Building Imaginary Worlds: An Interview with Mark J. P. Wolf (Part Four)

You make an important observation about the nature of sequels here: “A trade-off between novelty and familiarity occurs: The world is no longer new to the audience, but the burden of exposition is lessened by what has already been revealed of the world.” So, one could argue that the creator of the sequel is freed to do different things than the creator of the original. If this is true, what are some examples of creators who have effectively exploited that freedom to do something interesting?

Contrary to the negative image many people have when it comes to sequels, some sequels are generally considered better than the original works they follow.  In my experience, anyway, people often say they like The Empire Strikes Back (1980) better than Star Wars (1977); The Lord of the Rings certainly builds interestingly on the world introduced in The Hobbit; and Riven (1997) is arguably better than Myst (1993).  In all three cases, the sequel expands the world a great deal, while carrying forth characters and situations established in the original.  Each also builds upon how the world works, extending the world logic from the original work (for example, the rules regarding the functioning of lightsabers, the One Ring, and linking books).

Authors may find it easier to develop an existing world than begin an entirely new one, and expansions can still introduce as much (or more) new world material as the original work.  Practically speaking, this can also have to do with economics; a longer book or a higher-budget movie is more of a financial risk to a publisher or studio, so original works that introduce a world may be more likely to be represented by shorter books and lower-budget movies, while sequels to a successful work will be given more investment (for example, Pitch Black (2000) had a budget of $23 million, while its sequel, The Chronicles of Riddick (2004) had a budget of over $100 million).  Whatever the case, world expansion is necessary for a sequel to continue to engage an audience, who wants to revisit the world they like, but at the same time, have new experiences in it.

The Star Trek film this summer was controversial precisely because of its ret-conning practices: it’s restaging and reimagining of the Wrath of Khan narrative seems to have been embraced by some new fans, but at the cost of much gnashing of teeth by veteran fans (myself among them). What does this example tell us about the challenges or opportunities in revising or revisiting familiar worlds within popular media?

 In the case of Star Trek, they wanted to have it both ways; a fresh start, while keeping continuity with what has come before.  Technically speaking, the 2009 film was not a reboot, due to the “alternate timeline” device (complete with “Spock Prime”, with a Nimoy cameo that may have been thrown in to suggest to fans that if Nimoy accepts this film enough to appear in it, then you ought to accept it, too), but most people still consider it a reboot.  Like you, I, too, found this recasting of Kirk, Spock, and McCoy annoying; why not move on to a new set of characters, as the TV shows did, and mostly successfully at that?  And the motive here is not the best, either.

Retconning, even when not taken to the extreme of a reboot, may be done for artistic or narrative reasons (as with Tolkien’s adjusting of The Hobbit so as to fit The Lord of the Rings better, or Lucas’s clean-up and added effects shots in the “Special Edition” re-releases), but when it’s done for purely commercial reasons, it may seem more suspect, since money, not art, is the motive.  Of course, the degree to which retcon occurs also makes a difference; cosmetic changes are more easily accepted than those which change the story or characters too directly or too much.It’s also usually easier to reboot a character-based franchise than a world-based franchise, because the background world is closer to the Primary world to begin with, and reboots are usually concerned with bringing things up-to-date more than anything else; changes in the Batman, Spider-man, and Superman franchises are a good example of this.

But in more world-centered franchises, like Star Trek and Star Wars, you don’t need to have the same characters present all the time (Star Trek shows remained on TV 1987 to 2005 without relying on Kirk, Spock, and McCoy); it’s the world, with all its designs, devices, locations, and logic, that keeps the audience engaged.  So one can only hope that Abrams doesn’t reboot Star Wars.

 

While as the book jacket informs us, you reference more than 1400 imaginary worlds across the book, certain worlds keep recurring, among them Oz, Middle-earth, and the worlds associated with Star Wars. What makes these worlds especially rich for your analysis?

Certain worlds are larger and better developed, so when it comes to discussions of infrastructures, internarrative theory, sequence elements, and so forth, there’s just more to work with and examine in larger worlds.  Their infrastructures have thousands of pieces, and some are still growing.  The worlds of Oz, Middle-earth, and Star Wars are also very influential ones, and ones that helped forge the imaginary world tradition.  And, when using them for examples, they are also worlds that the readers of the book will likely already be familiar with, and which require less explanation.  But there are so many interesting ones that are less known, and deserve more attention (like Defontenay’s Star and Dewdney’s Planiverse), and I try to highlight some of these in the book as well.

You revisit the familiar debate between interactivity and storytelling (or narratology and ludology as it is sometimes framed in game studies), which seems to be unresolvable. But, you suggest that there are ways to reconcile competing claims for game play and world building/exploring. Can you elaborate a bit? How might this focus on immersion offer us a way of reframing these core issues in Game Studies (which is a field where you have made many contributions already)?

Video games and the experiencing of imaginary worlds both involve such activities as world exploration and the learning of a set of intrinsic rules and how things work, and in many cases, piecing together a backstory and seeing how actions relate to consequences.  So interactivity is perhaps more compatible with the experiencing of a world than it is with the telling of a story.  It’s the difference between causality and a causal chain of events.  You can have causality built into a world, so that one kind of action results in a particular result, but due to choices made or chance, you don’t always get the same sequence of events.  A fixed causal chain of events, like that found in a novel, stays the same and doesn’t change.  But a world can accommodate either.

The interactivity vs. storytelling debate is really a question of the author saying either “You choose” (interaction) or “I choose” (storytelling) regarding the events experienced; it can be all of one or all of the other, or some of each to varying degrees; and even when the author says “You choose”, you are still choosing from a set of options chosen by the author.  So it’s not just a question of how many choices you make, but how many options there are per choice.  Immersion, however, is a different issue, I think, which does not always rely on choice (such as immersive novels), unless you want to count “Continue reading” and “Stop reading” as two options you are constantly asked to choose between.  And it isn’t just immersion, but what happens after it as well (that is, absorption, saturation, and overflow, which are discussed in detail in chapter one).  By focusing on worlds and the experience of them, video games studies will be better able to make comparisons between game experiences, and describe them in a more world-based fashion.

 

Your term, “deinteractivation” may be somewhat awkward, but it also provides the best explanation I’ve seen for why it has been so difficult to translate games into other kinds of media experiences -- for example, films or comics. Defiance represents an interesting recent experiment. To what degree do you think it has been successful at creating a world that bridges between games and television?

 

Although long, I believe “deinteractivation” is a morphologically-sound coinage, related as it is to words like “deactivation” and “interact”, and no more clumsy than the words one finds in polysynthetic languages like Ainu, Chukchi, or Yupik. Hopefully its etymology is clear enough to indicate that it means the removal of interactivity, something that occurs when a world or narrative makes a transmedial move from an interactive medium to a noninteractive medium.  (As a form of adaptation, it is something we will see more of as video games make transmedial moves into other media.)

In the case of Defiance, where both the TV show and the game were developed together, I would say that the world appears to have been designed with both media in mind already, rather than beginning as a game that was later adapted into a TV series.  But it will be interesting to see which survives longer, the game or the show, and how they influence each other.

Also, the fact that the game is an MMORPG means that it is more interactive than a stand-alone game, but also more vulnerable to the ravages of time; while a stand-alone game, just like a TV show, could be experienced in its entirety at some future date, an MMORPG can really only be experienced as it was during the time it is being run; once it ends, it’s over, and it cannot be re-experienced.  It may be too soon to know whether it successfully bridges the two medium, or creates a solid fan community around the show/game experience (will other media venues follow?)

Perhaps we can get some idea from the text on the Defiance website: “Players of the Defiance game will have the chance to cross over into the show in a new and bigger way: By seeing their avatar recreated as a character in the second season!” First, this conflates players and their avatars, and second, the avatar will be “recreated” as a character; so it appears all interactivity has been lost during these two removes.  One can imaging other ways an MMORPG and a TV show could be linked; for example, a TV show could be made from the events of the MMORPG as they occur, or perhaps the storyline of the TV show could be adjusted based on the events of the MMORPG (the game events could provide the ever-changing background for the TV characters’ lives; if a revolution is stirred up in the MMORPG, it occurs in the background of the TV show, affecting the characters, and so on).  If nothing else though, and despite the outcome, Defiance is an interesting experiment, its name perhaps referring to its attitude toward standard television fare.

Mark J. P. Wolf is a Professor in the Communication Department at Concordia University Wisconsin.  He has a B. A. (1990) in Film Production and an M. A. (1992) and Ph. D. (1995) in Critical Studies from the School of Cinema/Television (now renamed the School of Cinematic Arts) at the University of Southern California.  His books include Abstracting Reality: Art, Communication, and Cognition in the Digital Age (2000), The Medium of the Video Game (2001), Virtual Morality: Morals, Ethics, and New Media (2003), The Video Game Theory Reader (2003), The World of the D’ni: Myst and Riven (2006), The Video Game Explosion: A History from PONG to PlayStation and Beyond (2007), The Video Game Theory Reader 2 (2008), Before the Crash: An Anthology of Early Video Game History (2012), the two-volume Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming (2012), Building Imaginary Worlds: The Theory and History of Subcreation (2012), The Routledge Companion to Video Game Studies (forthcoming), Mister Rogers' Neighborhood (forthcoming), Video Games Around the World (forthcoming), and LEGO Studies: Examining the Building Blocks of a Transmedial Phenomenon (forthcoming) and two novels for which he has begun looking for an agent and publisher.  He is also founder and co-editor of the Landmark Video Game book series from University of Michigan Press.  He has been invited to speak in North America, Europe, Asia, and Second Life, and is on the advisory boards of Videotopia and the International Journal of Gaming and Computer-Mediated Simulations, and on several editorial boards including those of Games and Culture, The Journal of E-media Studies, and Mechademia: An Annual Forum for Anime, Manga and The Fan Arts.  He lives in Wisconsin with his wife Diane and his sons Michael, Christian, and Francis.  [mark.wolf@cuw.edu]

Building Imaginary Worlds: An Interview With Mark J. P. Wolf (Part Two)

There is a tendency for critics to dismiss sequels and prequels as being driven almost entirely by commercial motives. Yet, you show here that such structures have a much longer history. What does this history tell us about other motives that might drive such devices?

Sequels and prequels (and other kinds of sequence elements) are seen as commercially attractive in the first place only because there are other motives for wanting them to begin with; if not, then why would they be thought of as having commercial potential? I think the main reason for wanting them is the idea of returning for more visits to a world that you like, whether you are the audience or the author. That’s really the only reason there is; if you don’t like the world enough to want to go back, there’s no reason to make another work which is set there. One can experience the same work multiple times (as happens with works like Star Wars (1977) or The Lord of the Rings (1954-1955)), which may be rich enough in detail to require multiple visits in order to notice everything, but ultimately audiences will want new experiences within the same world.

Authors who world-build will often create a world to house the original story set there, but if they like world-building, they may go beyond the needs of the story, generating more and more of the world, eventually developing additional narratives set in the world, usually ones connected in some way to the original narrative. The same thing can happen with popular characters that people want to hear more about; a rather early sequel, the second part of Cervante’s Don Quixote (part one, 1605; part two, 1615), was written in response to the audience’s desire to read more of Quixote’s adventures, and particularly because a spurious sequel had appeared after the first volume was published (the spurious sequel is even mentioned within the second volume of Don Quixote, and is condemned by the characters as noncanonical).

So I think commercial potential can only exist if other motives already exist; although one could try to make a sequel to a failed work set in an unpopular world, such a work is also likely to be a commercial failure (even if it is better than the original, its success could actually be hurt by its association with the original, if the original is disliked enough).

You note throughout that world-building (and world-exploring on the part of the audience) can be an activity which is meaningful quite apart from its role in a particular story. There may well be films -- Avatar come to mind -- which are widely criticized for their stories but widely praised for their world-building, and there are certainly directors -- Tim Burton for example -- who consistently seem more interested in exploring worlds than in telling coherent stories. Why, then, do we tend to devalue world-building in favor of story-telling when we evaluate so many media and literary texts?

 In works set in the Primary world (which are arguably the dominant kind), world-building mainly exists to serve storytelling, not the other way around. Thus, world-building is seen as a background activity, something done not for its own sake, and something done only to the extent necessary for a story to be told. As such, most critics’ methods of analysis still center around story (and such things as character, dialogue, and events) as the way meaning is conveyed, and many are intolerant of anything that departs too far from the “realism” of the Primary world (Tolkien notes this when he points out how calling something “escapist” is considered by many as an insult, whereas he says this is confusing the “escape of the prisoner” with the “flight of the deserter”; but this is another issue altogether).

But, of course, character, dialogue, and events are not the only ways meaning is conveyed; only the most obvious ways.

A world’s default assumptions, which differ from the Primary world, can suggest new ways that something can be considered, and perhaps make an audience more aware of their own assumptions they normally take for granted. Just like encountering other cultures can help you become more aware of your own culture, and make you realize that there are other ways of doing things or other ways to live, imaginary worlds can comment on the Primary world through their differences, they can embody other ideas and philosophies, and convey meaning in a variety of ways beyond the traditional ways found in stories set in the Primary world.

But these effects are the most powerful when the worlds in question have a high degree of completeness and consistency, in order to be believable; when this is lacking, the world may be risk being rejected as too outlandish and merely silly. And enough worlds are that way, that critics may regard even good ones suspiciously. The popularity of The Lord of the Rings is still not understood by some literature faculty, and likewise, some critics of the Star Wars prequel trilogy wonder why the films were so popular.

Stories and Worlds are evaluated by different sets of criteria, and one cannot simply apply one to the other. Sometimes a story is only there to serve the purpose of providing a framework with which to experience a world, as is the case, I would argue in a movie like Titanic or a book like The Planiverse (1984). While we generally do not fault good stories which don’t involve much world-building (since one has the Primary world to fall back upon, when the author does not provide invention), worlds, even elaborate ones, are often faulted if they do not contain good stories.

Of course, a world is always more enjoyable if the stories set in it are good ones, but some stories are clearly vehicles to convey a vicarious experience of a world and nothing more; once this is realized, one can set aside narrative expectation and focus on the world for what it is. General audiences seem to be able to do this rather well, especially in cinema, where the experience of visiting a world is made vivid through concrete imagery and sound, or in literary genres like fantasy and science fiction. Now that worlds and world-building are more prominent in culture, and particularly in popular culture, and with the rise of media like video games in which the experiencing of a world can be done with little or no narrative, critical criteria may begin to change to recognize the merits of well-built worlds.

Given what we’ve said above, what might be the criteria by which we would evaluate a text based on its world-building capacity?

 Well, as I discuss in chapter three, one way to examine the depth to which a world has been built is to examine the degree to which its infrastructures (such as maps, timelines, genealogies, nature, cultures, languages, mythologies, and philosophies) have been developed, and the interconnections between these infrastructures (which involves examining their degree of invention, completeness, and consistency). The more developed a world is, with these criteria in mind, the more we have something which appears viable, and the more we can extrapolate a world’s logic to fill in missing details, making the world seem more complete than it actually is (a well-designed world makes it so easy to fill in missing details that we may do so without even consciously noticing that we are doing so).

And it is not simply a question of the quantity of details, but their quality as well; their aesthetics must be appealing, in one way or another (this does not always mean something is beautiful) and the ideas embodied within a world must be engaging as well. Good stories will still always help the enjoyment of a world, since vicarious experience relies on character identification to some degree; one can marvel at a work of world-building but not feel one is within a world; and one could argue that such vicarious experience need not be a criterion of greatness.

But most audiences will still want such experiences. When one looks at the worlds that have endured over the years, or have found great popularity, one will find many of these elements are usually present; although some excellent and well-built worlds, like those of Defontenay’s Star (1854) or Wright’s Islandia (1942) remain obscure despite their greatness, but will perhaps hopefully gain the respect they deserve, now that world-building is becoming more valued.

 As I am writing these questions, I just saw Pacific Rim. Here, the filmmaker sets himself a challenge in creating a totally new franchise in introducing the viewer into a fictional world and establishing its basic contours. In this case, of course, he is not creating in a vacuum, since he relies heavily on audience familiarity with conventions from Japanese popular media -- the Mecha and giant monster genres. Yet, it can still be challenging to make sense of what we are seeing on screen given the range of unfamiliar objects and creatures going at it at once. What might Pacific Rim teach us about the challenges of introducing new worlds to audiences?

While Pacific Rim does feature some futuristic cities and a single glimpse of a new planet (near the very end of the film), it is still mainly set in the Primary world (our world) and not all that far into the future, so the world-building that occurs is mainly on a more local level (like the Shatterdomes).  But as you say, there’s much in the way of new technologies and creatures appearing on-screen, combined with a rapid pace.  And I also found it interesting that the film was neither based on an existing franchise or constructed as a star vehicle; it seems to have been made and marketed strictly on its own merits (although special effects were highlighted as an audience draw).  Also, as you mention, most of what we need to learn to follow the story relies on established science fiction conventions, along with the film’s two new terms naming its combatants (Kaijus and Jaegers) literally defined up front.

So while I liked the fact that the film starts a new franchise, it seems as though doing so made the filmmakers (most likely, the producers) cautious to do anything too far removed from established conventions. As a result, the film has relatively little innovation and there seems to be little reason to see it a second time; everything seems clearly explained, leaving few, if any, unsolved enigmas.

While concentrating on making the story clear is fine, there could have been more extensions of the world beyond what was required to tell the story; there is not a lot of background detail and action that would warrant additional screenings, and very little world outside the activities surrounding the Kaijus and Jaegers themselves.  As the Star Wars films have shown, though developing and creating such additional background world material may raise the cost of a film, the richness that it adds to a world will make audiences want to return again, inviting speculation and perhaps even generating enigmas that need not be solved for the narrative to be complete.  The world of Pacific Rim, on the other hand, does not seem to extend far beyond the needs of the narrative.

 

Mark J. P. Wolf is a Professor in the Communication Department at Concordia University Wisconsin.  He has a B. A. (1990) in Film Production and an M. A. (1992) and Ph. D. (1995) in Critical Studies from the School of Cinema/Television (now renamed the School of Cinematic Arts) at the University of Southern California.  His books include Abstracting Reality: Art, Communication, and Cognition in the Digital Age (2000), The Medium of the Video Game (2001), Virtual Morality: Morals, Ethics, and New Media (2003), The Video Game Theory Reader (2003), The World of the D’ni: Myst and Riven (2006), The Video Game Explosion: A History from PONG to PlayStation and Beyond (2007), The Video Game Theory Reader 2 (2008), Before the Crash: An Anthology of Early Video Game History (2012), the two-volume Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming (2012), Building Imaginary Worlds: The Theory and History of Subcreation (2012), The Routledge Companion to Video Game Studies (forthcoming), Mister Rogers' Neighborhood (forthcoming), Video Games Around the World (forthcoming), and LEGO Studies: Examining the Building Blocks of a Transmedial Phenomenon (forthcoming) and two novels for which he has begun looking for an agent and publisher.  He is also founder and co-editor of the Landmark Video Game book series from University of Michigan Press.  He has been invited to speak in North America, Europe, Asia, and Second Life, and is on the advisory boards of Videotopia and the International Journal of Gaming and Computer-Mediated Simulations, and on several editorial boards including those of Games and Culture, The Journal of E-media Studies, and Mechademia: An Annual Forum for Anime, Manga and The Fan Arts.  He lives in Wisconsin with his wife Diane and his sons Michael, Christian, and Francis.  [mark.wolf@cuw.edu]

Raising Children in the Digital Age: An Interview with Lynn Scofield Clark (Part Three)

Your book is full of evocative phrases and concepts. One of my favorite is that of “emotional downsizing.” When and where does “emotional downsizing” occur and what does it tell us about the context in which contemporary parenting occurs?

