Wars, it was the much-maligned 1999 prequel The Phantom Menace. For Quisp cereal, it was the quiet and limited redistribution of the cereal into select markets in the 1980s, after it had languished without support since the late 1970s. As well, Quisp’s fan-spurred and eBay-supported emergence in the mid-1990s marked it as the first so-called Internet cereal.

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THE VALUE OF RETROGAMES

Existing in dialectical tension with contemporary games which trumpet their photorealistic graphics, sprawling storyworlds, and intricate, extended, networked play, retrogames preserve and celebrate a prior era of gaming often referred to as a “golden age” of arcade standards (such as Asteroids, Tempest, and Donkey Kong) from the late 1970s and early 1980s. Increasingly, the category also covers the decade that followed the industry crash of 1983, when the locus of gaming shifted to home consoles such as the Nintendo and Super Nintendo Entertainment Systems (NES and SNES), the Sega Genesis and Dreamcast, and home microcomputers such as the Commodore 64 and Amiga, as well as the first generation of PCs and Macintoshes. Compared with games for contemporary consoles such as the Xbox 360 and PlayStation 3 that occupy gigabytes of memory, resurrections of 8-bit, 16-bit, and 32-bit video and computer games look like the mathematically downscaled primitives they are: their blocky resolutions, limited color palettes, and blip-bleep-bloop sound reproduction are matched by equally simple and repetitive gameplay. However, retrogames are not hopelessly antiquated museum pieces lacking the good sense to stay buried in gaming history. Their continued presence complicates easy (and industry-friendly) conceptions of technological and aesthetic progress, in which the newest equals the best equals the most expensive.

Older games thrive alongside their more sophisticated descendants, gaining popularity and influence with each passing year. Retrogames continue to be played in both authorized and unauthorized forms. Their minuscule memory footprint, easily grasped rules, and convenient fit within the interstices of daily routine make them ideal content for mobile devices. For instance, the App stores for iTunes and Google Android phones devote sections to retrogames. The Xbox Live Arcade markets “updated retro classics” alongside its “newest hits,” while the Wii Virtual Console sells downloads from “the greatest video game archive in history”—actually licenses owned by Nintendo. These monetized properties coexist uneasily with the thriving emulator scene, where every conceivable old game has its software simulacrum and renegade read-only memories (ROMs)—files containing data images copied from memory chips, computer firmware, or the circuit boards of arcade machines—circulate beyond the bounds of copyright. For both legal and illegal purposes, the Internet functions as both archive and distribution network, supporting the sharing, spreading, and mutation of content

READ MORE

 

A GLOBAL HISTORY OF SECONDHAND CLOTHING

Clothing, almost by definition, is a medium of transmission within a spreadable media ecology. It is both the means and the site for the storage and spread of information. Clothes are made to be carried by the human body (as in the French porter and the Haitian Creole pote). Textile skins were, from their origins, portable artifacts and temporary prostheses, shaped by the demands of a mobile body and inscribed with markers of that body’s history. The demands on clothing have always been high—armor (protection against shame, enemies, and the elements) and aesthetics, comfort and durability. Clothing is portable, proximate to the human body, and eminently changeable. Clothes remain artifacts in continual flux. They convey messages to the world, and they also provide the raw material for subversion of precisely these messages.

Before the industrial era, vestments were few and far between. Their production took a great amount of human and material resources. Into their tailored forms much was literally and culturally invested. In the Western tradition, throughout the Middle Ages and Renaissance, clothing—once shaped to a given body—might be worn for years, sometimes carried for a lifetime. The clothing wore its owner as much as the owner wore the clothing, bearing comparable markers of a personal narrative. Through the movements of a body in time, its clothes would acquire increasingly personal and human characteristics—worn knees and elbows, a stretched waist. Stains, patches, tears, and color changes accompanied a life journey, or at least several decades thereof.

Sometimes an article’s function was portable. This was especially true when even the simplest clothing was scarce: its production costly, time consuming, and labor intensive. A coat might be cut down into a vest, or a dress into a scarf. As a garment’s function evolved, so too might the identity of its wearer. A dress might be handed from mother to daughter through a gift economy. In such instances, it carried with it signs and markers of generational passing. A master might give his worn-out shirt to his servant, for whom it could serve as either bodily cover or portable currency. In the Renaissance, it was common for servants to sell their masters’ old clothing to peasants in neighboring villages. Itinerant rag and old clothes dealing grew into a veritable calling within a commodity-based economy. This was a profession of portability. The dealer became an intermediary between wearers, marking a transitional phase in an article’s mobile life history.