I used the term "emotional downsizing" to talk about parental expectations regarding family life and how media fit into these expectations. This comes up in a specific example about a mother who talks about how she wishes that her family could do more activities together, but they don't due to the time pressures they face (the parents have demanding jobs and the teen and preteen children have school, activities, and for the younger child, time in child care rather than at home). The mother wished that they could engage in different kinds of activities together - like hiking or playing board games together - that would require them to be "unplugged." Yet sometimes, the pressures of everyday life meant that she needed to lower her expectations about what was realistic and possible. This is how "movie night," while not a preferred activity for this mom (and for many of the parents I interviewed), became nevertheless a positive instance of "family time." Doing something together, even if it's a less parentally approved activity, is still worthwhile and sometimes it's the best we can do in what can be an exhausting schedule of family life. Parents therefore lower their expectations of an "ideal" family activity, or engage in emotional downsizing, coming to see the up side of engaging in mediated activities together.

Incidentally I discovered after writing my book that I use this term in a way that differs from sociologist Arlie Hochschild's use of it, although I refer to her work on family life throughout my book (e.g., I use her term "emotion work" to talk about what parents go through when justifying the decisions they make in relation to emotions rather than rational decision-making). In her book The Time Bind, Hochschild uses the phrase "emotional downsizing" to refer to what happens when parents assume that their children need them less than they do, which is followed by "emotional outsourcing," or leaving children in the supervision of hired caregivers. I observed both of these, but I wanted to highlight how television, movies, YouTube sharing and other mediated leisure activities - often discussed as less desirable than other activities - come to be part of something that family members view positively as "family time."

At a time when many of us are writing about the values of “connected learning,” your book offers a “reality check.” What kinds of obstacles or challenges do you see in trying to create richer educational opportunities for youth through the informal learning sector or for connecting what takes place in the home with school-based learning?

That is a great question. U.S. families across the economic spectrum are so busy these days, whether that's due to work and activities in the best of situations, or due to the chronic health issues, doctor's visits, and inconvenient transportation and work schedules that tend to be part of the most challenging family experiences. I love the ideas involved in connected learning: the interest-powered, peer-supported, and academically oriented learning principles and the production-centered, openly networked, and shared purpose design principles. But I do see two key issues.

First, both parents and young people need to see how connected learning is in the interests of the young people themselves. This is obviously the point of developing case studies that demonstrate the effectiveness of learning in places like Quest2Learn and the Digital Youth Network. These will demonstrate that connected learning helps young people develop skills and literacies they will need to survive in education and beyond.

But secondly, both parents and young people need to see how connected learning is consistent with their goals as a family. How can programs of connected learning give parents opportunities to share their values and life experiences with their children? How can programs of connected learning help young people to feel that their experiences and perspectives are valued by their parents? Of course, connected learning isn't a "program" so much as an approach, but parents may need to see specific programs in order to recognize how it is that their child's school wants them to engage and will value their life experiences and familial goals in the process. I think that embracing a family-centric approach will move "connected learning" out of the headspace of "homework" or "youth after school activities" and into the space that I think the connected learning innovators want to go, which involves strengthening bridges between home and school life.

While the book is primarily descriptive of a range of different models of parenting in the digital age, you end with some normative advice about the ways parents might improve upon the quality of experiences they have with digital and mobile technologies. What philosophical commitments govern this advice for you?

I wanted to avoid giving very specific advice about hours spent in front of screens or with mobile devices. Instead, going back to your first question, I wanted parents to be able to think about the "parent app" that best fit their own situation and needs. For me, I think my primary philosophical commitments are to the inherent worth and dignity of every person and to the interconnectedness of all people and living beings of nature. I believe that we each need relationships of trust, mutuality, and compassion to survive, and we each have responsibilities to act in ways that foster those relationships. Maybe this is especially so in our primary relationships with our families. So I wanted to end the book with some suggestions rooted in the idea that all of us share a desire for meaningful relationships of mutuality and respect. I have a longer list in the conclusion, so here's the edited version:

1. Be clear and fair about expectations regarding digital and mobile media, but be willing to change as children grow older and their needs change 2. Model the behavior you want, which includes prioritizing time together 3. Let children take the lead in teaching you about their media lives

But I also didn't want to lose sight of the fact that for a lot of people, our experiences are related to and limited by not just what we can choose to do, but our cultural and social environment. So, I wanted to propose that collectively parents can work with others to shape an environment that better meets our desires for trust, mutuality, and compassion.

Thus, in relation to the bigger picture: 1. Change the situation for young people 2. Change the media to change the culture

As I write at the end of the book, the digital and mobile media that are so much a part of our lives may seem inevitable, but the particular forms they take and the organizational patterns governing the industries that make and distribute them are not. It is up to us to choose how these media will fit into our collective lives and how they will shape the lives of our children and families in the future.

 

Lynn Schofield Clark is Associate Professor, Director of the Estlow International Center for Journalism and New Media, and Interim Chair of the Media, Film, and Journalism Studies department at the University of Denver.  In addition to co-parenting two teens, she is author of The Parent App: Understanding Families in a Digital Age (Oxford U Press, 2012), From Angels to Aliens: Teenagers, the Media, and the Supernatural (Oxford U Press, 2005), and co-author with Stewart Hoover, Diane Alters, Joe Champ, and Lee Hood of Media, Home, and Family (Routledge, 2004).  She teaches qualitative research methods and journalism courses, and is currently involved in a community engaged youth participatory action study of news and story-sharing among high school aged recent immigrants to the U.S..

Raising Children in the Digital Age: An Interview with Lynn Scofield Clark (Part Two)

Another core theme running through the book has to do with different experiences and expectations about media depending on the economic class background of parents. How would you characterize those differences?

I describe two different ethics that guide family approaches to digital and mobile media: an ethic of respectful connectedness, and an ethic of expressive empowerment. I'm really building on a lot of work in sociology of the family in this area (see, e.g., Annette Lareau and Allison Pugh as well as Roger Silverstone, each of whom looks at how family economics shape everyday experiences). The term "ethic" is meant to signal that there are guiding principles that help parents and young people determine a course of action in relation to communication practices. I use the phrase "Ethic of expressive empowerment" to refer to those families that seek to use the media for education and self-development, and the phrase "Ethic of respectful connectedness" to refer to those families that want to use media in ways that honor parents and reinforce family and cultural ties.

The differences are most stark at the extremes. The ethic of expressive empowerment can lead parents to think of their children as in need of constant guidance and oversight. When parents assume that they need to ensure the most empowering activities and the most appropriate forms of expression for their children at all times, they can rather easily slip into using technologies for covert helicopter parenting.

On the other hand, parents who are very concerned about the ways that technology use might undermine respect for parents can be drawn to a sort of "tough love" approach, using their children's social networking accounts to engage in publicly humiliating their children as a means of demanding respect, or being quite restrictive and "strict" about technology use.

Most parents fall between these two extremes, but each approach seems in some ways related to class-based ways of thinking about risk and technology. Upper income families in my study worried that their child might miss some opportunity that would secure their ability to compete in the increasingly merciless economic environment, and this drives the desire to oversee appropriate uses of time spent with technologies (and hence also supports covert helicopter parenting). Lower income families worry about their children's futures as well, but because many in my study had experienced the failures of society's institutions, they place more trust in close relations - which is why undermining respect for one's closest family members can be so threatening (and why engaging in a "tough love" response of public humiliation or strong restrictions on technology seems appropriate).

I wanted to outline these different approaches not so much to tie one or another specifically to class, but to highlight the idea that not all families have the same concerns about how technologies are playing a role in the lives of their young people. I think that many of us in education tend to embrace an ethic of expressive empowerment and so we see the positive potential in technologies. But I wanted offer some clues as to how counselors, educators, and parent advocates might discuss technology and its risks in family life in relation to differing ethics that frame a family's course of action.

You try to challenge and complicate prevailing myths about cyber-bullying. What advice do you have for parents who are concerned that their children may be being bullied?

First of all, parents need to resist the urge to jump in and "save" the child. Ultimately, our goal as parents is to raise children who have resilience. We parents need to see ourselves as resources who can help our children solve their own problems. We do this when we talk with them about different strategies of response and tell our own stories of how we respond when we feel bullied or harassed.

Of course, some incidents escalate beyond what a young person might be able to address on his or her own.

I've been doing another study specifically on cyberbullying among teens, and one of the things I've found is that teens don't like the term "cyberbullying." "That's what happens to younger kids," as several high school students told me. They prefer the term cyberharrassment, which suggests the seriousness of the issue.

And so I also really like Common Sense Media's approach to cyberbullying and in my book I echo what they suggest. It's important for parents to encourage their children to stand up, not just stand by when they witness such harassment, and it's equally important for those who are victimized to seek sources of support so that they are standing with others in response to the perpetrator.

You acknowledge throughout the book that some of your findings push against your own values as a parent. What would be some examples where you were forced to question your own assumptions about good parenting?

Even though I think of myself as someone who loves to spend time with my children, writing this book made me realize that this often comes into conflict with my sense that part of being a good parent is balancing work and home life appropriately. When it comes to children, there's really no balancing or multitasking, there's just the attention you can focus on one thing or another at any given time. In other words, if I really want to spend time with my children, I've got to put away my laptop and phone. And I've also decided to be much more intentional about spending time doing media-related things with them. Fortunately, we all like the Just Dance 2 DVD we received from a grandparent over the holidays!

In your discussion of teen’s online play with identity, you introduce the concept of “interpretive reproduction.” Can you explain this concept and discuss what it helps us to see about teen’s strategies for using social media?

Sociologist William Corsaro introduces the term "interpretive reproduction" as a way of challenging our tendency as adults to think about children in terms of "socialization," or in terms of what they will become in the future rather than in relation to what they are doing presently. The term "interpretive reproduction" describes the process that young people go through as they interpret and then innovate as participants in society. They're not just internalizing and absorbing culture; they're actively contributing to how it is changing, even as they're doing so in relation to existing social processes. I used this term as I was trying to sort out what was "new" about the context of digital and mobile media in teen identity work, and what was pretty consistent with the way teens had been engaging in identity work for a long time.

I think the term helps to remind parents that parenting is a process that involves not only parental intentions but also the creativities of young people as they respond to their environments. As parents it's easy to feel nervous about the fact that we can't control a lot of what happens in new media environments. I think it's helpful for parents to look for patterns that relate to what came before, so that we can see that young people are using these new media to address needs that have remained remarkably similar from their generation to ours. At the same time, for sociologists interested in the role of media in social change, it's important to see that the innovations of young people do matter. They are contributors to culture, which is why it's important to look at their practices not just in relation to parental intentions but also in relation to how the collective uses of technologies among all generations are changing our social lives.

 Lynn Schofield Clark is Associate Professor, Director of the Estlow International Center for Journalism and New Media, and Interim Chair of the Media, Film, and Journalism Studies department at the University of Denver.  In addition to co-parenting two teens, she is author of The Parent App: Understanding Families in a Digital Age (Oxford U Press, 2012), From Angels to Aliens: Teenagers, the Media, and the Supernatural (Oxford U Press, 2005), and co-author with Stewart Hoover, Diane Alters, Joe Champ, and Lee Hood of Media, Home, and Family (Routledge, 2004).  She teaches qualitative research methods and journalism courses, and is currently involved in a community engaged youth participatory action study of news and story-sharing among high school aged recent immigrants to the U.S..

Raising Children in the Digital Age: An Interview with Lynn Schofield Clark (Part One)

A few posts back, I shared with you my interview with art historian Amy F. Ogata, author of Designing the Creative Child: Playthings and Places in Midcentury America. Ogata was nice enough to discuss with me her thoughts on the ways contemporary ideas about the digital child might have been informed by the thinking of the postwar era. Today, I want to push us to think even further about the nature of childhood and parenting in the digital age. My interviewee is Lynn Scofield Clark, author of the 2013 book, The Parent App: Understanding Families in the Digital Age. The Parent App builds upon a rich tradition of work on the intersection of media and the family, going back to early work in this space by writers such as James Lull, Roger Silverstone, and Ellen Seiter, as well as more recent work by scholars such as Sonia Livingstone in the UK or the Digital Youth Project in the United States. Clark is clearly familiar with this literature,  but she also pushes well beyond it -- not simply because of her central focus on digital and mobile technologies, but also because she is so attentive to the shifting conditions -- economic, social, technological -- which impact the lives of American families today. There is an admirable balance here between the broad view -- an account of significant shifts in the relations between work and family -- and a more focused attention to the specific narratives of the individual families she describes.

She has a particularly nuanced concern for notions of class, as they operate on much more ambiguous terms in Amercan culture than in the British tradition that informs her work. She helps us to understand how the choices which parents make about their children's access and use of new media technologies are strongly shaped by class -- in the literal sense, in terms of access to technologies, time, space, and cultural capital  and in the more figurative sense, in terms of very different ideologies of parenting that determine what value families attach to different kinds of activities within and beyond the home.

She is a gifted ethnographic storyteller: each segment offers a vivid portrait of the people involved, the choices they are making, the impact of the those choices on their lives, and the contexts within which these choices get made.  She does an admirable job here at moving between descriptive and normative agendas, being clear about her own stakes as a mother in researching and understanding how decisions get made about media in the context of family lives.  She makes it clear that some of the choices parents make clash with her own norms and expectations as a mother, but she looks at each of her subjects with sufficient sympathy and empathy that she can explain why these choices make sense to them, and she also observes that stricter regulation does not always result in estrangement between parents and children.

All told, this is important work, especially at a time when a growing number of scholars in the Digital Media and Learning field are seeking to understand the learning ecology -- the ways that informal and participatory learning opportunities outside of school may become part of a "connected learning" system that supports children's educational growth. She clearly understands the stakes behind this work, but she also brings a healthy dose of realism to the conversation, noting that even middle class parents who may buy into the ideology of participatory learning often do not devote much time to enhancing or contributing to these kinds of opportunities for their off-spring. She also offers us some insights into why lower income families suffer from diminished opportunities -- not simply because of constraints on resources, but also due to hostility from others in their immediate environment towards certain goals or norms  they might associate with social striving and upward mobility. Clark finds that even professional, college education, upper middle class parents often lack the skills and knowledge to meaningfully mentor their sons and daughters about their online lives; she finds that even in close families youth often involve themselves in activities behind their parent's backs, circumventing rules designed to protect them from exposure to risks. She suggests that parents still look upon their relationship to new media primarily in terms of regulating exposure, limiting time, and managing risks, much more than creating and sustaining opportunities.

What do you mean here by “parent app?” How does the title speak to parents' expectations about the ways that digital and mobile media devices are impacting their relationship with their children?

I used the phrase "the parent app" in a tongue-in-cheek way, as in, "wouldn't it be wonderful if there were an app that could provide parents with an answer to every possible dilemma that emerges in relation to parenting and technology?!"

The title also plays with the film title, "The Parent Trap," in that I found that parents do often feel trapped, or at least overwhelmed, by the fact that they think that their children are growing up in a digital culture that they may not fully understand and to which they think they have limited access. This parental anxiety drives us as parents to want some neat-and-tidy way to address technologies in family life. So, I used the title to signal that mine *wasn't* going to be a straightforward "advice" book, because I really believe that every parenting situation is unique and therefore I think it would be impossible to create such a book, let alone an app, that would address what is a constantly changing situation.

What I wanted to create was a book that was more like the kinds of conversations I participate in with parents and, less officially, with research friends, when we share stories and try to make sense of what they mean for our unique situations and dilemmas. So, the book itself is very story-driven in terms of its approach. My hope is that the stories help parents consider their own situations and to then build our own "apps."

Throughout the book, you are attentive not only to what teens and adults say about their relations to and through these media, but also the contexts in which your interviews were conducted. In what ways did both teens and parents use the interview process to deliver messages to other family members?

We all live in such busy times that in U.S. families, it's pretty easy to focus on the immediacies in our conversations with one another. The interviews for this book gave parents and young people a chance to sit together and discuss something important, and that in itself often made for a positive experience. The interview experience allowed parents to reinforce the message of how important it is to value the time we can spend listening to one another. Of course, this means that the parents who feel "too busy" to talk with their children didn't participate in the interviews, and I believe that this skewed the sample somewhat. But it also gave the study a chance to explore what happens when those families that do prioritize being together actually focus attention on the sometimes-contentious issues that arise in relation to digital and mobile media.

Risk is a central theme running through the book. How do parents and youth understand the “risks” of networked communications in different ways? Why are we as a culture so often pre-occupied by these risks and so often disinterested in the potential value of teens online lives?

In the U.S. we live in a culture of fear, as sociologist Barry Glassner has argued. In my book I discuss the role that the news media have played in relation to appealing to this fear, which in turn contributes to our sense of risk. TV news in particular highlights unusual yet poignant occurrences that their viewers will find troubling - they have to do this because they need to appeal to the lucrative audience of young parents in the 25 - 40 age category in order to stay on the air. So stories about children and Internet-related concerns, while important, receive attention that tends to magnify the sense of risk in a manner that's disproportionate to the actual risk.

I found that even though parents and teens voiced many of the same fears about potential risks that you see in the news, young people in their teens and preteens tended to recognize and know how to avoid the most-publicized risks, such as predators and encounters with strangers. The preteens and teens in my study were concerned about risks that they related to identity: what you might call dissing, drama, and disregard (or being ignored). This is consistent with a lot of research that's been done by Pew Internet & Microsoft's danah boyd (who spoke of "drama" as a word teens prefer to describe what adults might call cyberbullying).

I think you're right, Henry, that many parents are pre-occupied with potential risks and less interested than they might be in the value of their teens' online experiences. Parents tend to see safety as their first order of business, so I guess that orientation isn't surprising. Yet as digital and mobile media become more integrated into family life, parents are coming to see the benefits of such media, particularly in relation to parental goals of enhancing family connection in a time that's characterized by our sense that we're busier than ever.

Lynn Schofield Clark is Associate Professor, Director of the Estlow International Center for Journalism and New Media, and Interim Chair of the Media, Film, and Journalism Studies department at the University of Denver.  In addition to co-parenting two teens, she is author of The Parent App: Understanding Families in a Digital Age (Oxford U Press, 2012), From Angels to Aliens: Teenagers, the Media, and the Supernatural (Oxford U Press, 2005), and co-author with Stewart Hoover, Diane Alters, Joe Champ, and Lee Hood of Media, Home, and Family (Routledge, 2004).  She teaches qualitative research methods and journalism courses, and is currently involved in a community engaged youth participatory action study of news and story-sharing among high school aged recent immigrants to the U.S..

The "Creative Child" Meets The "Digital Native": An Interview with Amy F. Ogata (Part Two)

You write extensively in the book about the design of playrooms, suggesting that there is a shift in terms of children’s access to physical space within the home during this period. What factors led to the shift and what were the prevailing ideas about the design of play spaces for children? 4538061203_6093781c4a_z

Yes, I spent a lot of time thinking not only about playrooms and playhouses of the domestic sphere, but also public schools and museums. In the single-family dwelling, the shift I am trying to trace is the growing belief that children, whose numbers exploded in the U.S. after World War II, needed their own spaces and that these were not just utilitarian leftover spaces but rather specially designed to promote their imaginations. In architect-designed houses, there were often playrooms on the plans. Even in builder houses, there were special places indicated for children's activities. One of the main ideas was that children should have "correctly" outfitted spaces. The American Toy Institute commissioned a series of model playrooms to house numerous toys and make playing indoors attractive. Others, such as the anthropologist Margaret Mead argued that children should be left alone in their bedrooms to think and develop their own ideas. Isolation is one of the themes but proximity to the rest of the family, especially the mother, is also written into some of these houses. And the making of a "creative" home environment was stated in magazines and guidebooks as an expectation of postwar parents.

As you note, there was a dramatic increase in the number of children’s museums across this period, as well as a changing philosophy about what forms of creative engagement such museums should support. What has been the lasting impact of these ideas on current museum practices?

The form children's museums take today is, in part, a result of the enduring notion that the sensory encounter of objects will enhance learning and stimulate new thoughts. Children's museums as a type were not new, but they did increase very quickly during the Baby Boom. And while early museums emphasized nature study, their postwar versions were more likely to ask the child to experience something, whether it was being under a city street or climbing through a giant molecule. In the case of the Exploratorium, which was never specifically a children's museum but engaged lots of children, visitors were encouraged to experiment with perception. Several museums I discuss look very different today--the Exploratorium, for example, has just moved to a new facility--they now attract a much younger child than museums in the 60s and 70s, and many of the exhibits are less open-ended or they go straight for entertainment, emphasizing dramatic play over, say, studying waves in a ripple tank. I think the most long-lasting aspect is the general belief that children should be active in the museum space.

It seems to me that some contemporary efforts to develop alternative kinds of spaces for children and youth still owe a great deal to the design approaches of this era. I was hoping I might get you to comment on what someone from the 1960s would recognize or find strange about two contemporary educational spaces for children? The first is the YouMedia Center at the Chicago Public Library

Sounds like a great space and in some ways it resembles the kinds of open school ideas of the late 60s and 70s. In that age, the push for large open spaces and team teaching was promoted as an answer to a teacher shortage, and to enable use of "teaching machines" and media (in that day it was film, television and sound recording), and a way of engaging children in hands-on projects, like producing TV shows for their schools. While architects thought that the spaces they created would ensure that teachers and students behaved in certain ways--smaller classrooms would encourage small group instruction, larger spaces might promote collaborative projects, moveable furniture would lead to flexible spaces--however, that didn't necessarily happen. YouMedia is obviously not a space where core subjects are taught on a daily basis, but instead is an auxiliary space for exploration after school, perhaps more like the Exploratorium or the Brooklyn Children's Museum as it was a long time ago. There, children and teens could operate machines, mix soils in a greenhouse, graffiti a concrete wall, or retreat to read in a library housed in a leftover gas tank.

The second is the Los Feliz Charter School for the Arts. Again, what commonalities and differences do you see between the ideal creative spaces of the 1960s and this school? images

This is another great example of the ways that progressive educational ideas are resurgent, however, this is a charter school with access to the kind of private funding that is not available to regular public schools that depend on tax revenue. The schools I discuss were all publically funded (some were in extremely wealthy neighborhoods and others in poor rural areas) and aimed to accomplish some (but certainly not all) of these same learning objectives. Many of them were small and have been changed over the years. It seems that the Los Feliz school has tried to use space to encourage curricular outcomes. Like some schools in the postwar era they have given over far more teaching space to projects like art, music and drama. Increasingly these are the subjects that are getting squeezed out of the public school day by constant budget cuts, emphasis on standardized testing, and in places like New York City, by demands on limited space. The sentiment that one teacher in this video conveys--that they are not trying to turn out artists but rather confident, well-balanced people--echoes exactly the discourse on creativity in the postwar years. The notion that creativity is a lifelong benefit that will eventually help children become competitive in the workplace has also found its way to college campuses. I don't mean to sound skeptical of creativity itself (I am an art historian!), but I think that the schemes we adopt to instrumentalize it reveal that we lionize creativity as a cultural myth at moments when we feel insecure.

Amy F. Ogata is associate professor at the Bard Graduate Center: Decorative Arts, Design History, Material Culture in New York City. She is the author of Art Nouveau and the Social Vision of Living. Her new book, Designing the Creative Child: Playthings and Places in Midcentury America was recently published by the University of Minnesota Press.

The "Creative Child" Meets the "Digital Native": An Interview with Amy Ogata (Part One)

  51LVprpXZ3L

The Post-War American family turns out to have been a much more complex phenomenon than our stereotypical images of Leave It To Beaver might suggest. The Baby Boom generation, invested in critiquing the values of their parents, left us with an image of the era which is highly conservative, ideologically repressive, emotionally sterile, and materialistic -- there's some truth to these cliches, of course, but there was much more going on. In particular, there was an attempt, coming out of the Second World War, to embrace a conscious project of designing and developing a new generation which would be free of the prejudices of the old, which would be capable of confronting global problems and making intelligent decisions about the Bomb, which would be democratic to its core and thus resistant to future Hitlers, and above all, which would be free of inhibitions which might block their most creative and expressive instincts.

I've long been fascinated by this period but rarely have I seen it written about with the depth and insights that Amy F. Ogata brings to her new book, Designing the Creative Child: Playthings and Places in Midcentury America. Ogata brings a design/art history perspective to bear on the period, telling us more about the ways that ideas about children as expressive beings helped to inform the design of toys, playspaces, schools, libraries, museums, and other public institutions, and beyond that, she offers some glimpses in how these ideas about creativity helped to shape children's books, television, and other popular culture texts. I came to the book for the insights that it might give us into the children's media of the 1950s and 1960s, but I left with a much more immediate sense of how a deeper understanding of how ideas about childhood during that period might speak to our present concerns. As I wrote as a blurb for the book:

At a time when the news media is again concerned about a crisis in American creativity, schools are cutting funding for arts education, major foundations are modeling ways that students and teachers might 'play' with new media, and museums worry about declining youth attendance, Designing the Creative Child makes an important intervention, reminding us that these debates build on a much longer history of efforts to support and enhance the creative development of American youth. I admire this fascinating, multidisciplinary account, which couples close attention to the design of everyday cultural materials with an awareness of the debates in educational theory, public policy, children's literature, and abstract art that informed them.

So, the following interview is designed to explore those points of intersection between the "creative child" as imagined in the post-war period and the "digital native" as conceived in the early 21st century. As a careful historian, Ogata was careful to make some nuanced distinctions between the two, yet she was open to exploring the ways that these older concepts about childhood might still be informing some of our current discussions about digital media and learning.

You open the book with a quote from Arnold Gesell who writes that “by nature” the child was “a creative artist of sorts....We may well be amazed at his resourcefulness, his extraordinary capacity for original activity, inventions and discovery.” This formulation reminds me of contemporary formulations of children as “digital natives” who "naturally" know how to navigate the online world. What do you see as some cornerstones of this belief in the “creative” child? Is the goal for adults to facilitate and support this creativity or to get out of the way and avoid stiffling it?

This is an interesting analogy and one I had not considered. Gesell is articulating a sense of surprise and admiration, and it resembles how we speak about children navigating digital devices. What the concepts of the "creative child" and the "digital native" share is an essentialist belief that children are somehow "naturally" inclined toward certain expressions or activities, and it is very hard to support these kinds of overwhelming generalities. Moreover, while we might praise the "naive" and untutored, behind these sentiments I also detect both a patronizing quality and a sense of loss or regret on the part of the adult. The idea of the creative child is one invented by adults and, as I argue, it serves many different interests, from toy manufacturers to art museums, Cold War ideologues to serious scientists.

The cornerstone of the idea of the creative child is that he or she possesses "natural" insight that comes out in play. Another related belief is that childhood creativity is a fleeting quality that has the potential to provide future gains for the child, her parents, and the nation. Because the idea of nurturing creativity in children was so widespread (and such a big business) after World War II, we tend to understand children's creativity in limited, usually positive terms and we expect it to take certain forms. This, perhaps, is where the creative child and digital native part ways, given the lingering popular suspicion around children and the digital environment (the belief that kids might get themselves or others in trouble). In the historical case I outline, it is a parent's responsibility to facilitate a child's creativity by providing toys, amusements, and spaces for play. But the public was also invested in some of these notions, evident in new public schools, spaces for exploration such as museums, and in art education programs.

What connection existed between the ideal of the creative, expressive child and the growing consumer culture of the post-war period? What kinds of products were able to attach themselves to this particular construction of childhood?

The consumer dimension was a powerful one and has become even more so today. It's hard to escape the rhetoric of creativity if you're shopping for toys or games, or other things like clothing and schools. The child's block, the cardboard box, and crayons were some of the most romanticized and widely prescribed amusements of the postwar age. In addition there were some objects, created by architects and designers, which were deliberately arty and were sold specifically as creativity toys.

magnet_master_01

Magnet Master was a magnetic building toy designed by Arthur Carrara and developed as a product of the Walker Art Center. There were no instructions or diagrams because, the museum reasoned, children didn't need them and would do better on their own. The Philadelphia architect Anne Tyng developed a building toy she attempted to market under the idea of stimulating children to build and explore. Charles and Ray Eames's 1950s paper toys were similar but used different materials and were more widely available and for a longer time. But other products, once so ubiquitous, have now completely disappeared. The simple indoor fabric playhouse that draped over a card table is gone, in part because people no longer have those standard-sized card tables.

To what degree was the ideal of the creative child bound up with particular experiences of class, race, and gender? This is, was the expressive child more likely to be middle class, white and male, or did these writers offer a more multicultural understanding of what constituted creativity?

CPlaythings1The figure of the creative child in this historical era is extremely middle class, but not exclusively male and not exclusively white. In the early 1950s, white children are implied in the toy ads and housing schemes, by the early 60s, this is still dominant but less so. Creative Playthings placed ads in Ebony, for example, and the Brooklyn Children's Museum's 1970 renovation was very much designed with the local Crown Heights neighborhood in mind. The creative child is a construction that aims to overlook difference while simultaneously selling exclusivity. This is one of the paradoxes of the idea. Creativity is described as something that all children are supposed to possess "naturally," but at the same time parents and teachers are told that it needs careful tending and stimulation, usually through specific kinds of toys and materials.

What role did television play in promoting and supporting this concept of childhood creativity?

 

 

Television was of course a central force for the representation of childhood in postwar America and had a role to play in helping to create the specific figure of the creative child. I spend most of my book describing material and spatial forms that do this work, but there are several programs that also had an important role in the making of the idea. Winky Dink, which asked the child to "finish" the story by drawing on a special screen affixed to the TV itself, is an obvious example for harnessing the child's agency, but the character who, I think, best represents the image of the postwar creative child is Gumby.

Gumby's energy and imagination are represented in the many physical forms he takes, and the way he and his sidekick Pokey move in and out of stories, eras, and places. His exuberant inquisitiveness sometimes brings havoc upon himself and his family, but this is of course resolved before the end of the program. The way creativity is constructed on television and in children's books emphasizes the positive and tends toward happy endings.

Often, across the book, it seems that children’s imaginations are linked to various forms of abstraction. What was the relationship between childhood and the modern art world during this period?

You are right about this. Abstraction is one of the recurring motifs of the designed objects and spaces I discuss. Frank Caplan, who was one of the founders of Creative Playthings, believed that undefined shapes and unpainted forms would help to stimulate a child's imagination. The company sought out artists to design toys and playgrounds to enhance their business and for cognitive developmental reasons, but also because they were genuinely interested in the links between modern art and design and objects for children; they collaborated several times with the Museum of Modern Art. This occurred at a time when abstract painting and sculpture was gaining prestige in both the U.S. and Europe, and had a propagandistic role in the Cold War. However, the twinning of abstraction and a child's imagination (evident in forms like children's drawings) is an older idea. Early twentieth-century European modernists deeply admired the representational strategies of children's art. This notion comes back with new vigor in the "Creative Art" education curriculum that asked pupils to express their experiences rather than copy models. There was, then, a demand placed on children to be creative, and often abstract.

 Amy F. Ogata is associate professor at the Bard Graduate Center: Decorative Arts, Design History, Material Culture in New York City. She is the author of Art Nouveau and the Social Vision of Living. Her new book, Designing the Creative Child: Playthings and Places in Midcentury America was recently published by the University of Minnesota Press.

Bastard Culture!: An Interview with Mirko Tobias Schäfer (Part Two)

Your more recent work on Twitter has deployed the concept of a gift economy, building off some of the ideas in our original white paper on Spreadible Media. How are you defining gift economy? Why is this appropriate for talking about digital media? How do contemporary forms of gift economies in the context of capitalism differ from more classical understandings of this context?

It is less the 'economy' in gift economy than the 'gift' that interests us. The gift as a 'public recognition'. And this initial public recognition with the intention of more exchanges in the future, is a key aspect in gift economies as Boris Malinowski has pointed out. Together with my colleagues Johannes Paßmann and Thomas Boeschoten we looked into Twitter data to retrieve patterns of communication (The Gift of the Gab. Retweet Cartels and Gift Economies on Twitter). When investigating two samples, the MP's of Dutch parliament and the German top Twitter accounts, we noticed clusters of users who were retweeting each other frequently, so called retweet-cartells, similar to citation-cartels in academia. We argue that the retweet equals a 'public recognition' and it can serve as an 'opening gift' with the intention to receive retweets in return.

What does the notion of the gift economy help us to see when we look at patterns in how content travels through Twitter?

We explicitly refer to your recent work on spreadable media where you employ the notion of gift economy to explain spreadability. We agree with you that this concept provides more plausible explanations for the distribution of online content than the notion of 'viral distribution'. The retweet, the repin, the favourite are intrinsically related to attention. However, they are 'cheap' gifts as they are abundant. But such a gift can gain more value through the status of the user retweeting a less popular account and hence drawing attention to it. Therefore it is unsurprising that we find politicians mostly retweeting their own party members. Members of the Favstar scene frequently retweet accounts that are equally popular. They form a retweet cartell, very similar to academic citation-cartels. However, when we look at the @replies within our sample of Dutch MP's we can see that they do not limit their communication to their own party members but with colleagues from all parties. Therefore, we conclude that if attention is drawn to messages through retweeting, users become selective in whom to award the 'gift' of a retweet.

I do not know how Paßmann and Boeschoten feel about it, but I would not necessarily stick to the strict economic understanding of the 'gift economy'. I think it will prove even more useful to adapt the term. It is most likely a feature of stimulating communication and connection. With communication, I mean ephemeral communication, not conversations. The 'gift' is important to fuel initial contact making. Features as the retweet, the favourite, the repin, the +1 etc. are the grease of initial social interaction on large platforms. They facilitate low threshold communication; communication is the wrong word, and even contact is not covering it. It is something between a mere ping, recognition and contact. But it is crucial to enable interaction of users and spreadability of content in social media.

Your research is interesting for the ways that it combines large-scale/quantiative “sentiment analysis” tools with more qualitative use of cultural theory. Does this reflect different skill sets within the team of researchers? Are there any insights you’d like to share about mixed methods research growing out of this project?

I'm teaching at a media studies department within the Utrecht University humanities faculty, where usually qualitative research methods are paramount. But researching new media where any user activity produces data that can be analyzed stimulates to employ those data for research. These digital methods -as Richard Rogers has dubbed them- are invaluable expansion of our tool set. In the meantime many applications are available and many more are underway. Commercial platforms provide tools, but also the two main pioneering groups in this area, Manovich's Cultural Analytics  and Roger's Digital Methods Initiative  provide handy tools on their websites. For our Utrecht Data School  we teamed up with Buzzcapture  as a technological partner that supports our research actively with tools for data aggregation and social media data analysis. We conduct research concerning specific questions for our partners from public administrations, NGO's and corporations. However, we take the liberty of asking different questions than the partners posed, or approach things from different angle.

I can see that student teams quickly develop a sort of division of labor, where scraping of data, working in spreadsheets, visualizing data and networks are carried out by different members of a team. We try to prevent this as far as possible, because we want all students to be involved in the entire process of the research project from scraping the data, cleaning up the data and preparing them for analysis and visualization to interpretation and contextualization. However, this is not easy, as there are indeed many specific tasks that require specialized knowledge and skills.

This work is inherently interdisciplinary. Software developers, computer scientists, data scientists, statisticians and also data journalists are great to team up with for different research projects. We frequently invite colleagues from very different areas to participate in the Utrecht Data School, either through directly contributing to a project or to teach students.

To the humanities researcher this development is exciting for two reasons: data analysis and visualization produces new insights in the online phenomena we are investigating. But through conducting these tools and methods we learn also about their role in epistemic processes. Our knowledge society increasingly thrives on computed results and automated information processing. The computer generated infographics appear persuasively convincing. It is therefore important to develop literacy that allows us to use the tools but also to be informed about their limitations and their persuasive effect. In view of your concerns about techno-determinism -which I share- I want to emphasize that we deliberately want them to develop critical understanding for the role of information technology in our epistemic processes.

We also want them to experience how unstable, how experimental and exploratory our research activities are. Although we think the results are often compelling, we want to keep up a healthy skepticism and remain open for doing things differently. We are also aware that we are in a data-rich environment, but that unfortunately research can appear analysis-poor. And I think it is necessary for the emerging 'digital humanities' to make this skepticism an inherent part of their use of information technology.

Mirko Tobias Schäfer is assistant professor of new media and digital culture at the University of Utrecht (Netherlands) and research fellow at Vienna University of Applied Arts. He blogs at www.mtschaefer.net.

Bastard Culture!: An Interview with Mirko Tobias Schäfer (Part One)

It says something about the compartmentalization of academic culture that I only belatedly discovered Mirko Tobias Schäfer's Bastard Culture!: How User Participation Transforms Cultural Production (published by Amsterdam University Press in 2011) -- a work which poses some important critiques of the concept of participatory culture, especially as it relates to recent developments around Web 2.0 and social media. Schäfer, based in the Netherlands, represents an important tradition of critical theory about new media which has emerged most emphatically from Europe and which should be better known among those of us working within the United States. As we discuss here, he is especially interested in the ways that technological designs constrain or limit our participation, rendering it less meaningful, commodifying it, in ways that run directly counter to the explicit rhetoric about expanding participation and empowering users. Read closely, Schäfer's work still embraces the value of democratic participation, yet he wants to hold companies, and scholars, to a high standard in terms of what constitutes meaningful forms of participation, and he is eager to push us beyond the first wave of enthusiastic response to these new affordances in order to look more closely and critically about how they are actually used. As my interview here suggests, there are points of disagreement between us, but there is also much common ground to be explored, and there is an urgent need for researchers from different critical and disciplinary perspectives to be working together to refine our understanding of the current media landscape. I had the pleasure of sitting down with Mirko at the recent Media in Transition conference at MIT and look forward to many future exchanges.

Having last week featured an interview with the editors of The Participatory Culture Handbook, I want to continue this focus on new theories of  participation by sharing this recent exchange I had with Schäfer.  I have come away with an even deeper respect and admiration for Schäfer's nuanced critique of digital participation. The first installments of this interview involve looking backward to his Bastard Culture book, exploring the convergences and divergences in our thinking, and reflecting on how the debates around digital media have shifted since 2011. The closing segment shares more recent work Schäfer and his colleagues at Utrecht University have been doing using "big data" processes (in combination with more qualitative approaches) to better understand the kinds of social relations that are taking shape on Twitter.

The title of your book, “Bastard Culture,” is meant to suggest the ways that the worlds of users and producers, consumers and corporations, are “intertwined” or “blended” in the era of Web 2.0. I suspect we would agree that understanding the relations between these terms remains a central challenge in contemporary cultural theory. The goal is, as you suggest, to “provide an analysis that is not blurred by either utopian or cultural pessimistic assumptions.” Are we any closer to developing such an analysis today than we were when you first published Bastard Culture? If so, which contemporary accounts do you think help us to achieve this more balanced perspective?