Spread That!: Further Essays from the Spreadable Media Project

  Spreadable Media: Creating Meaning and Value in a Networked Culture, my new book with Sam Ford and Joshua Green, is launching at the end of January. Each week, we are releasing new essays written by friends and affiliates of the Futures of Entertainment Consortium which expand upon core ideas in the book. You will see that these essays are an integral part of the book, even though they are being distributed digitally. We also see these essays as a means of sparking key conversations in anticipation of the book's release. So, in the spirit of this project, "if it doesn't spread, it's dead," so we are asking readers to help circulate these essays far and wide to as many different networks and communities as they seem relevant to the ongoing conversation.

Readers are already responding, including through the creation of "memes." Over the weekend, we received this "Slap Robin" announcement via Twitter from @amclay09.

Share with us your own creations and I will showcase this here as I am posting upcoming essays.

This week, we are releasing essays which are tied to the Introduction and first Chapter of the book. Before I do so, let me share some of the early responses to the book (i.e. the solicited blurbs):

“Something new is emerging from the collision of traditionIal entertainment media, Internet-empowered fan cultures, and the norms of sharing that are encouraged and amplified by social media. Spreadable Media is a compelling guide, both entertaining and rigorous, to the new norms, cultures, enterprises, and social phenomena that networked culture is making possible. Read it to understand what your kids are doing, where Hollywood is going, and how online social networks spread cultural productions as a new form of sociality.”—Howard Rheingold, author of Net Smart

“By critically interrogating the ways in which media artifacts circulate, Spreadable Media challenges the popular notion that digital content magically goes ‘viral.’ This book brilliantly describes the dynamics that underpin people’s engagement with social media in ways that are both theoretically rich and publicly meaningful.”—danah boyd, Microsoft Research

“The best analysis to date of the radically new nature of digital social media as a communication channel. Its insights, based on a deep knowledge of the technology and culture embedded in the digital networks of communication, will reshape our understanding of cultural change for years to come.”

—Manuel Castells, Wallis Annenberg Chair of Communication Technology and Society, University of Southern California

“Finally, a way of framing modern media creation and consumption that actually reflects reality and allows us to talk about it in a way that makes sense. It’s a spreadable world and we are ALL part of it. Useful for anyone who makes media, analyzes it, consumes it, markets it or breathes.”—Jane Espenson, writer-producer of Battlestar Galactica, Once Upon a Time, and Husbands

“It’s about time a group of thinkers put the marketing evangelists of the day out to pasture with a thorough look at what makes content move from consumer to consumer, marketer to consumer and consumer to marketer. Instead of latching on to the notion that you can create viral content, Jenkins, Ford, and Green question the assumptions, test theories and call us all to task. Spreadable Media pushes our thinking. As a result, we’ll become smarter marketers. Why wouldn’t you read this book?”—Jason Falls, CEO of Social Media Explorer and co-author of No Bullshit Social Media

This week's selections include discussions of historical predecessors,  Memes and 4Chan, the debates about free labor, co-creation in the games culture, and the power of consumer recommendations. Read the sample. Follow the links (....) back to the main site. Read.  Enjoy. Spread. Repeat next week.

The History of Spreadable Media

Media have been evolving and spreading for as long as our species has been around to develop and transport them. If we understand media broadly enough to include the platforms and protocols—to use Lisa Gitelman’s (2006) terms—that carry our stories, bear our messages, and give tangible expression to our feelings, they seem intrinsic to the human experience. Some people might even argue that the developments of vocal communication systems (language) and visualization strategies (paintings and carvings) represent defining moments in human evolution, demonstrations of man’s social nature. Human mastery of media was every bit as important as the mastery of tools. Stories of the spread and appropriation of media run across our history, each shaped by the logics of social organization and production characteristic of any given era.