It was indeed my goal to point out the general heterogeneity of online culture as well as to deconstruct the overly enthusiastic connotation of participation. Especially in academic discourse the unconditional enthusiasm for the so-called social media has cooled down by now. We can see important contributions criticizing social media platforms for their lack of cultural freedom (e.g. strict content monitoring), breach of privacy and their commercial use of user activities and user data.

I like to distinguish this critique in three general approaches, which separately focus on a) free labour, b) privacy issues and c) the public sphere quality of social media.

Drawing from Marxist theory these authors -among others Trebor Scholz, Mark Andrejewich, Christian Fuchs and partially Geert Lovink- criticize social media platforms for generating an unacknowledged surplus value from user activities and for determining effectively the scope of user activities in order to maximize commercial results. Scholz's programmatic publication The Internet as Playground and as Factory is a strong example of this approach.

The strict regulations imposed by platform providers in combination with excessive data aggregation on users and their online activities sparked criticism concerning the lack of privacy by Michael Zimmer, Christian Fuchs and others. The general threat of surveillance -exerted by state authorities- has been convincingly addressed and criticized by Ronald Deibert, Evgeny Morozov, Wendy Chun, Jonathan Zittrain and others.

The public quality of interaction and communication on social media platforms has been described by Stefan Münker as “emerging digital publics”. Framing social media as a public sphere is not highly developed, but it provides in my opinion the most intriguing approach to understanding social media platforms and their impact on society.

Yes, I think we have made some progress in describing media practices more accurately and to give up on media myths that constituted the legend of new media as emancipating users. And this plays even out in the realm of the more general public. In Germany, the Frankfurter Allgemeine Zeitung -a conservative/market-liberal newspaper- calls for a society-wide debate on technology and provides a platform for members of Computer Chaos Club to criticize technocratic policies and short-sighted understanding of technology and media. Evgeny Morozov is also doing an excellent job with his crusade against techno-populism; or think of Jaron Laniers superb critique of imprudent media use and hasty enthusiasm. It is absolutely crucial to have these debates within the popular discourse, as it is the popular discourse that shapes the general understanding of technology. That is why I have tremendous respect for scholars who are able to reach out to general audiences and to translate complex issues in accessible language.

As you note, participation has become an increasingly problematic word that is used by many different people in support of many different and often contradictory claims about the relationship between new media technologies and consumer empowerment. What steps can we make to reclaim participatory culture as a productive category for cultural analysis?

My objective was to deconstruct the ideological connotation as well as the emotional charge of 'participation'. Recently, we can see a similar problem with the metaphor 'social media'. It fuels a misunderstanding of media and media practices and it structurally obscure the agency of technology (the back-end as well as the user interface), power structures and economic factors.

In my opinion, it would be already helpful to pay close attention to the language we use to describe media and media practices. Many scholars can easily identify with emancipation, anti-hegemonic attitude and political activism. However, in our enthusiasm we tend to overestimate certain practices and misrepresent media use. We have therefore to take off our blinkers. I often tell my students, that if you really like your object of research, the chance is high for making mistakes and for neglecting important facts that would distort your picture.

That's funny. I tell my students that when you start from too critical perspective, it will be easy to flatten or simplify the phenomenon you are studying, to not look very deeply for redeeming or contradictory features, and to not take seriously what the activity might mean for those who embrace it.

Of course I agree. Being too critical is just as distorting as being too enthusiastic. What is needed is curious interest and willingness to get to the bottom of things, even if it will change your previous view of them. And research methods provide useful ways to do so.

'Participatory culture' can serve as productive category for cultural analysis if scholars distance themselves from their personal appreciation of media practices that might be close to their hearts but not necessarily representative for online culture. This would help to recognize the heterogeneity of the phenomenon we call participation as well as the ambiguity of technology. Taking technological aspects thoroughly into account, using 'digital methods' and putting case examples into perspective of the broader picture will help to do so.

The forms of participation which interest me the most are explicit participation -- that is, places where people are making conscious decisions to create media or otherwise communicate with each other about issues of mutual concern. Can you explain what you mean by implicit participation and how it relates to the claims being made by Web 2.0 companies to support participation? In what sense is it meaningful to describe “implicit participation” as participation? What are we participating within?

With implicit participation I describe how platform providers have integrated user activities into easy to use interface design and eventually implemented into business models. Implicit participation describes how user activities are channeled through the platform provider's design decisions. This ranges from interface elements as the like-button, the incentive of views on Flickr or YouTube to strategies where user unknowingly participate in additional functions of the feature they are using on a platform. The reCAPTCHA is an example of implicit participation where information provided by users for accessing a web feature is re-used in a completely different context. Many so-called gamification practices are examples of implicit participation.

I would argue that the popular 'social media' platforms thrive on implicit participation. It reduces consequently their dependence on intrinsic motivation, which is so crucial in explicit participation. Explicit participation becomes merely optional. The key is to lower the threshold and encourage the generic production of content, through creating data by simply using the platform's features or by spreading or multiplying content through the easy-to-use features of reproduction: retweet, repin, share etc. or to interact through ephemeral features as the like button. We will see many more and far better forms of implicit participation integrated into web platforms in future.

A key difference between our perspectives is that you place a much greater focus on the ways that technologies enable or constrain participation, where-as I primarily discuss the social and cultural motives which shape how people use technologies. Let’s assume we both believe that both technology and culture have played a role in defining the present moment as one where issues of participation are increasingly central to our understanding of the world. I would argue that there is a difference in understanding technology in terms of affordances and in terms of determinents, given the degree to which technologies are, as you note, subject to various forms of appropriation and redefinition once they have been designed and given that digital media can be re-coded and reprogrammed, even at the grassroots level, by those committed to alternative visions of social change. I worry, though, that ascribing too much power to technology results in models of technological determinism, which make certain outcomes seem inevitable. There has been such a strong tendency in this direction over the past several decades, whether critics worrying that Google has made us stupid, or advocates talking about the democratizing effects of the internet. Thoughts?

I am also worried about a simplified view of 'technological effects'. Especially in the popular discourse. there is a plethora of short sighted publications on the potential benefits or downsides of technological development. However, I would not argue that those perspectives inquire the technology but abuse it as a black box that facilitates whatever effect they wish to see unfold. In opposite to scholars, those writers are in the business of selling books, not in the business of conducting research.

I do not think that I am supporting a techno-determinist perspective by investigating technological qualities and by paying attention to the way design affects user activities. The popular 'social media' applications teach us, that we have so far underestimated the role of interface design, back-end politics and API regulation in the cultural production and social interaction playing out on these platforms. I can't possibly neglect that power also comes in shape of technology or as Andrew Feenberg put it: “technology is the key to cultural power”. I am not focused on technology as determining on its own account, but on its agency in close interrelation with designers, users, ownership structures, and media discourses, and others actors.

While my primary emphasis in talking about participatory culture might be described as symbolic appropriation (i.e. the manipulation of narratives, characters, symbols, icons, or brands), the central focus of your analysis is on “hacking” the material dimensions of technology, including, for example, game modifications or free software efforts. We might extend this focus to include a broader array of other material practices -- including Makers and Crafters -- who are central to current discussions of digital culture. What do you see as the consequences of this shift in focus in terms of our understanding of how participation works or what a more participatory culture looks like?

What I really liked about Textual Poachers was that you compellingly showed how open media texts are, not only to interpretation as Fiske had pointed out, but directly to 'material' appropriation and how it contributed to an entire field of cultural production. The world wide web then made the textual poachers explicitly visible, for marketeers and the general public. The second aspect I find important, and unfortunately this aspect is frequently overlooked, is that you outlined the history and the predecessors of today's read-write culture. With the maker culture similar debates concerning 'poaching' will unfold. We will see a new debate on copyrights and corporations will go out of their way to protect their designs from being 'printed'. There will be attempts by providers of 3D printers to control the device and its use. I would assume that the dynamics which I have dubbed confrontation, implementation and integration will play out in relation to the makers culture as well. The recent debates on MakerBot's decision to deviate from the open-source model indicate an attempt of implementation.

As you note, the initial wave of excitement about participatory culture has been met with strong critiques focused on issues of free labor and data mining as forms of exploiting the popular desire for more meaningful participation. Can you describe some of the ways that users have sought to assert their own claims on the technology in the face of their ownership and exploitation by the creative industries?

It's remarkable that dissent with a corporate platform plays out in quite traditional forms of protest and petition. On Facebook users 'like' petitions that represent their claim for better privacy regulations, or they formulate a Social Media Bill of Rights, call for a QuitFacebookDay etc.

There are other examples such as the Social Media Suicide Machine which allows users to delete their profiles. Then there are alternatives to the commercial web platforms and services. Diaspora was heralded as the Facebook killer and is now depict as a barrel burst. The UnlikeUs conference has been established as a platform for critics of 'social media monopolies' to connect and to discuss alternatives. But we can also see that civil right groups and privacy advocates lobby on behalf of users. However, I am afraid that the majority of the users can't be bothered with these issues.

You conclude the book with this important statement: “We must not sit on our hands while cultural resources are exploited and chances for enhancing education and civil liberties are at stake.” This seems like a powerful statement of what’s at stake in debates about participatory culture. So, what forms of action do you think we can or should take as scholars and as public intellectuals to respond to this situation?

The easy to use interfaces of the social web stimulated a new large group of users to use the world wide web. It also put the web again on the agenda of policy makers to regulate, to control and to monitor user activities. Designed as advertiser-friendly platforms, social media inherently provide the possibility for user assessment and control through API's which are already routinely used by law enforcement. We can also see how the powerful companies as among others Apple, Facebook, Google and Amazon affect cultural freedom on the web. Facebook's prudery appears (especially to us Europeans) as astonishingly weird and hostile to culture and freedom of expression. However, since social media platforms have emerged as an expanded public sphere, the censorship of items that might distort the rosy world-view of advertisers and the naivete of uninformed users is appalling. I would not mind if those platforms were a shopping mall somewhere in the margins of the world wide web, but they increasingly become a center part of the web and therefore an important role in our public sphere.

Unsurprisingly, Facebook is the poster boy for policy makers when thinking about eGovernance or other fancily dubbed forms of harmless civic participation. Facebook promises a dangerously safe way of dealing with citizens as their implicit participation features render participation into an easy-to-handle commodity that provides participation as a mere lip-service. Something, that even in democratic societies is still very appealing to policy makers.

What we need, is a society-wide debate on technology and its role in society. We need to discuss to what extent we accept platforms to distort the view upon reality by creating an controversy-free and advertiser-friendly filter bubble.

Mirko Tobias Schäfer is assistant professor of new media and digital culture at the University of Utrecht (Netherlands) and research fellow at Vienna University of Applied Arts. He blogs at www.mtschaefer.net.

What Do We Know About Participatory Cultures: An Interview with Aaron Delwiche and Jennifer Jacobs Henderson (Part Three)

As your book illustrates, participatory culture is a global phenomenon, but so far, most of the research has focused on participatory culture in the English speaking world, and mostly, in the United States. What might we learn about participatory culture if we expanded our investigation to consider, for example, the Global South?

At one time, we had an excuse for such oversights.  We researched where we lived because it was physically and financially prohibitive to do otherwise.  This is no longer the case. There is no doubt that some of the most interesting participatory cultures are situated far beyond North America and it is time we all start looking closely at those cultures.

We are also optimistic that this imbalance will begin to be righted during the coming decade as youth across the globe synthesize social awareness, fluency in multiple languages, and expertise in communication technologies.  We predict (or at least hope for) a flood of research efforts on participatory cultures in the next ten years.

Addressing the geographical research gap is essential if we are to better understand and act upon the potential power of participatory cultures.  Since the emergence of fan studies in the 1980s, we (academic researchers) have built a robust body of literature on participatory fan cultures.  The same can be said for research on participatory democracy and budgeting as well as online gaming cultures.  There are enormous gaps in the literature, though, as far as other participatory cultures are concerned.

This is one reason that we chose to expand the boundaries of our book beyond the field of communication and invited authors who could speak to fields and cultures with lengthy and diverse research agendas – for example, poetry and literature, science, social action.  If we are lucky enough to publish a second collection, currently under-researched geographic locations and topical areas will be a primary focus.

What do you see as some of the major hurdles before we are going to be able to achieve a more participatory culture? What are the most important battles right now in terms of defining the terms of our participation?

As with other institutionalized problems, we must change the perceived value of participation.  This shift must occur in everything from education to economic structures.  For example, students are told they have violated the Honor Code if they work with others to find solutions to a homework assignment.  Team members are rarely rewarded equally for workplace outcomes (team "leaders" always get paid more).  Diplomacy is seen as less valuable than conquering.  We don't expect participation to gain value overnight.  Power is diminished or at least transformed when it is divided, and we all know there are many people who would like to hold on to their power.

Altering the perception of participation is particularly challenging in cultures that value individualism over collectivism.  We do believe this perception is shifting, if only slightly.  In recent years have we begun to hear public figures talk about the possibility of making money and doing good, of elected officials articulating a basic standard of health and opportunity, and of parents questioning the value of memorization rather than participation in their children's education.

How might we increase the value given to diversity and dissent within participatory cultures? Is there a danger that such communities tend to be consensus-based and thus are more apt to exclude people who persistently disagree with shared goals and values?

We do not value diversity and dissent as much as we can and should in participatory cultures. Many people do not see online spaces as open and inviting.  In fact, "incivility" and "nastiness" are the concerns most often voiced in opposition to participatory engagement.  Honestly, it's hard to convince people otherwise when the "comments" sections of spaces such as YouTube and CNN are filled with illogical, unsupportive, and hateful commentary.

Consensus is hard to come by these days; in fact, it is much harder than in years past. This is both a good thing and bad thing. Our touch points of shared experience (mediated and otherwise) are far less than even one generation ago.  Reading and relying only on opinions with which we agree has become commonplace.   Combine this echo-chamber reality with online anonymity and you face an impressive foe.

So, on one side we have an age of disagreement mingling with anonymity and on the other we have cultures that derive success from consensus.  Diversity and dissent can get lost on either side.  Only a culture that can instill the value of listening survives this war.  And we all know that listening is tough, especially when people feel they have something important (or more insightful) to say.

This delicate balance of agreement is what sustains hope in some participatory cultures and destroys others. The strongest participatory cultures are ones in which all voices carry the same weight, all opinions are heard, and all ideas are deliberated.  The weakest participatory cultures are those that allow the crush of consensus or the minority voice to dominate.  Participatory cultures are difficult to build and maintain but, when they work, they are extremely powerful forces in the lives of their participants and across society at large.

 

The book closes with an ethical framework for thinking about participatory culture. What do you see as the core values which might govern an ethics of participation? What mechanisms might exist for inspiring greater ethical reflection within existing and emerging participatory cultures?

 

Almost all ethical frameworks are grounded in the concept of selflessness.  Almost all activities in online participatory cultures are inherently self-centered.  We read. We search. We post. We share.  Most often we do these things for us, not for any greater good.  It might not be easy to flip the switch from selfishness to selflessness in these spaces, but we do see stronger communities where the balance has tipped.

We could begin a movement toward selflessness by gently nudging participants in online communities to consider others in their visual and rhetorical choices.  The ethics chapter of the Handbook calls on people to start standing up for each other in online communities – to take on flamers and to support those who are ridiculed.  Encouraging constructive responses would also help with this move from selfishness to selflessness.  We see this work well on fan fiction sites where member read, help edit, and provide encouragement to fellow writers.

Quite honestly, ethical reflection occurs infrequently.  Most ethicists would claim you need at least five steps to make a good decision: identification of the ethical problem, acknowledgment of the parties involved and your loyalties to each, conscious deliberation, purposeful action, and reflection.  The current ethical decision-making process is most often reduced to just two steps: act and justify those actions. We could make participatory cultures more ethical if we could convince people to engage in even the briefest contemplation prior to posting, uploading, or commenting.  This is something few people do and more should.

Critical studies writers, including the Janissary Collective, featured in the collection, express concern that participation is illusionary and coercive, that we only participate on the terms which powerful groups allow us. What might those of us advocating for a more participatory culture learn from those critiques? 

If one believes that human history provides examples of ever-greater participation, and if one accepts that there are more opportunities for political, economic, and cultural participation than ever before, it is easy to get caught up in idealistic fervor. If we drink too deeply of our own theoretical Kool-Aid, we become irrelevant at best and tyrannical at worst. Critiques such as those authored by Janissary Collective and the British cultural critic Paul Taylor are invaluable because they remind us that things are never that simple.

There are many version of pessimistic critique in cultural studies and critical theory. One variant argues that that democracy is hopeless. According to this view, attempts to foster greater participation and inclusion are the enemy of individual freedom. As expressed by the Janissary Collective, this position holds that "participatory culture can never provide the basis for the good life – in fact, it can be its worst enemy" (p. 264).

A second form of pessimism presents itself as even more negative about participatory culture, but there is a glimmering ember of optimism lurking beneath the surface. This view does not argue that democracy is intrinsically flawed. Rather, it unleashes withering criticism of those thinkers and activists who gloss over the many ways that participatory culture and participatory technologies are abused, exploited, and farcically celebrated by political and economic elites. When Paul Taylor observes "whether interacting in a self-consciously local fashion as consumers of lattes or technologically as hackers of computer systems… we are all perhaps still ultimately passive" (p.255), he implicitly mourns the loss of authentic participatory culture.

Both critiques are essential. The "democracy is hopeless" position reminds us that we must respect the individual right to resist participation. The "participatory culture is a web of false promises" position helps us diagnose where the dream risks becoming a nightmare. Embedded in the passionate prose of Taylor's piece, participatory culture activists can tease out guideposts that will help us determine our next steps.

Aaron Alan Delwiche (Ph.D., University of Washington) is an associate professor in the Department of Communication at Trinity University. His research interests include participatory culture, intergenerational gaming, and wearable computing. In 2009, with support from the Lennox Foundation, he organized the lecture series Reality Hackers: The Next Wave of Media Revolutionaries. In 2010, he delivered a talk titled "We are all programmers now" at TEDx San Antonio. He is also co-editor of the The Participatory Cultures Handbook (2012).

Dr. Jennifer Jacobs Henderson (Ph.D., University of Washington) is an associate professor and chair of the Department of Communication at Trinity University in San Antonio, Texas.  Her research addresses the boundaries of speech in media and participatory cultures as well as the ethics of this speech.  Jennifer is the author of the 2010 book Defending the Good News: The Jehovah’s Witnesses and Their Plan to Expand the First Amendment and co-editor of the The Participatory Cultures Handbook (2012).

 

What Do We Know About Participatory Cultures: An Interview with Aaron Delwiche and Jennifer Jacobs Henderson (Part Two)

As you note, the term, "participatory culture," can be seen as emerging from the cultural studies tradition, but there is also a strong history of writing about "participatory politics." Are these separate conversations? What might these two strands of research have to say to each other?

The participation conversation is a very broad one, and rightly noted, one that has ebbed and flowed across the centuries.  Rather than the concept of participation, it is the dominant focus of the participation that is unique to the time period - political participation, economic participation, social action.  Of course, even when one topic dominated the push for participation, thousands of smaller participatory cultures also thrived around issues such as crafting, gamesmanship, agriculture, and invention.  The communication technologies of this century have simply divided and amplified the topics allowing many more participatory cultures to flourish in unison.

Some have argued that all cultures are by definition participatory. What distinguishes contemporary forms of participatory culture from their predecessors within, say, folk culture?