Early traces of the spread and reach of media abound, even if some historical forms of media fall outside our familiar categories. For example, our contemporary understanding of the reach and influence exercised by ancient empires owes much to discoveries of coins—a medium of abstract exchange if we follow Karl Marx’s argument in Capital ([1867] 1999) and elsewhere but also a system of representation and meaning (from the value of the gold or silver to the inscribed monetary value, to the messages or portraits etched on its surface) with precise culturally defined borders. The coin, as a medium, spread with the state’s citizens, enabling their interactions with one another and at the same time attesting to the state’s reign. Ceramic dishes and tiles offer an example of a medium that was seized on for reasons of cultural exchange. The rich intermingling of styles and techniques characteristic of early-seventeenth-century Dutch, Chinese, and Ottoman ceramics speaks to the period’s trade routes and export markets and the creative appropriations of these various cultural models by its artisans. But these ceramics were also platforms, complete with highly nuanced systems of signification, hierarchies of value, and attendant associations of taste. They were carried, traded, collected, and displayed by a surprisingly large cross-section of the northern European population. As the ceramics circulated within different social groups as the vogue for ceramics rose and fell and were handed down to our present as family heirloom or antique shop curio, the journeys they undertook, and the meanings accorded them as media, attest to the energies and interests of those who helped to spread them....

 

In Defense of Memes

Although I agree that the terms “viral” and “meme” often connote passive transmission by mindless consumers, I take issue with the claim that “meme” always precludes active engagement—or that the term has a universal, static meaning. As understood by trolls, memes are not passive and do not follow the model of biological infection. Instead, trolls see (though perhaps “experience” is more accurate) memes as microcosmic nests of evolving content. Contrary to the assumption that memes hop arbitrarily from self-contained monad to self-contained monad, memes as they operate within trolldom exist in synecdochical relationship to the culture in which they inhere. In other words, memes spread—that is, they are actively engaged and/or remixed into existence—because something about a given image or phrase or video or whatever lines up with an already-established set of linguistic and cultural norms. In recognizing this connection, a troll is able to assert his or her cultural literacy and to bolster the scaffolding on which trolling as a whole is based, framing every act of reception as an act of cultural production. Consider the following example.

Founded in the early nineties by rappers Violent J and Shaggy 2 Dope, the Insane Clown Posse (ICP) is a Detroit-based hip-hop group infamous for its violent lyrics, rabid followers, and, as it was recently revealed, secret evangelical Christianity. ICP, which performs in full-face clown makeup, has always been a target for trolling humor. The 2010 release of the group’s single “Miracles,” however, opened the floodgates—in the video, Violent J and Shaggy earnestly extol the virtues of giraffes, rainbows, cats, and dogs, not to mention music (“you can’t even hold it!”) and the miracles of childbirth and the cosmos. The song itself, which is regarded as the group’s evangelical “outing,” is peppered with expletives and features the line “Fuckin’ magnets—how do they work?” a question which inspired immediate and seemingly endless repurposing.

Within a few days of the video’s release, dozens of remixed images and .gifs were posted to 4chan’s infamous /b/ board, many of which merged with existing memetic content. A well-known image of a cross-eyed, bespectacled man captioned with the phrase “are you a wizard,” for example, inspired a series of related macros, including one featuring a close-up shot of Violent J in full makeup. “are you a magnet,” the caption reads, referring not just to the cluster of memes related to the “Miracles” video but also to all the permutations of the “are you a wizard” family of macros.

In short, trolls pounced on the phrase “fuckin’ magnets” not just because it was memorable and amusing on its own (although that played a large part in its popularity, as did the thrill of a gratuitous f-bomb) but because it was easily integrated into an existing meme set. Once the protomeme had been integrated, its resulting permutations—“are you a magnet” being a prime example—became memes unto themselves, establishing further scaffolding onto which new content could be overlaid. By choosing to repost “are you a magnet” on 4chan or off-site, the contributing troll was able to assert his own cultural fluency and, in the process, ensure the proverbial (and, in some ways, the literal) survival of his species. In this sense, the creation and transmission of memes can be likened to the process of human reproduction—specifically the decision to have a child in order to protect one’s legacy. The sexual act is decidedly active, but the resulting zygote is a passive (that is to say, unwitting) vessel for genetic information....

Interrogating “Free” Fan Labor

Over the past two decades, large swaths of the U.S. population have been engaged in copyright wars. On one side, copyright holders struggle to defend their property against what they perceive to be unlawful appropriation by millions of would-be consumers via digital technologies. On the other, millions of Internet users fear or fight expensive lawsuits, filed by entities far wealthier and more powerful than they, that seek to punish them for sharing media online. In this combative climate, fans who produce their own versions of mass-media texts—fan films and videos, fan fiction, fan art and icons, music remixes and mash-ups, and game mods, for example—take comfort and refuge in one rule of thumb: as long as they do not sell their works, they will be safe from legal persecution. Conventional wisdom holds that companies and individuals that own the copyrights to mass-media texts will not sue fan producers, as long as the fans do not make money from their works (for instance, Scalzi 2007 and Taylor 2007).

“Free” fan labor (fan works distributed for no payment) means “free” fan labor (fans may revise, rework, remake, and otherwise remix mass-culture texts without dreading legal action or other interference from copyright holders). Many, perhaps even most, fans who engage in this type of production look upon this deal very favorably. After all, movie studios, game makers, and record labels do not have to turn a blind eye to fan works; U.S. law is (as of this writing) undecided on the matter of whether appropriative art constitutes fair use or copyright infringement, so companies could sue or otherwise harass fan appropriators if they chose. But, even if both sides of the copyright wars consider the issue of fan labor settled, one aspect of the issue has not been sufficiently explored: can, or should, fan labor be paid labor?....

 

Co-creative Expertise in Gaming Cultures

Gamers increasingly participate in the process of making and circulating game content. Games such as Maxis’s The Sims franchise, for example, are routinely cited as exemplary sites of user-created content. Games scholar T. L. Taylor comments that players are co-creative “productive agents” and asserts that we need “more progressive models” for understanding and integrating players’ creative contribution to the making of these game products and cultures (2006b, 159–160; see also 2006a). Significant economic and cultural value is generated through these spreadable media activities. The usual phrases such as “user-created content” and “user-led innovation” can overlook the professional work of designers, programmers, and graphic artists as they make the tools, platforms, and interfaces that gamers use for creating and sharing content. Attention should also be paid to the work of producers, marketing managers, and community relations managers as they grapple with how best to manage and coordinate these co-creative relations.

The Maxis-developed and Electronic Arts–published Spore thrives on user-created content. Players use 3-D editors to design creatures and other in-game content, to guide their creatures through stages of evolution, and then to share their creations with other players. Since Spore’s release in September 2008, more than 155 million player-created creatures have been uploaded to the online Sporepedia repository. Players can also upload directly from within their game videos of their creatures to the Spore YouTube channel. Spreading content is a core feature of Spore; the game is perhaps best understood as a social network generated from player creativity. This spreadability is not just about content, as the players are also sharing ideas, skills, and media literacies....

The Value of Customer Recommendations

With new channels of communication and old, marketers can deliver a dizzying number of advertising messages to consumers—by many accounts, the average American sees between 3,000 and 5,000 ads a day. Yet, perhaps in response to this fusillade, consumers have learned to better armor themselves against the marketing messages they encounter. The Persuasion Knowledge Model (PKM) describes the extent to which consumers develop a radarlike ability to discern content whose aim is to persuade and, further, how they develop a set of skills to deal with such messages (Friestad and Wright 1994). Some of my own recent research (with colleagues Adam Craig, Yuliya Komarova, and Jennifer Vendemia) uses fMRI technology to explore brain activity as consumers are exposed to potentially deceptive product claims. Our findings show that consumers’ deception-detection processes involve surprisingly rapid attention allocation. Potential advertising lies seem to jump out of the marketing environment and rivet our attention like a snake on a woodland trail.

Advertisements are often informative as well as persuasive; consumers know this and don’t dismiss ads out of hand. But they do assess the extent to which they trust or are willing to use such information. First, and most critically, consumers seek to evaluate the credibility of a marketing message’s source. Source credibility is the bedrock of trust that precedes persuasion. People judge a source to be credible if the source shows evidence of being authentic, reliable, and believable. In the old days of marketing, firms sought to increase the source credibility of their ads by featuring the endorsements of doctors, scientists, and other authoritative experts. Once consumers became more aware that these experts were being paid handsomely for their testimony, the practice became less effective. Celebrity endorsers, who often were not product experts, provided warm affective responses but little in the way of believable, persuasive arguments.

Consumers themselves are particularly important endorsers via word-of-mouth (WOM) messages. Our past understanding of WOM (when one consumer recommends a product to another) was that consumers perceive other consumers as highly authentic but of dubious reliability. As when one’s Uncle Joe touts the superior performance of the Brand X computer, the recommender is clearly a real person but may or may not be knowledgeable enough about the product category to make credible claims. Now, with WOM increasingly occurring through spreadable media, it is more difficult for a consumer to assess both the authenticity and reliability of unknown recommenders. The practice of rating consumers’ online opinions and recommendations (e.g., Yahoo! Answers) is a direct attempt to resolve the audience’s uncertainty about who really knows something worth knowing....