Participatory cultures are not new.  They are simply the most recent manifestation of human's desire to be a part of something. One of the reasons there is so much attention placed on participatory cultures now is that they are starkly contrasted by the postmodern theories that immediately preceded them.  Postmodern theorists valued resistance, disruption and divergence, while participatory cultures value contribution and collaboration.  Today's participatory cultures are both uniquely new and comfortably traditional venues – like returning to your family home for Thanksgiving to find your bedroom is the new home office.

 

Writing about participatory culture poses a different set of questions than writing about audience resistance, a concept that dominated cultural studies a few decades ago. Resistance to what? Participation in what? What are some of the current models for describing what people "participate" in when they are part of a participatory culture? Is participatory culture necessarily a collective phenomenon or does it make sense to talk about participating as an individual?

The concept of audience resistance played an important role in cultural studies, but the notion of resistance seems almost quaint when one considers the nature of political, economic, and cultural power in the early 21st century. As individual citizens, each one of us is situated within multiple power networks.

In many instances (e.g. the physical borders of the nation-state, the globally dispersed contours of global capitalism), power relationships are imposed upon us at birth. We might be proud to be Americans (or Chinese or Canadians), but our national pride is a lucky accident. The physical coordinates of our birthplace and the citizenship status of our parents determine our initial location in the networks of state power. Financial power networks are also imposed upon us; we are born into capitalism. We might choose to remedy the shortcomings of the economic status quo by building alternative exchange networks (e.g. farmers markets, cooperatives, gift economies, remix culture), but it is almost impossible to completely subtract ourselves from the domination of global capital.

The good news is that we can also situate ourselves in political, economic, and cultural power networks of our own choosing. This is hardly a new phenomenon – Alexis de Tocqueville celebrated free associations in Democracy in America as far back as 1835 – but the emergence of the global Internet and affiliated communication technologies has accelerated our ability to create alternative networks from the ground up at the same time that we work to transform dominant institutions.

Is participation necessarily a collective phenomenon? To the extent that we participate in networks with other human beings, there is always a collective dimension. We engage, we share, we mentor, we feel connected, and we care about what other members of the community think. This is necessarily social.

However, the decision about which networks we select as meaningful outlets for participation is almost always an individual decision. If we truly value participatory culture, we must recognize the right of individuals to choose to not participate.

 

Pedagogical concerns remain central to these discussions, if we are to insure that the widest possible range of people have access to the skills and resources they need to meaningfully participate. What insights might the book offer to educators who want to bring more participatory practices to schools, libraries, and other public institutions?

 

The difficult part about participatory pedagogy is that educators must be willing to relinquish absolute control over the conversation.  For a very long time, especially in Western educational settings, teachers were situated at the top of hierarchical learning models. In educational participatory cultures, learning does not necessarily happen quickly, it is not delivered in a tidy, self-contained package, and it certainly does not conform to government standards.  Learning emerges from the conversational and collaborative journey; it is not located in "the correct answer to the teacher's question." Members of participatory cultures find their own way to solutions, often not by the most direct or conventional paths.

Your book discusses practices such as participatory budgeting which involve the interface between citizens and governments. What has been the track record so far for such initiatives? What are the biggest challenges in opening existing institutions to greater forms of democratic participation?

Neither of us are experts in participatory budgeting, but we were encouraged to see related panels at the SXSW Interactive Conference this year in Austin. For example, one panel focused on participatory budgeting and the use of crowdsourcing to determine how government funds should be spent.  To date, most of the successful initiatives have taken place in Latin America and Europe.  It was heartening to see similar discussions in the United States.

 

Aaron Alan Delwiche (Ph.D., University of Washington) is an associate professor in the Department of Communication at Trinity University. His research interests include participatory culture, intergenerational gaming, and wearable computing. In 2009, with support from the Lennox Foundation, he organized the lecture series Reality Hackers: The Next Wave of Media Revolutionaries. In 2010, he delivered a talk titled "We are all programmers now" at TEDx San Antonio. He is also co-editor of the The Participatory Cultures Handbook (2012).

 

Dr. Jennifer Jacobs Henderson (Ph.D., University of Washington) is an associate professor and chair of the Department of Communication at Trinity University in San Antonio, Texas.  Her research addresses the boundaries of speech in media and participatory cultures as well as the ethics of this speech.  Jennifer is the author of the 2010 book Defending the Good News: The Jehovah’s Witnesses and Their Plan to Expand the First Amendment and co-editor of the The Participatory Cultures Handbook (2012).

 

What Do We Now Know About Participatory Cultures: An Interview with Aaron Delwiche and Jennifer Jacobs Henderson (Part One)

I am happy today to be introducing Aaron Delwiche and Jennifer Jacobs Henderson, the editors of an important new anthology, The Participatory Cultures Handbook. Anyone who has followed this blog over the years will recognize the names of many of the contributors to this collection, which includes Christopher M Kelty, Jason Mittell, Suzanne Scott, Mia Consalvo, Benjamin Stokes, Owen Gallagher, Pierre Levy, Daren Brabham, Howard Rheingold, Barry Joseph, and Paul Taylor, among many others, each represented by an original essay which expands their earlier writings on this topic and seeks to contribute to a larger conversation about the nature of participation (cultural, political, educational) in the early 21st century. The core topics include collective intelligence, new media literacies, crowd-sourcing, participatory democracy, fandom, serious games, blogging, and the digital arts, among much much more. In short, there's something in this book which will speak to pretty much anyone who regularly checks out this blog. I have been raiding this book for my teaching and my writing ever since I first got my hands on it, and my students have found it a valuable resource for a broad range of projects. (Full disclosure: I have a short essay in this collection written in conversation with Suzanne Scott about her work on contemporary "fan boy auteurs." Both essays add some more specificity to oft-made claims about the blurring boundary between fan and author.) Over the next few posts, I am going to be grilling Delwiche and Henderson about some of the core themes that cut across the collection. I have to admit that I had a lot of fun framing these questions, since many of them are questions I am often asked in other interviews or that I am currently struggling with in my own work, and the two editors do a great job of putting forth some original reflections about these core and recurring concerns that we all confront as we seek to better understanding the participatory turn in contemporary culture. From my perspective, their responses, like the book itself, strikes an appropriate balance, embracing the collective push towards greater and more meaningful participation while also expressing skepticism about the ways that the term has been taken up and deployed rhetorically by a range of powerful and entrenched institutions. They welcome both writers who are excited about contemporary developments and those who offer strong critiques of some of the underlying assumptions driving this work. In the end, their work brings much greater rigor to our understanding of participatory culture, both by expanding the range of case studies we have to work with and pushing for more precise distinctions between different models of participatory practice.

The book includes a range of different practices, from those associated with fandom to those associated with crowd sourcing or community organizing or citizen science or digital poetry. How are you defining the core concept of participatory culture?

 

In The Participatory Cultures Handbook, we use the definition of participatory culture from the 2006 white paper Confronting the Challenges of Participatory Culture: Media Education for the 21st Century that you and your co-authors wrote for the MacArthur Foundation. As a starting point, we rely on your explanation that participatory cultures are characterized by "relatively low barriers to artistic expression and civic engagement, strong support for creating and sharing one's creations, and some type of information mentorship whereby what is known by the most experienced is passed along to novices" (p. 7). A participatory culture "is also one in which members believe that their contributions matter, and feel some degree of social connectedness with one another (at least they care what other people think about what they have created" (p. 7).

After completing the book, we would now suggest there are three primary kinds of participatory cultures: consensus cultures, creative cultures, and discussion cultures.  While we acknowledge these are fuzzy categories, they do offer a structure for thinking about what it means to participate. We believe the nature of participatory cultures shifts just as it does in real world settings where cultures are shaped by venue, topic, participants, and interest level.

The most traditionally "productive" participatory cultures are often consensus cultures, or agreement-based.  They frequently reside in the realm of "work" where there is a goal or outcome to be met.  Something must be completed or solved or fixed.  These could easily be subdivided into expert cultures where people with specialized knowledge join together to leverage the power of collective intelligence and democratic cultures where "average citizens" do the same thing.  In the book, chapters about CERN and crisis mapping tend to the former while those about participatory budgeting tend to the latter.

Creative cultures are those in which participants are encouraged to create, share, and comment all within a safe and supportive environment.  Remix cultures live in this space, as do art and writing cultures.  The creative portion of fan cultures reside here – the fan fiction and fan-art sub-sites, for example.  In these spaces, participants are passionate about their creativity and the topics that spur those passions.  They are often lifers, who join a culture and stick with it.

Discussion cultures are ones where a topic rather than an outcome is at the heart of participation.  Sports fandoms, news sites, and food blogs all fall within the realm of discussion cultures.  Here, we often see more disagreement than support with participants engaging in sometimes heated, often real-time, exchanges on topics of personal and professional interest.  Participants in discussion cultures are not always long-time residents; they often roam from site to site as they chase the topic.

 

­­I have been seeing increased skepticism about the concept of participatory culture as a rhetoric of participation gets applied to many different sets of relationships between consumers and commercial interests. What qualities need to be in place before meaningful participation may occur?

This skepticism is well founded. One can think of many instances in which organizations use the rhetoric of participation to legitimize non-participatory relationships. This often happens when commercial interests leverage participatory culture practices to promote marketing goals (e.g., crowdsourcing slogans for a new flavor of tortilla chips), but corporations are not the only entities that attempt to pass off faux-participation as something more meaningful. The rhetoric of participation is regularly applied (and misapplied) to relationships between governments and citizens, as well as to relationships between activist groups and their members. This happens in groups of all sizes -- from smaller community groups to national political associations.

In some ways, the pretense of participation is more troubling than the absence of participation. When authentic participatory energy turns out to be little more than democratic window dressing for top-down decision-making, those who devoted time and energy to the process might walk away feeling cynical, hopeless, and discouraged. This is why it is so important for us to ask questions about participatory procedures.

To what extent can the objectives of a participatory project be defined and refined by all participants? If the power to articulate project goals is concentrated in a handful of individuals, the process does not deliver meaningful participation.

To what extent are participants' contributions filtered and edited before they are shared with the broader community? Often, organizations include "talk back" sections on institutional web sites; these components give the appearance of engaged member feedback. However, when one takes a closer look, it becomes clear that user comments are carefully filtered before they are posted. Meaningful participation is inversely proportional to the extent of censorship and editorial control.

It is true that there might be some situations in which community moderation is necessary – for example, in participatory communities that include minors. In these instances, participants have every right to scrutinize the transparency of moderation practices.

Some would argue that meaningful participation is a binary concept: it exists or it does not. However, it might be more useful -- and more realistic -- to think of participatory culture in analog terms. Some processes offer more authentic participation than others, and we should agitate for arrangements that are as close to the participatory ideal as possible.  There are times when we can only nudge. There are times when we push harder. And, every once in a while, as Mario Savio reminds us, "you've got to put your bodies upon the gears and upon the wheels… upon all the levers, upon all the apparatus… and you've got to indicate to the people who run it, to the people that own it, that unless you're free, the machine will be prevented from working at all."

 

Some argue that opportunities for meaningful participation still rest almost exclusively within groups which have enjoyed various forms of privilege in the past -- especially those within elite or dominant segments of the population. What do we know about inequalities in opportunities to participate? Are there compelling cases of participation "from the bottom" and what lessons might we learn from these examples that would help us broaden opportunities for participation?

Privileged elites have always had greater access to participatory technologies and political structures. In Athens, direct democracy was erected on the backs of women and slaves who were excluded from the polis. In America, representative democracy was erected on the backs of women and slaves who were excluded from the voting booth. Thankfully, the history of democratic institutions is progressive, and more people have access to participatory culture than ever before.

This progress stems directly from the fact that disenfranchised human beings have agitated for full and equal participation, often risking their lives in the process. The most crucial battles for civil rights have been waged "from the bottom" by networks of individuals who have wrestled communication tools (literacy, the printing press, radio, music, film, video, computers) from the hands of elites. In turn, activists have used these tools to penetrate and transform political and economic systems in which they are located.

How can we broaden the opportunities for meaningful participation? First, we should nurture media literacy projects at all levels of society, making sure to address what you termed "the participation gap" in the report (Confronting the Challenges of Participatory Culture) that you co-authored for the MacArthur Foundation. In practical terms, this means fostering the competencies and social skills identified in the report: play, performance, simulation, appropriation, multitasking, distributed cognition, collective intelligence, judgment, transmedia navigation, networking, and negotiation.

However, redefining media literacy to include an emphasis on skills required for participation is only the first step. If we want to preserve and extend opportunities for participation, we must broaden our thinking about the term "digital literacy." It is no longer sufficient for citizens to understand how to use computers; we must also learn how to program the machines that rule our lives.

If we continue to accept technological gadgets and protocols as neutral gifts from benevolent technical elites, we pave the way for our future subjugation. As Douglas Rushkoff observes in Program or Be Programmed, digital technologies are always embedded with external purposes. "They act with intention," he warns. "If we don't know how they work, we won't even know what they want. The less involved and aware we are of the way our technologies are programmed and program themselves, the more narrow our choices will become; the less we will be able to envision alternatives to the pathways described by our programs; and the more our lives and experiences will be dictated by their biases" (p. 148-149).

Scholars and activists often mystify digital technologies even as they celebrate them. We convince ourselves that computer programming is conceptually difficult or ideologically suspect. But nothing could be further from the truth. It is not difficult to learn basic programming, and it is easy to master the fundamental concepts that empower us to "speak back" to technology. Yet, even as progressive iterations of computer programming languages become more and more accessible, our fellow citizens seem increasingly willing to think of themselves as users rather than programmers – as consumers rather than coders.

It is only possible to sustain and broaden participatory culture for all citizens if we take up this challenge. If we dodge this responsibility – if we fail to teach our neighbors and ourselves how to program, and thus control, the ubiquitous machines that regulate our lives – we squander the accomplishments of those who have fought to expand the boundaries of participatory culture throughout human history.

We are all programmers now. Or, at least we can be, if we are willing to try.

 

Aaron Alan Delwiche (Ph.D., University of Washington) is an associate professor in the Department of Communication at Trinity University. His research interests include participatory culture, intergenerational gaming, and wearable computing. In 2009, with support from the Lennox Foundation, he organized the lecture series Reality Hackers: The Next Wave of Media Revolutionaries. In 2010, he delivered a talk titled "We are all programmers now" at TEDx San Antonio. He is also co-editor of the The Participatory Cultures Handbook (2012).

 

Dr. Jennifer Jacobs Henderson (Ph.D., University of Washington) is an associate professor and chair of the Department of Communication at Trinity University in San Antonio, Texas.  Her research addresses the boundaries of speech in media and participatory cultures as well as the ethics of this speech.  Jennifer is the author of the 2010 book Defending the Good News: The Jehovah’s Witnesses and Their Plan to Expand the First Amendment and co-editor of the The Participatory Cultures Handbook (2012).

 

Comics as Poetry: An Interview with David Mack (Part Five)

Exchanging Letters HJ: I am very interested in the relationship which emerges between Akemi and Kabuki in Skin Deep and beyond. I find myself wanting to compare the core situation with the depiction of Evie's captivity in Alan Moore's V For Vendetta but also Nick Bantock's Griffin and Sabine books, which are told through a series of letters and postcards between the protagonists, one of whom may well be a figment of the other's imagination. I wondered if either of these offered an inspiration for this relationship and, if so, in what ways you rethought those situations for this story?

DM: Griffin and Sabine, I didn't see until later, when a friend of mine who was involved in the story told me about it. I appreciated what was happening there and how it related to what I had done in Kabuki. V For Vendetta and Watchmen were the other books that I read when I was 16. I could never escape what I learned from them in those really formative years.

There's also another story I read when I was very young called The Hiding Place. It was about people hiding out in Nazi Germany. A woman was imprisoned, and she only got two sheets of toilet paper per day. That was her ration. But people would use that toilet paper as barter systems. Some people would use them just to write on and to give other people. That directly corresponds with Akemi in Kabuki where Akemi is writing on sheets of toilet paper, folding it into origami, and dropping it through the vent, and Kabuki is responding the best she could.

I had a good friend Andy Lee at Washington University in St. Louis. I was very ordered about certain things, but he used a sort of Zen chaos that I started to incorporate. At two o' clock in the morning, he said, "I have class tomorrow. I have to turn in a story, so I've got to work on that." I said, "Oh, that's great! What's your story about?" And he said, "I have no idea. I haven't thought about it or started it at all." I said, "What?" He said, "I have to turn it in at 9 a.m." I said, "You haven't thought about it? You haven't written notes about it?" He said, "No, I have no idea. What do you think I should write, because I'm going to be writing all night until 9 a.m." I said, "Oh my goodness! This is ridiculous! That's not how I do things in my orderly fashion." He said, "Well, can you help me write it? If you write it, too, we can write twice as fast." And so I said, "The only way that two people can write a story twice as fast is if it's a story about you writing a letter to me and then me writing a letter to you. Here's what we'll do. We'll make two characters, and, that way, neither of us is dependent. We don't have to work anything out first. Here's the basic idea: I write a letter for your character, and then your character writes a letter back to me, and we'll go back and forth."

We wrote it all night along, and that became his fiction story. I wrote half of it from the character I created, and he wrote half from his, and it was so much fun. It was so spontaneous, and neither of us were tired because it was so ridiculous and fun. It made such perfect sense in the middle of the night that I thought I should do a comic book that way. That's how that issue came about, and it was a completely different way than I ever wrote a story before: an entire comic book just being these two people writing letters to each other.

HJ: Going back to origins of the novel, the epistolary form has a long history. Many of the early novels were exchanges of letters and diaries and so forth, out of which we come to know the characters and their relationships.

DM: I was probably ignorant of that at the time, but, since then, I really appreciate that idea. I named a chapter in Alchemy "Epistolary" because that issue was very much central to the story. The chapter became actual letters in envelopes. When I knew I was going to do this issue where Akemi is traveling the world and she's writing back to Kabuki, I told readers on message boards, "Send me your letters. Send me your stamps. I need stamps from all over the world." All these readers sent me hundreds of envelopes with stamps from a variety of countries, and some of them were so beautiful and such cleverly made envelopes, and the handwriting was on them in an interesting way, and the stamps, I think there were 10 different stamps on the same envelope from the Philippines. They were so beautiful. I used those actual envelopes and stamps that readers sent as a central piece of each page in the book and just covered their actual return address and put maybe Akemi or Kabuki. This kind of thing and made the fans an active creator of the pages of the story.

HJ: In the documentary The Alchemy of Art: David Mack, you talked about the Scrabble tiles you used in the Echo book in much the same way. They were submitted by readers, so it sounds like you have a kind of ongoing relationship with readers.

DM: I do, in a couple of different ways. Once they see you start using 3D objects, fabric and collage in your work, some of them just seem compelled to start sending you stuff" "I saw this. I thought it was interesting. Maybe you can use it for a page." I say thanks and, if I do, I'll put their name in the back of the book. There's been moments where it arrives just in time. There's a woman called Miss Fumiko in New York who sends me things a lot. I remember one time I was doing a Daredevil cover, and I wasn't quite happy with how it was going. Then, the mailman banged on the door. It was all these metal pieces from Miss Fumiko. I set them directly on the painting I was working on at that moment and said, "Oh, these are a great border for this page." In general, I get a lot of stuff in the mail that I put in a box and pull out when I'm doing a collage.

Also, these comics come out in serialized form first, and then it's different if you read The Alchemy as an entire collection versus if you read once and then wait two months for the next one to happen because that two months gives people time to speculate. If you read the whole collection, the entire story is right there, but the serialized form provides an interesting gestation period for readers to have. They read the first issue, and they say, "Oh, what does this mean? Who's that knocking on the door at the end of this issue? I think it's going to be this person, or could it be this person, or is this Akemi's intention, or is it really something else's?" They start speculating a lot. Sometimes, they'll speculate about things I hadn't thought about before, and I'll think that's an interesting idea to actually do or throw in as a red herring. I'll start getting ideas from reader speculation not as part of the main story points, but as a little something to deepen it a bit, to add more texture to the story.

Final Reflections

HJ: When I introduce your books to people, I often say they are to regular comics as poetry is to prose. I'm just wondering if you do see your work as sort of operating in a different register than some of the mainstream superhero comics?

DM: I think it's safe to say most of this stuff is different than the mainstream super hero stuff. I like that comparison. I don't remember who said it. Maybe it was Rimbaud who said that "poetry is the language of crisis," which I find a really interesting idea. I like the idea that poetry has spaces in it for the words to mean exactly what they're saying, but, at the same time, the words can mean something extra that you don't immediately see. It depends on what the reader sees, the life experience they have or what baggage they're bringing to it. I do try to encrypt that in the story. I do have a hierarchy of story structure where I want to get across what's actually happening in the story first and the clarity of that. But, second, there are other things in the story that probably won't be revealed on the first read but hopefully will be very rewarding on repeat readings.

You can get to those other levels in film and music, too, but I think it might be more nuanced in poetry because the images are so crystallized and concentrated. Each word is usually sparser but seems so much more packed with meaning next to another word also packed with meaning, next to another word packed with meaning that can unravel itself like DNA when you read it years later.

A lot of the things I like--whether it's music, film, or artwork--give me that sense that there's something I can totally relate to the first time I read it, no matter how old I am. When I'm a child, I read it and I love it. I hear the song. I love it. Ten years later, I experience that part again, and I like it for totally different reasons that I never saw before. I really like that kind of feeling, and I hear from readers that they sometimes get that feeling about reading my work, too.

One comparison I get is that readers say, "It takes me 10 minutes or 20 minutes to read a regular comic book. I read it, and I learn what happened in this chapter of their life, and then I move on to the next part. But, when I'm reading your comics, it takes me a really long time to read it because I like to savor every moment of it and read each word over and over and look at what's happening in the background." Then, they'll also say that, a year later, they read it again and get a completely different experience out of the second or third reading. I like that idea that, at a different part in your life, you can appreciate it for a different reason.

I've also had people come and tell me, "When I first read Kabuki, I hated it. When I first saw your artwork, I wasn't sure what to think of it. It made me feel weird." And then they'll come back and say, "I read it again, and now I love it. Now, it's my favorite thing." It reminds me of that experience I had as a kid with my first Frank Miller book. I was almost traumatized. Then, I read it three years later, and I thought, "This is fantastic." Now I get that kind of response.

THE END

Comics as Poetry: An Interview With David Mack (Part Three)

"Contrast Is Everything" HJ: While we're on color, you clearly have thought deeply about color theory. What assumptions shape your choice of color schemes for your comics, and how do you think your approach differs from the way color gets used in mainstream superhero comics?

DM: I have a BFA in graphic design, which entailed taking all of the design classes and all of the fine arts classes, too. So I do have a lot of experience in the color wheel and what colors are complementary and color theory. That said, there's probably a lot of intuition involved in it as well. For me, contrast is everything. Contrast with color. Contrast with panel layout. Essentially, when you're composing panel layouts and using color in story, I think it's probably akin to composing music, where there's certain buildups to it and there's certain lows and certain highs and there's a certain crescendo to things. I think designing comic pages uses a similar kind of contrast. It's all about creating a hierarchy on the page and a hierarchy in the story and directing the reader's eye so that they finish a certain amount of things.

On a page, you want their eye to look at some panels longer than other panels and then to rest at certain place and have an access point at a certain place. So there is a hierarchy about the page that color plays an important part of. A bright color is going to grab the attention. You can have the majority of the page in muted tones, and then you can have a larger panel at the bottom. The size of that panel and the contrasting color is really going to be sort of your crescendo moment for that page. I think there's a relationship between how long it takes you to make the drawing in the panel and how long someone reads it.

I think the less detail that is in this panel, the quicker it is going to be read. It still says everything it needs to say, but, if you want someone to read that panel quickly to get to the next one, don't overdo it. If you want them to look at it longer, you put more time into that one. I love that contrast.

There's another kind of contrast. You might render something a little bit more realistic in one image or use some photo reference in a close up so it feels like a real human, but you don't want to do that in every panel because it'll just cancel itself out. So, for contrast, you want the other things that are read more quickly to be more abstracted. Those go a little quicker, and then you sort of build up to something else, and color's a part of that. When someone opens a book, you really see two pages at the same time. Sometimes, when you're drawing, a lot of people just think they're doing one page, but it's really like a big meta page; you're seeing those two pages at once. I'm very conscious of that when I work on pages. I work on the design as if someone's looking at them, and I know the colors on this page have to work with and complement the colors on the opposite page. You want those to contrast, then, with the page they're turning next, so that'll be a surprise.

HJ: You touched on something I was going to ask you about. One of the striking features of your work is the constant shifts in modes of representation. Fairly realistic images exist alongside very abstracted images, sometimes of the same character on the same page. What do you see as the value of such varied techniques in shaping the reader's experience of your work?

DM: I might do it to a greater degree from scene-to-scene. The Alchemy, for instance, probably has the most diverse approaches across the whole story, but each chapter has a visual metaphor. Each issue is a little different from the next issue. Within each issue, each scene changes quite a bit, and, you're right, often on the same page. I use a certain amount of contrast.

When you boil it down, the lowest common denominator of a comic is what the reader fills in between the two images. If you have a panel that has a cat on the table, it's just a cat on the table. Then, you have another picture that is a cat on the ground. On their own, that's what they are. Next to each other, the reader says that cat jumped off the table, and now it's on the ground. I think the same thing happens in terms of changing color or changing the way something is rendered. The reader processes that. You can do it incredibly overtly.

If you want to show a certain amount of emotional or psychological change in the character, you can do it pretty subtlety in certain degrees, and I think it's another tool that the writer has to tell a story through implication, through just how the reader's mind works. If it's a shocking situation, I would draw the panel before the catalyst of shock happened in a different way than the one that where the shock happens. I might do the first one in pen and ink and make it more streamlined and calmer. Then, I might do the other one with a wash of watercolor or acrylic down over it. Then, maybe I'll draw it jaggier in pencil or something like that when the moment of realization happens to the character. I don't have to use any words and take any extra space in the page to tell what's happening. I don't even have to draw that differently. I can do it just by using a different medium or drawing it a little bit stranger. I think the reader processes it emotionally for the character. I think it's just one of the assets that comic books as a medium have at their disposal.

Make Mine Marvel

HJ: One of the first places I became aware of your work were the covers for Alias, which is designed to signal a different kind of relationship to this comic. This is not your typical Marvel comic, and you get it just from seeing it on the stand next to the other Marvel titles. I wonder what thought went into the design of those covers.

DM: You're absolutely right! That is an exact conversion that Brian Bendis and I had. I attribute that directly to him. Whether in person or on the phone, he told me almost exactly what you just said. He said, for the covers for Alias, it shouldn't look like a comic book at all. Make these look like a book that you see when you walk into a bookstore. As soon as you see it, you know that Alias isn't like any other book that Marvel has. And, often when I'm designing covers for comics, I very much am considering it's the cover of the book and it's what's selling the book. It's not just the book itself. You have to consider this in context of it being on the wall in a comic book shop next to 100 or more books, so you don't necessarily want to use the same kind of mediums or designs that are being used in those other books. The nature of the cover is to make it jump out from all the things it's next to, so I always think in those terms.

Brian was very specific about this one. He said, "Maybe for a different storyline, we could use a different set of media or different vibe." Often, Brian suggested to me in detail what he wanted. Other times, he would just give me the script ahead of time, and he would just say, "Read the script and do whatever you want for it." So, it was pretty half-and-half. There were issues where he'd be very specific. Rick Jones is like a folk singer, so for the cover of one issue, he said, "Make really crappy music flyers. Make them yourself. Make them at Kinko's, and go post them on a pole somewhere on top of other ones. Take photos of that, and make that the cover." So that's what I did. I made flyers for the character in the story and then made a bunch of extra fake flyers, too, and I put them on a pole on top of all other real flyers in the middle of the rain and then staple-gunned it to the pole. They were wrinkled and rained on, and I took photos of it.

So there were times he wanted things for precisely for what the story was. Another time, there was a story where a girl was missing. They find her diary, so he said, for this, all the covers are pages from this girl's diary. So I took a sketchbook, and I filled a complete sketchbook as if I were a teenage girl. These were his instructions: "Pretend you're a teenage girl, and you're really mad. Make a whole diary of this girl with all these drawings and clippings.' So I did that without knowing which pages would be the cover. After I made that, I took photos of some of the pages and used them as covers for that issue series.

HJ: I am especially interested in the changes in style which occur when Joe Quesada is working from your script for Parts of a Hole. He seems to pull some of your techniques more into the mainstream of superhero illustration. What similarities and differences do you see in the techniques involved?

DM: That was such a great experience. I worked with Brian Bendis on Alias. For my first Daredevil story, I worked with Quesada - that was my first work ever for Marvel. I should say also that's one of the wonderful things about comics in general and working at Marvel--the spirit of collaboration. I have the Kabuki books where I have 100% of everything entirely on my own, and there're no editorial suggestions or anything. It's great to have that. But it's also really nice to have a project where you work with other people who are really bringing their A-game and bringing a whole other set of tools to the table that I wouldn't have.

So, working with Joe was really wonderful. When I'm writing for another artist, I write differently than I would write for myself because I'm going to write what I think are maybe that person's strong points from my perception, or those things that they would do better than I would do. I would write to convey that, and I would also have a conversation with Joe and say, 'What would you like to draw from the story? What do you think you would really shine on? What do you think are aspects that you're hoping to get out of this?" It's just a great conversation to have. Working with Brian Bendis, I had that situation too.

Every time I would write for another artist, I would send them layouts. Not that I wanted to necessarily have them do what my layouts were, but some of the script was a little unconventional in terms of its description of pages. So I sent Joe layouts that just said, "The script is what it is, but this is to give you a sense of what I mean by that description. When I said the first panel was a puzzle piece over here and the second panel is a puzzle piece down here, this is what I'm thinking about." Joe would take my layouts and use the best parts of or the parts he connected to. He would marry that to his own unique graphic sensibilities and create a hybrid art style, using some of the graphic things I was putting into the layouts and his own natural vibrancy, how he drew.

 

HJ: As you know, I am very interested in the aesthetic tensions which surrounded your work on Daredevil - especially the Vision Quest book. Can you provide some context as to how you were able to experiment so broadly within the parameters of the superhero comic?

DM: It's interesting. That book originally was going to be an Echo limited series. I don't know if you were aware of this. When I did that first Daredevil story, I asked Joe Quesada [by now, editor-in-chief for Marvel Comics], "What do you want out of this?" He said, "I want you to create a brand new character for Daredevil in the process." It was right after Kevin Smith finished his Daredevil run, so I wanted to continue with what Kevin was doing and acknowledge that and incorporate it into the story. But Joe also wanted a brand new character. He said that a lot of Daredevil's antagonists or villains are secondary Spider-Man characters that crossed over to this book, and he would like to see a new person unique to the Daredevil story. So that's where Echo came from, in a way starting as a villain in the story but also a potential love interest.

After that story, he told me he was getting requests from other writers to use Echo in the Marvel Universe, but he said before he was going to give the okay to that, he hoped that I would do an Echo series to flesh her out a little bit more. He said, 'It's going to happen one way or another, but you should do an Echo series just to give her more of a back story before that starts happening more." So I said, "Great," and I put this Echo story together. Then I had a meeting with him in the office in New York, and he sat me down and said, "I know you wanted to do this Echo story, but we're going to put it inside the panels of Daredevil. That way, it'll give the regular team an extra five months to catch up and get ahead on things. He said, "Our Echo story was in there before, so I think it'll still work. We did this before, and it'll be like another fleshing out of Echo. If you could have a scene at the beginning and a scene at the end with Daredevil talking to Echo, that'll segue it.'

That was purely a publishing situation, so I can't fault anyone for that. But, as you've said, when someone's reading a Daredevil comic that's says "Daredevil" on it really big, they're expecting to see Daredevil, and he's really not in that story. I understand that could be a jarring situation for people because the main thing you want to get out of that comic is Daredevil. This story has a scene of Daredevil talking to Echo in the first issue and then one in the last issue, and he was there, here and there, through flashbacks. But I understand somebody feeling that, when they're buying a Daredevil comic, they're not trying to buy an Echo story. But that's just the way it worked in that situation.

It was an interesting experiment. People are probably more willing to accept a change from the mainstream if it's delineated in the title. And I think if people thought, "Oh, there's an Echo story written and drawn by David Mack." It probably wouldn't be as jarring to them. But, because now it's in the Daredevil series, there were a lot of people who loved it, and there were a lot of people who probably didn't know why those issues were featuring an Echo story in between the current Daredevil story. In comic books, there's brand new readers every issue. Those people were probably asking, "What's going on? There was a Daredevil cliffhanger, and now there's this story about another person. I understand that kind of criticism. I felt like it was able to find its readership, and I find there were a lot of people that connected to it and got something from it.

HJ: Some have compared Vision Quest with Bill Sienkiewicz's Elektra: Assassin, which also applied avant-garde techniques to this particular franchise. Was this a parallel that occurred to you as you were working on this book? If so, how would you compare your work with Sienkiewicz's?

DM: I have a very good relationship with that book. In fact, I'm pretty good friends with Bill Sienkiewicz now, and I was having a conversation with him about this just last night. He's been super nice to me, but I was probably pretty young when I read that. I was probably 11 or 12 when I saw that first Elektra: Assassin book, and I was fascinated by it. It was beyond my experience. It was beyond my comfort zone. So, at first, maybe I wasn't sure what to think of it, but then I really appreciated it.

The first Daredevil story I ever read was a Frank Miller story. It was that one with The Punisher in it, from an "Angel Dust" story, in maybe 1982. I was at a friend's house, and they had this comic book. I had never read a comic book. I was nine years old. I open up this book, and I thought that comics would be like Super Friends. So, it was one of those things where it was expectations versus what something is. I had seen some cartoons here and there at friends' houses. So, I pick up his comic book and, instead of someone in a cape with a letter on their chest, there's a guy dressed as a devil with horns on his head as the hero, and there was another guy with a skull on his chest just shooting people. It was almost frightening to me as a child. It was a story about drugs and angel dust, and children were selling drugs to children and dying. It was really outside my comfort zone. I wasn't sure what to make of it.

Then, in some strange turn of chance maybe two or three years later, I was in a second-hand store--a St. Vincent De Paul--and I found the exact next issue of that book. By then, I was like 12 years old, and I picked it up. I could handle it then. It made sense to me. I saw the brilliance in it, and I loved it. Then, I started trying to find back issues of Frank Miller's Daredevil, and there was something about those issues that I can never escape that probably informs my work in ways that I'll never even be conscious of.

I remember being in the secondhand store, looking at this book and realizing that someone made these shadows and this lighting and that the shapes of the panels were all designed by the writer on purpose because they were communicating something. I thought it would be all bright colors as a kid, and I realized all these shadows and all this very iconic kind of architecture to this book was making me feel something. I think that's when I clicked for me, that the writer can use all of this--the weather, lighting, shadows--as storytelling.

I had similar experience in a different way when I saw the Elektra: Assassin books. All those people that I have been inspired by...there's a great many. Comic books have a great many giants. I think, when you're doing something in a medium that has all these wonderful people before you, it's up to you to stand on the shoulders of those giants and then try to bring something of your own to it as well.

MORE TO COME

Comics as Poetry: An Interview with David Mack (Part Two)

Influences - East and West HJ: Kabuki includes several pastiches of children's books, at least one of which has been published independently and can function as a type of children's book. You seem to be suggesting that we are strongly shaped by the books we read as children. Can you share some of your thoughts on the nature of children's literature? What books influenced you as a child?

DM: Our childhood reading does probably have more of an influence certainly than you're conscious of at the time, and I will often look back at things and realize that there's certain things in those formative years that you can't ever escape¬--those first stories you hear about. My introduction to literature was the Bible. My mother would read me Bible stories all the time, and I was very familiar with all the Bible stories. That was a very big part of the way I grew up. There's a certain kind of storytelling structure and a certain kind of hero's journey in Biblical stories that, without even realizing, I probably encrypted into a lot of the stories I'm doing.

Then also, there was Alice in Wonderland and Peter Pan and Doctor Seuss. I read those books when I was very young, and I like that mythical, haunting, fairy-tale quality. And I did very consciously use those impressions in a lot of the Kabuki tales. Every one of the Kabuki tales-- even the ones that don't have actual children's book stories in them--have quite a bit of children's book literature and fairytale allegory inside them.

When I wrote the first installments of Kabuki, I was taking Western literature, but I was also very influenced by Eastern literature. There's a lot of Japanese children's books that we would probably consider gruesome and really far out that were fascinating to me also. There was this book of hells that children read, and each hell represents a different punishment.

While incorporating some Eastern things in it, such as the structure of the Japanese ghost story, the first volume of Kabuki also in its structure incorporates Alice in Wonderland and Through the Looking Glass. I was very much thinking of Alice in Wonderland as this allegory of a story from childhood to adult consciousness: think about the chessboard where Alice starts as a pawn, but, if you make it all the way across the board, then that pawn, the least powerful piece on the board, can then become the most powerful piece, a grownup. You can become Queen, and you can move all the way across the board. That was a visual metaphor I was using in the first Kabuki volume.

Kabuki starts as a pawn, and then, eventually, she's working for the system that she serves in the beginning. She crosses over and comes into direct conflict with the system she serves based on new values that she develops, and she starts using her power to go in the other direction. There's a visual correspondence between each of the characters in the early Kabuki stories and characters from Alice in Wonderland. There's a set of twins called Siamese which are Tweedle Dee and Tweedle Dum. Scarab, a character in Kabuki, is the beetle in Wonderland. Tiger Lily and Snap Dragon are named after characters in the Garden of Talking Flowers. The General character is the Humpty Dumpty character. These kinds of borrowings from childhood stories hold a lot of feeling and power. They help me to capture the mystery we feel toward the world when we are still children. I want that sense of childhood wonderment to haunt the reader as they read my stories.

HJ: Clearly, Japanese culture has exerted a strong influence on your work - both classical cultural influences such as Noh and Kabuki as well as more contemporary media practices such as the media mix associated with anime and manga. How did you become so invested in Japanese art and culture? How has it influenced both the form and content of your work?

DM: When I was in college, in my painting and drawing class, there was a fellow from Japan that I became friends with. We had to take a foreign language. Since I had taken Spanish in high school, I thought I'd take Japanese because of my friend and his family and the culture of international students that he introduced me to. I had a lot of Japanese friends, and I'd have access to practice it with my friends. And then I became more fascinated with Japan and ended up taking courses in Japanese history and mythology, and my friend was always there to answer my questions firsthand.

I did the first Kabuki volume when I was in college. I wanted to develop a book where I felt like I could tell personal stories about things that I was interested in. I was a big fan of autobiographical comics, but, at the time, I didn't feel un-self-conscious enough to do a fully autobiographical book. I was a big fan of American Splendor, and I liked Joe Matt's Peep Show, and I got Ivan Brunnetti's Schizo. I loved these fantastic autobiographical stories where you take what might seem like the mundane, but you show the fascinating in it. It's more fascinating because it's so from the soul and it's so un-self conscious.

But I was 19, 20 years old and I didn't feel un-self-conscious enough, and I didn't even feel fully enough formed as a human to feel like I had that much of a voice to be able to do it that way. So I felt like that quote from Shakespeare: "Give a man a mask, and he'll tell you the truth." I didn't want to do a fully autobiographical story but rather something that would give me a license to feel comfortable enough to talk about personal things. I didn't want to make the main character an idealized version of myself. That could be a danger if it was a male protagonist. So I made it a female protagonist. I set it in a different part of the world.

I was immersed in learning about Japan, traveling, and learning the language, so I used these metaphors and this mythology from Japan that's so fascinating to me as the structure to tell this story through. Doing this gave me the liberty to be able to do a story that people didn't have to look at and see me in it, but maybe it was universal enough for them to see themselves in it if it was done right.

Alchemy, Improvization, and Process

HJ: The word "alchemy" crops up often, both in your work and in reference to your work. What does this word mean to you, and to what degree do you see your aesthetics as part of an alchemical process?

DM: I like alchemy as a metaphor for making comics. You turn base metals into gold. When you're creating something, you start with a piece of paper or pen or whatever it is that you start with. By the time you're finished, hopefully something of value has been produced from it. But, in terms of content, I like the idea that, even if you're writing about something that's troubling to you or that you're coming to terms with, through the creative process you can often turn that into something that's an asset to you or even helpful to other people or at least entertaining and fun for them. I like that kind of metaphor - transforming pain into something of value through the creative process So Alchemy is a metaphor for that interesting place that you get into when you're making something. You can think about it, and you can plan it as much as you want, but, when you're actually in the act of doing it, new stuff happens that you could not have anticipated. For me, I can have an analytical mind where I can plan as much as I want to. But in actually doing it, the act of creation is also a collaboration with another part of myself that I don't always have constant access to, but it shows up when you're doing it. I like that space.

HJ: You've written that images and incidents often get shuffled as you dig deeper into each new work in the Kabuki series. This is certainly an approach enabled by your more stream-of-consciousness style narratives, but it also suggests to me a kind of improvisational approach to artistic expression. What role does chance and intuition play in your creative process?

DM: That's a good question. Some people often say, "Do you work through a stream-of-consciousness, or were you just making stuff as you go?" At the stage where you're doing notes, that's completely true. Any time an idea occurs to me, I write it down. Even if an idea occurs to me for a story I know I won't even have time to do for a few years from now, I have a filing system. So I just write this idea down, and I put it in the file. In the case of when I was doing Alchemy, for instance, I knew I wanted to do this next story. Every time I had an idea for what this next story was, I wrote it on a napkin or wherever, put it in my file, and said, "This is the next Kabuki story."

Years later, when it comes time to do it, I pull it out, and I have 200 pieces of little papers that have ideas on them--most of which I don't remember writing. Then, it's a great opportunity, because this previous version of myself has really helped out the present version of myself. Now, I have all these pieces of paper and can decide which of these belong in the story and which of these don't belong in here at all. With the ones that are left, what order should they go in? I'm faced with the task of connecting the dots and filling in the spaces in between. That's a really fun stage for me. I really like that conceptual stage.

Once I get that together, I write a pretty detailed script for myself. I do several drafts of it. In fact, in the script, there might be visual solutions that occur to me. I will make notes that might say, "This scene is about this, so use this mobius strip thing," or "This scene is about unfolding into something else, so use these panels that become a two-dimensional cube and three-dimensional panels." So, there's quite a lot of academic and analytical build-up to it. With that said, there's always room for spontaneity. When I actually am doing it, I do think of new ideas, and I do start to move things around.

The first Kabuki book was in black-and-white, but the next volume I did was the first where I was doing all the color. When I did all the layouts, they all made sense in a certain order, but, when I put them together in color, one scene was done with a certain set of colors and the next scene a different way, and I felt like "this page" next to "that page" doesn't look nearly as good as I thought they would just based on the geometric layout that I had thought worked really well. I might not have known why this didn't look quite as good, so I laid out all the pages around my wall or around my desk where I was working, and I'd start taking one page and putting it next to another In the process, I'd go, "Oh, it looks actually better next to this page," and then I'd find another page where I'd go, "Oh, it looks so much better." Then, I started rearranging all the pages and said, "They look twice as good this way as they did that way. I have to do it this way." I would then ask, "Well, can that actually work?"

So I found a way to accommodate the script and the story to fit the change in page order, and I found that it made the script more interesting to me, anyway. I had to do a certain amount of work to finesse it to make it work. Since that time, any time I do a book in color, there are at least one or two pages that I end up changing the order of once the pages are finished. Usually, it adds something to the storytelling. I usually think it's a more interesting way to tell the story when it happens, but I'm probably making it sound easier and simpler than it really is. There's a lot of detail in making it work, too.

MORE TO COME

Comics as Poetry: An Interview with David Mack (Part One)

The following interview with the comic book artist David Mack appeared in a special issue of the journal, Amerikastudien American Studies, focused on "American Comic Books and Graphic Novels." This special issue was edited by Daniel Stein, Christina Meyer, and Micha Edlich. Other contributions to the issue include discussions of Grant Morrison and Dave McKean's Arkham Asylum (James F. Wurtz), Arab and Muslim Superheroes in American Comics after 9/11 (Fredrik Stromberg), David Small's Stitches (Astrid Boger), Howard Cruise's Stuck Rubber Baby (Simon Dickel), focalization in comics narrative (Kai Mikkonen), and teaching graphic novels in the ESL classroom (Carola Hecke). This interview is being reprinted here with the special permission of the editors. Most comics are written in prose - more often than not purple prose. They are telling us larger-than-life stories that draw us into close identifications with their characters and immerse us in their world. David Mack (best known for his creator-owned comic series, Kabuki) creates comics that are much closer to poetry. As he suggests later in this interview, the difference has to do with the process of compression on the production side, trying to pack as much meaning into his images as possible, and decryption on the reception side, inviting us to scrutinize the complexly layered images in search of hidden meanings which may emerge only upon the second or third readings. As an artist, Mack is surprisingly self-conscious about the reading process and about what his fans bring to their experience of his work. In some cases, he draws materials directly from his fans, which he integrated into his collage-like designs. In every case, he argues that the alchemical process of creating meaning through the juxtaposition of words and images is not complete until the page has been processed through the eye and mind of the beholder. For him, the comics page is both raw material out of which the reader produces meaning and a byproduct which can be appreciated on its own terms only after the story has been consumed.

Mack began publishing Kabuki in 1994 while he was still completing a BFA in Graphic Arts at Northern Kentucky University. His close association with Brian Michael Bendis, the award-winning author famous for his work on the Ultimate Spider-Man series, opened up opportunities for Mack at the industry heavyweight Marvel Comics, where he drew covers for Bendis's Alias and contributed as both a writer and artist to the popular Daredevil series.

What strikes one about David Mack's career is his ability to move between mainstream and independent comics, often creating surprising hybrid forms where avant-garde practices are applied to the superhero characters who are Marvel's cash cow. His own Kabuki comics are dazzling in their innovative use of techniques , including the incorporation of everything from tea stains to toy train tracks, into his visual collages, and in his exploration of complex ideas, including those about subjectivity and the experience of mediation. Over the course of the story, his protagonist, a Japanese woman, is a paid assassin in a criminal network, the fictionalized character in a mass media franchise, a prisoner trying to survive, a children's book author, and a leader in a resistance movement. Each volume introduced new genre and narrative elements, while encouraging us to reread what came before through new conceptual lens.

However, Mack seems equally at home working for Marvel, collaborating as consummate a mainstream craftsman as Joe Quesada (who is now Editor-in-Chief at Marvel) or as commercial a comics author as Bendis. Sometimes, Mack's interventions into the comics mainstream strike controversy because he is asking readers to embrace a style that takes them out of their comfort zone. Behind these interventions, however, there is a deep respect for the pulp traditions out of which these characters and stories have emerged. Many experimental comics creators seek to escape from the superhero tradition, while Mack hopes to bring something back to it from his own independent practices, adding new layers to our understanding of its iconic characters and expanding its visual vocabulary to create new kinds of emotional experiences for the reader.

I was lucky enough to snag some time with Mack in the aftermath of 2010 San Diego Comic-Con. Sitting in my hotel room in San Diego, Mack shared with me his reflections on everything from his first experiences with comics (and the childhood stories which have shaped his imagination) to his creative process and aesthetic practices. What emerges is a complex picture of a comics artist and storyteller of the highest caliber, someone who is constantly pushing beyond the conventions and limitations of American comic's dominant genres, experimenting and innovating inside the commercial mainstream and on the fringe, trying to expand the expressive vocabulary of his medium and, in the process, to use the corporate machine to deliver his own distinctive perspective on American culture.

Comics, the Subversive Art

HJ: In Kabuki: The Alchemy, the writer Kabuki meets on the airplane notes that "most widely distributed media tend to be decision by committee. They are beholden to the various interests of a conglomerate umbrella company...Comics are a subversive medium capable of great communication and cultural influence. The format affords an individual to voice a singular vision on an international scale under the radar of big business interests and federal regulation." Does this reflect your own thoughts about how comics function as a medium?

DM: I'm able to put into the book characters that have strong points of view. You can put one character with a strong view next to another, and you get to have them brush up against each other. Some people think this character is my definite point of view, but it allows me a playground to let these points of view go against each other. When I say it's a subversive medium, I mean it in two different ways. One has to do with the comics industry as a distribution system, and the other has to do with the way comics work as a medium and how people read them.

As a distribution system, comics are unlike radio or TV where you have a license and regulations and people overseeing you or film distribution where there is a certain amount of money and system involved before you can do anything. One person in their basement can have an idea and immediately make a complete story and reach a pretty fair amount of people through comics - whether the kind you print off and staple together at Kinko's or the kind you make and distribute through the web. Comics are one of the last pirate media. One person can go and immediately just have an idea in his attic and make a book, and it can be out there. This is why some of the other media, like film and television, use comics as a research and development platform to a degree. I just started making mini-comics and showing that to publishers. I don't even know if a lot of times what I'm doing can even be classified as comics. I let other people decide what the category is, but I have been able to infiltrate the delivery system that's there.

And the other way I think comics are subversive has to do with the nature of the medium of comics. Comics start with two images, each slightly different from what came before, but, when you put these two images together, it's just human nature to construct a dialogue between them. We construct a continuity: whatever happens in this image was before in time, and this happens after it. Nothing's moving at all; nothing's said in between. Even if things are completely different from this panel to that panel, our natural instinct is to construct order out of that juxtaposition and to create a narrative in between those images. So what I love about comics is that the readers themselves are really making what's happening in comics in their own mind. When comics are done right, when they meet the reader halfway, when they don't give too much... I think if they give the reader too much information, the readers don't have to use their minds as much. But, if you finesse it and give them just the right amount, the readers then really start actively completing everything inside their minds. This makes the reader an active participant in what's happening.

HJ: There is an ongoing concern in Kabuki about corporate-controlled media, with entertainment as a form of propaganda, yet you have also chosen to work often for Marvel - one of the two biggest publishers in comics, a company now owned by the Disney corporation. How do you reconcile these two positions?

DM: Kabuki itself is published through Marvel. I started Kabuki as a series of mini-comics, and then I started doing it at a small publisher called Caliber Comics in the early 90s that had published The Crow, and I moved to a larger company (Image) in 1997. And then Brian Bendis, Mike Oeming, and I formed an imprint at Marvel Comics called Icon in 2004 to bring our creator-owned comics to Marvel. Marvel Comics has now been bought by Disney. We were able to carve out a niche at Marvel--a little compartment for creator-owned comic books. We're given complete autonomy in terms of what we do.

People ask me, "Are you concerned with giving up your rights?" You don't have to give up any rights--you only give up rights that you agree to give up. And, so we made a contract where we weren't giving up any rights, and Marvel worked with that. Marvel provides us with distribution and access to their readership and their delivery system, and I guess Marvel felt like us being there was some advantage to them as well. But people ask me that a lot: "Is there some editorial control because it's a bigger company?" In fact, I don't think they care. I do a complete Kabuki story. I turn in a finished book. They don't look at it ahead of time, and they don't look at it afterwards. Some editors look at the finished story itself, but they don't give any suggestions at all for creator-owned comics.

I like the idea that you're living inside a system whether you like it or not. So you have to cohabitate with that system, and hopefully you can meet halfway at certain times, and, hopefully...maybe...you can even influence it to a degree or at least influence the people that are part of its delivery system.

HJ: As The Alchemy continues, it is clear that you also see popular culture as a site of potential resistance to corporate and governmental control. Can you speak to the ways you see popular culture as a potential resource for the people who consume it? Where do your theories of media and cultural change come from?

DM: One of the major themes of the story is that we don't just have to consume the culture that we are offered, we can create our own culture. I'm not as interested in consuming a culture that is offered to me and made by someone else for me to buy. I'm much more interested in works and literature, and culture that inspires me to create my own offerings that will be useful to others, and to be an active and meaningful participant in cultural creation.

The Alchemy story deals with two issues of resistance. The external resistance from an outside power as you mentioned, but also an internal resistance that we face whenever we try to create something. There is a kind of self-censorship people sometimes have built into them. And an "object at rest, tends to remain at rest" force that offers a lot of rational reasons of why not to create what you think of creating, why not to fulfill all of your best and wildest dreams.

Before you ever get the external part, you need to overcome all of these internal walls to actually begin, complete, make real, or share all of your best ideas. The Alchemy chronicles characters dealing with both of these internal and external battles of control and influence.

As for your question about external media influence... I don't self-analyze that a lot, but, if I were to...I should say, first of all, I grew up without any television. When I grew up, there was no television in my home. I didn't get my first television until I got my first comic book paycheck. I was in college the first time I started seeing television a lot. Even when I was in first grade, I felt like I was missing out on some culture that all the other children were talking about. "Oh, did you see that show last night? This happened." I never knew what they were talking about all the time. So, I did feel a certain distance from other people when they were constantly referencing things and I had no idea what they were talking about. On the other hand, I didn't have that built-in acceptance of what television and TV commercials are when I started seeing more of television when I was in college.

When I was in college, the first Gulf War was starting, and it was on CNN all the time. There was a TV in the lounge in my building in college, and I would see all these television shows I was fascinated with. I remember I was fascinated with this TV show called Cops that was big at the time. Here's a television show that we considered entertainment, but we're also seeing first-person points-of-view of the legal system in action. I wasn't sure if I was comfortable with the legal system being a form of entertainment and being strictly from one point of view. It made me feel very strange. Then, it cuts to a commercial and sells you something. Other people seemed to be a little more used to the commercials, but the commercials were really strange. Watching this many commercials on TV was a little weirder to me than other people seemed to think. As the Gulf War was launching, there was this big build-up through CNN. The next thing you would see was a very similar show to Cops, but now it was first-person point-of-view of the world police. You see all these first-person point-of-view bombings and, at times, the war even felt like a video games. I was fascinated, but I was also outside my comfort zone.

I don't know if I was conscious at the time of the connection, but certainly a degree of that experience went into the early books of Kabuki. Where the Kabuki books began, there's an inter-dependence between a criminal element and a government element, and there's an agency that polices that independence, but they are also part of the television and media conglomerate which shares a first-person point-of-view television show on their criminal activities. Kabuki was very consciously inspired by George Orwell and 1984, but I probably could not escape the effect that CNN and the Cops TV show and my introduction to more television and commercials were having on the way I saw the world. Comics were my playground to sort through all of that stuff.

MORE TO COME

Thinking Critically About Brand Cultures: An Interview with Sarah Banet-Weiser (Part Three)

Your chapter on YouTube has been the focus of some very productive debates between the two of us, often having to do with the relationship between collective engagement and “self-branding.” In the published chapter, you acknowledge that various forms of collective action are possible through social media (citing, for example, the Arab Spring movement), but for you, “narcissism is part of the very structure of online technologies,” (p.88). I could argue the opposite is also true -- that networked communication is by its very definition networked, which involves some kind of set of social relations between individual participants. So, how do we as theorists reconcile the individualistic and collectivistic dimensions of digital culture?



It’s a very good question, and at the risk of being repetitive, I think our responsibility as theorists is to engage how these dimensions of digital culture—the individualistic and the collectivist—operate simultaneously and often in contradiction with each other. In terms of narcissism, I am responding to Jean Twenge, who has argued in her book on youth and media that narcissism is a problem for the younger generation. My critique of this argument is that rather than understand youth and media as discrete, separate realms, we need to think about the deep interrelations between and within youth culture and media spaces. That is, I said here that online technologies enable a kind of narcissism, and this (at least to me) is surely true, in the context of self-branding, personal profiles, the genre of “selfies” for young people, the isolation that can happen in digital spaces. The fact that this context exists doesn’t mean that networked communication is not enabled by digital culture, but it does mean that we have to think about what the categories of “individual” and “networked” are in relation to each other, rather than as each other’s opposite. To say that digital spaces are often individualistic, and that we should be more critical of this as these spaces are often touted as democratic, doesn’t mean that no other politics exist online.

I also think that we need to think of this digital dichotomy as something that also finds purchase in off-line spaces. So, there is some similarity between the notion that, say young women in digital spaces often self-present according to familiar gendered scripts, and the fact that these same scripts are reinforced in celebrity culture, everyday practices, policy and legislation. And, networked communication online might energize and organize a kind of democratic participation that then takes place off-line. What I hope to do in my work is not give the impression that I don’t think democratic participation is possible, but rather that in order for us to understand what something like democracy looks like in the current moment means that we need to engage cultural spaces in their relation to each other, rather than as discrete realms.

You end the book with a really provocative section which at once critiques the possibilities of a politics grounded in critical utopianism (you talk about “utopic normativity”) and yet also holds open what you describe as “the generative potential of ambivalence.” What would you see as some real world examples where groups or individuals have built in meaningful ways on the “generative potential of ambivalence” and how might we distinguish them from the kind of utopian thinking which simply reinscribes existing norms and values?


Well, I think perhaps the most obvious recent example is the various Occupy movements around the globe. Surely, brand culture is part of the context for Occupy—even as it is also part of the movement’s critique. So while Occupy might be called a “branded” movement—through design, logos, the use of social media, the Guy Fawkes mask you mentioned, etc—it is also about challenging existing norms and values.

Another example of how ambivalence is generative can be found in the branding of Wikileaks. A marketing company was hired to brand Wikileaks, as a way to raise funds for Assange’s legal fees. Did branding Wikileaks mean that the politics behind it are rendered obsolete, or does it make Assange a “sell-out”? The WikiLeaks website challenges the history of “official” information and the public’s right to access this information; the leaked documents have already disrupted routines of national security around the globe. Regardless of its ultimate impact, WikiLeaks is subversive. Because WikiLeaks is an affective sentiment in the sense that it inspires affect and emotion from individuals, the branding of it invokes ambivalence. The traversing of boundaries involved in branding WikiLeaks is not about whether Assange is “selling out,” but is an articulation of a politics of ambivalence.

The branding of feminism (as opposed to the branding of post-feminism) might be yet another example. For instance, last year’s “Binders of Women” could be understood as embodying part of brand culture in the way it was circulated, distributed, and engaged by consumers. Yet it also brought critical attention to the patriarchal discourse of politics, and worked to remind women of the importance of voting, etc.

Importantly, to traverse boundaries of different economies, market and non-market, profit-oriented or reciprocal, means not to jump from one “side” of a neoliberal divide to the other, one a space of authenticity, the other one of complicity as the discourse of “selling out” implies. And this is the ambivalence that I think is generative, that challenges a utopic normativity.

Sarah Banet-Weiser is a Professor in the School of Communication at USC Annenberg and the department of American Studies and Ethnicity. She had two books published in 2012, most recently Authentic™: The Politics of Ambivalence in a Brand Culture (New York University Press), which examines brand culture, youth, and political possibility through an investigation of self-branding, creativity, politics, and religion. Also published in 2012 was Commodity Activism: Cultural Resistance in Neoliberal Times (New York University Press), co-edited with Roopali Muhkerjee. Her first book, The Most Beautiful Girl in the World: Beauty Pageants and National Identity (University of California Press, 1999), explores a popular cultural ritual, the beauty pageant, as a space in which national identities, desires, and anxieties about race and gender are played out. She has also authored a book on consumer citizenship and the children's cable network: Kids Rule! Nickelodeon and Consumer Citizenship (Duke University Press, 2007), in addition to her co-edited book, Cable Visions: Television Beyond Broadcasting, co-edited with Cynthia Chris and Anthony Freitas (New York University Press, 2007). She co-edits, with Kent Ono, a book series with New York University Press, "Critical Cultural Communication," and is the editor of American Quarterly.

Thinking Critically About Brand Cultures: An Interview with Sarah Banet-Weiser (Part One)

Transmedia Hollywood 4: Spreading Change is coming up on Friday of this week, and in anticipation of that event, which is scheduled to have some substantive discussion about the intersection between brand cultures and political activism, I wanted to share this interview with my USC Annenberg School colleague Sarah Banet-Weiser. Banet-Weiser will be speaking at the event, drawing on her two recent books, the single-authored Authentic(TM): The Politics of Ambivalence in a Brand Culture and her anthology, co-edited with Roopali Mukherjee, Commodity Activism: Cultural Resistance in Neo-Liberal Times. I anticipate Banet-Weiser bringing a very needed critical perspective to our discussions, one which is skeptical of the claims of some of our corporate participants, but one which is also open-minded and curious about their visions of political change. I have come to develop enormous respect for Banet-Weiser during my time at USC. She is beloved here as a teacher and mentor who is incredibly dedicated to her students. We often find ourselves closely aligned on departmental policy concerns and she has in some ways been a mentor for me as I have adjusted to a new institutional setting. Our work seems to have paralleled each other -- starting with her early work on children's culture and media, which emerged at about the same time I was publishing The Children's Culture Reader. More recently, her Authentic (TM) book was released just a few months before Spreadable Media. Both represent attempts to come to grips with the contradictions and challenges of our current moment of media change. And I have found her collection on Commodity Activism very important as we are thinking through my current research on youth, new media, and participatory politics.

I think it is safe to say that most of the world, reading our work in isolation from our institutional context, would see us as representing very different theoretical and ideological perspectives on some of these same issues. It is difficult in the current climate to describe these differences in language that is not already over-determined by culture wars and conflicts, rifts in our field that go back at least to the 1980s, if not earlier. Banet-Weiser's work is grounded in a very strong critique of neoliberalism and a strong emphasis on structural constraints on our capacities for individual and collective action; my work has been strongly grounded in an advocacy for participatory culture as a central tool for bringing about greater diversity and democracy and has tended to place a strong importance on the concept of collective agency within a networked culture. Often, our respective intellectual allies do not play nicely with each other, and we've both been concerned by the sharp language through which these issues have often been contested in recent years.

Yet, I have enormous respect and affection for Banet-Weiser and have always learned a tremendous deal from her work, and as friends and colleagues, we have become important thinking partners for each other. We read and responded extensively to each other's book manuscripts. Such exchanges were especially valuable at moments where we were in the sharpest disagreement, where our world views clashed in ways that prove generative for both of us. Some of these core disagreements surface in the following interview. My hope is that these disagreements prove generative for my readers also.

As I have written often of late, there's an urgent need for these perspectives to be speaking with each other. I see more and more scholars talking about the need for a frank critique of what's happened with digital culture and especially with Web 2.0. Many are calling for us to move beyond utopian or dystopian perspectives and deal realistically with what has and has not been achieved in terms of a vision for meaningful social and political change. One side has perhaps articulated most fully the promises and potentials of that change,the other has developed the strongest critique of the structural constraints on reforming or transforming the current system and the mechanisms by which participation has been manipulated and exploited by corporate interests towards its own ends. One side has pushed an agenda of media reform focused around corporate concentration, while the other has stressed the importance of insuring the broadest possible access to the skills and tools required for meaningful participation. These two sides too often speak past each other, distrust each other. We lose sight of our shared goals. I am determined to seek common ground between these perspectives, and I hope that this exchange will represent one step forward in that process.

Banet-Weiser writes with enormous clarity in her new book about a theoretical and political stance grounded in "ambivalence," a term I also think might describe what I am seeking right now in my own work. Too often, we've ended up with a divide between those of us who see the world as a glass half full and those who see the world as a glass half empty, without noticing that both of us agree that it's only half a glass. Our points of disagreement may make us stronger if they force us to examine our core assumptions and sharpen our analysis, but they should not come at the expense of our recognition of our shared commitments and our collective stakes in insuring a more just society.

You write, “Terranova’s idea of compromise, between creativity and capitalism, between affect and profit, requires that we understand what exactly is being compromised, and what consumers gain as well as lose through such transactions.” On this point, we totally agree though there’s much more work to be done before we can fully address this question. My own sense is that critical theory has been better, by far, at describing what consumers “lose” and less effective at describing what consumers “gain.” So, from your point of view, what do consumers “gain” under the neo-liberal terms you are describing in your book? And what do they “lose”?




Well, as you say, it is somewhat easier to describe what consumers “lose” within brand culture, so I’ll address that first. I describe in the book how, in the current moment, brands, and branding strategies, have expanded beyond selling actual products or companies, and are an integral part of culture. We are witnessing the expansion of brand language and logic to our personal selves, where individuals often feel obliged to not only construct, but to understand themselves as brands. This is a problem, I think, because branding is, at the end of the day, about selling and marketing things. So, for instance, when we create a self-brand, we embark on a process that packages, designs, and markets us—human beings—just like other products and commodities. To think of ourselves as things or commodities devalues the self.

Another thing I think consumers “lose” when we are not critical of, or do not challenge the normalization of self-branding, and brand culture more generally, relates to the economies of visibility that support and validate branding. Branding, and self-branding in particular, is about making the self visible (through a variety of media platforms), and I think we need to be critical of not only cultural imperatives to be visible, but also the structural inequalities that organize visibility in the first place: who can be visible? Who is seen as “worthy” of visibility? How does visibility work in different ways depending on gender, race, class? Within this context, brand culture, as both an economic and cultural formation and dynamic of power authorizes some things as “brandable,” while others are unbrandable, or are in excess of the brand, or remain in search of “brandability” if they want to be visible.

Now, what do consumers potentially “gain” within the neoliberal context? While I’m critical of many brand cultures in the book, the cultures and practices I examine are only a small element of broader brand culture. There are historical ways in which, for example, making the self visible through consumer and brand culture has been linked to a politics of freedom and emanicipation, and I think we need to pay attention to those histories. This is a contradictory formation: brand culture provides the context for struggles over visibility and recognition. Yet it simultaneously provides the context for the commodification of people as visual objects. The contradictory spaces of brand culture provide opportunities for acting on these contradictions, and thus potentially locating political possibility and critique within brand culture.

But brand culture, or any kind of culture for that matter, is not an either/or context, where it is either liberatory or oppressive, because the production of meaning is always collective and contingent. Certainly the kinds of access and disruptions of power we witness in, say, social media contexts, can lead to a more democratic idea of resistance and identity, and dynamics of power can be re-contextualized in ways that offer space for shifting norms.

What I trace in the book, and this is particularly true when we are talking about gender norms and practices, is that these media platforms may be disrupting conventions of power in some ways while also relying on familiar scripts and narratives that have proven successful in capitalism.

These questions are intended to get to the heart of what your book is describing as “ambivalence.” It is a word which does a great deal of work in your argument. In what sense do you think our relations to contemporary consumer culture are “ambivalent”? What is the role of the critic in dealing with this kind of ambivalence?



I think that a great deal of scholarship approaches consumer and popular culture within the framework of a familiar binary: it is either authentic or commercial, it is about real politics or corporate appropriation. For me, brand culture is neither a historical inevitability, nor is it uncontested. Rather, brand cultures emerge from the deeply interrelated discourses and practices of capitalism, history, culture, technology, and individual identity formation. Because brands form culture, they are—like culture itself—often unstable and precarious. The argument I’m making in the book is that consumer capitalism is a nuanced, multi-layered context for identity formation—as such, it is an explicitly cultural space. And, because I’m writing about culture, I think we need to carefully attend to the ways in which the production and consumption of culture within the logic of branding involves not only those practices that are easily branded, but also those who are left out of brand culture because they are not easily branded. So, we need to think about why certain politics or lifestyles are incorporated into brand culture, as well as why others not immediately amenable to branding are left out.

This is where ambivalence comes in, in those spaces of culture that are not easily determined by either commercial culture or individual resistance. But, connecting ambivalence to actual praxis is a difficult thing, and has no guarantees. For one thing, most elements of culture are not seen as ambivalent. Ambivalence, its lack of certainty, its inconsistency, the way it both harbors and is defined by doubt, is generally understood as a problem, something to avoid. Yet, I’m arguing that it is important to take seriously the cultural value of emotion and affect and the potential of ambivalence, its generative power, for it is within these spaces that hope and anxiety, pleasure and desire, fear and insecurity are nurtured and maintained. Brand marketers realize the potential of ambivalence, and capitalize on it. But their strategies do not in turn mean that affect, or ambivalence, are simply, or only, spaces of corporate manipulation. Rather, affect and ambivalence can be utilized in different ways.

The ambivalence of brand cultures, then, is about incongruity—all brand cultures do not mean the same thing, either culturally or individually. If consumer capitalism demands that we live our lives within brand spaces and subjectivities, we need to think carefully about what this kind of life looks like, and conversely, what potential spaces and actions threaten to disrupt the expected flow of consumption.

To theorize ambivalence as a structuring element of brand cultures means that not all cultural practices are spaces of possibility, but rather that some carry more potential than others, that some cultural practices are easier to brand than others. Those practices that can be integrated within brand relationships, such as girls’ self-esteem, or environmental politics, or street art, are not empty of political possibility, but that possibility itself takes shape within a branded space and under branding rubrics. When a brand, a genre, or a product circulates in culture, its meaning is ambivalent. In other words, the fact that a brand circulates in culture is not a guarantee of its meaning; rather, the circulating brand is constantly under the threat of breakdown and destabilization. Within brand culture, this threat forms a crucial contradiction: brands are designed for stability, and their logic is based on regularity and singularity. Yet they are ultimately precarious, and are subject to cultural misunderstanding. For me, to theorize brand cultures as subject to misunderstanding and misrecognition is to deliberately hold on to the generative potential of brand cultures.

Sarah Banet-Weiser is a Professor in the School of Communication at USC Annenberg and the department of American Studies and Ethnicity. She had two books published in 2012, most recently Authentic™: The Politics of Ambivalence in a Brand Culture (New York University Press), which examines brand culture, youth, and political possibility through an investigation of self-branding, creativity, politics, and religion. Also published in 2012 was Commodity Activism: Cultural Resistance in Neoliberal Times (New York University Press), co-edited with Roopali Muhkerjee. Her first book, The Most Beautiful Girl in the World: Beauty Pageants and National Identity (University of California Press, 1999), explores a popular cultural ritual, the beauty pageant, as a space in which national identities, desires, and anxieties about race and gender are played out. She has also authored a book on consumer citizenship and the children's cable network: Kids Rule! Nickelodeon and Consumer Citizenship (Duke University Press, 2007), in addition to her co-edited book, Cable Visions: Television Beyond Broadcasting, co-edited with Cynthia Chris and Anthony Freitas (New York University Press, 2007). She co-edits, with Kent Ono, a book series with New York University Press, "Critical Cultural Communication," and is the editor of American Quarterly.

As the World Stops Turning: A Conversation with Lynn Liccardo about Soap Operas (Part Three)

Much of your writing has focused on parallels between daytime serialized drama and the rise of "quality" shows, primetime dramas which marry serialized storytelling with higher budgets, deeper production values, and much shorter, season-based dramas which pack intense meaning into typically between 10 and 20 episodes in a season, as opposed to 260 episodes per year. What do you feel is the nature of the connection between today's critically acclaimed dramas on FX, AMC, HBO, Showtime, and elsewhere and the daytime serial drama?  

The success of early primetime serials like Dallas (1978) and Dynasty (1981) redefined the public perception of soap opera. Larger-than-life, over-the-top characters like J.R. Ewing and Alexis Carrington, who more resembled stock characters from the commedia dell'arte, than ATWT's Hughes family, were enormously entertaining to watch, but not because viewers found "meaning and resonance through a deeper connection."  And while Larry Hagman's (J.R) called Dallas as a cartoon rather than a soap opera, to the media and public these guilty pleasures were soaps simply by virtue of their seriality. The popularity of these primetime soaps coincided with Gloria Monty's transformation of General Hospital,, and had at least as profound an impact on daytime soaps. The spirit of Dallas and Dynasty continues in current primetime soaps Revenge and Scandal, and for the teenage demo, Gossip Girl and Pretty Little Liars.

The Best of J.R. Ewing from Dallas

The true heirs of ATWT comprise a long list of often critically-acclaimed, always ratings challenged, and ultimately short-lived serial dramas.  While thirtysomething may not have looked anything like ATWT, the the day-to-day lives of two baby boomer families, the Stedmans and Westons, mirrored those of the Hughes and Lowells 30 years earlier. Thirtysomething ran from 1987-91 and never rose above 40th in the ratings. Its very ordinariness (tensions between career and family, visiting parents, finding a babysitter) made it, and similar shows that followed (My So-Called Life, Joan of Arcadia, Jack and Bobby, Friday Night Lights, Men of a Certain Age, to name but a few), a challenge to promote effectively.

How networks schedule these quiet, slow-paced shows creates another obstacle. Broadcast network programmers, under pressure to win time slots, often shuffle their lineup, making it difficult for viewers to find these shows, which, unlike episodic television, need to be watched in order. Sometimes networks cancel them after a handful of episodes, creating a self-fulling prophecy when fans hear about a promising new serial drama, but fearing yet another heartbreak (not being hyperbolic here:), decide not to watch.

Since cable networks rarely pull a serial drama before the first order of episodes has aired, and are able to place the show in a fixed time slot followed by multiple repeats (sometimes even daylong marathons), viewers have ample opportunity to connect with these quiet, slow-paced shows. But there are still issues beyond the obvious disadvantages shorter seasons create for serial dramas: less time to fully develop characters and their relationships means less time to fully engage viewers. When networks pick up serials dramas, the creators face uncertainty about the number of episodes that can undermine the pace of the storytelling. After a 13-episode first season, Parenthood was picked up for 22 episodes, then renewed for a 18-episode third season and 15 for the fourth. Since the season often ends before the network has announced that the show has been renewed (or not), the season finale could well be the series finale.

Sometimes, scheduling uncertainty can cause a show's demise. When the first season of TNT's Men of a Certain Age ended in February 2010, the show was averaging 2.6 million viewers per episode, enough for the network to order an additional 12 episodes. After the episodes were completed, TNT decided to air them in two batches.  The first set of six episodes ended in January 2011, and the show was holding its own, averaging 2.4 million viewers. But TNT held the second set until June, when average viewership dropped to 1.5 million and the show was cancelled, a fate that might well have been avoided had all 12 episodes aired as the writers intended when they laid out the second season.

The real challenge is how to describe these quiet, slow-paced shows, which, by their very nature, defy brevity, and struggle even on premium cable, where In Treatment lasted three seasons on HBO and Enlightened is currently fighting to be heard over the noisier Girls and Showtime's Homeland. When Ray Romano pitched Men of a Certain Age to FX, he was told it "wasn't loud enough." The show wound up on TNT, where it never really fit in with the network' s other original programming, procedurals like The Closer, and the light-hearted Franklin and Bash. When Men... was cancelled, critic Alan Sepinwall admitted , "I don't always do the best job of articulating the greatness of this series, but it's there in those moments I described above, and so many more. It is a series about small details, and those details add up into big things: big laughs and big emotion; big pain and big joy."

Edie Falco (Carmela Soprano) has said that she always saw The Sopranos as a family drama. She's right; but take away the mob and what are the odds that The Sopranos would have been picked up, much less become a cultural phenomenon? Peter Horton (thirtysomethings's Gary) perfectly articulated the situation, describing how networks, cable and otherwise, are driven to create shows where something stands out: "'I'm a mother who sells pot,' (Weeds); 'I'm father, but I'm a meth dealer,' (Breaking Bad); 'I'm a gangster, but I have therapy,' (The Sopranos). There's always a but, whereas thirtysomething is about people," which is exactly how Irna Phillips described As the World Turns.

"Quiet" shows with no "buts" are the 21st-century manifestation of  the "your mother's soap opera" dilemma that ultimately doomed ATWT. The challenge facing today's vertical storytellers and programmers is to develop a brand evoking the appeal of "quiet" and the missing "but," that will stand out in an ever more crowded media landscape without compromising the integrity of the vertical storytelling axis. Developing that brand demands a more precise description and definition of vertical storytelling. That means first breaking down the characteristics of these shows at the elemental, even molecular level, a task hampered by the ambiguity of language that so flummoxed Alan Sepinwall. Virginia Heffernan's insightfull 2008 observation that Friday Night Lights "ferociously guards its borders, refines its aesthetic, defines a particular reality and insists on authenticity," which limits "platforms for supplemental advertising" also applies to these shows, and adds to the challenge, and urgency, of developing a brand for them.

 

What are the most interesting experiments with soap opera storytelling that you feel are capturing the unique nature and potential of the "U.S. soap opera format" of storytelling?

 

And therein lies the fundamental (and vexing) question: what exactly is the unique nature of the "U. S. soap opera format?"  There's a vast difference between the public perception of soap opera as a melodramatic guilty pleasure populated with campy, over-the-top, plot-driven characters motivated by agendas rather than emotions, and mine. I would argue that soaps' unique nature lies in a narrative structure that emphasizes storytelling's vertical axis, revealing characters' interiority, their emotional and psychological back stories, and providing time for viewers to fully absorb that information. All of which creates the opportunity for viewers find meaning and resonance through a deeper connection to characters.

A conversation to be continued. But first, the economic realities and the toll they've taken on soap opera's unique nature.

From the time soaps moved from radio to television, the genre expanded: first adding the visual element, then growing from 15 minutes to a half hour, and in the late 1970s, to an hour . At the time, soaps were still a profit center for networks, and their budgets, while paltry compared to primetime shows, were sufficient to hire large casts with which writers wove rich, densely interconnected stories. After O.J., ratings took a hit from which they never recovered. Networks reduced the licensing fees they paid to the production companies, who cut the shows' budgets. There are a number of ways for producers to reduce the cost of on-screen talent (shifting highly-paid veterans to recurring status and reducing the guarantees for contract players), so smaller budgets didn't necessarily translate into fewer characters. What did happen was that there with fewer actors populating each episode, characters interacted less frequently, which limited opportunities for viewers to experience the full pleasure of the vertical axis. So, what had been a rich storytelling tapestry frayed and eventually shredded into the fragmented storytelling discussed above.

In July 2011, Prospect Park announced that they had acquired the online rights to two cancelled ABC soaps, All My Children and One Life to Live, and planned to launch the shows in early 2012. Grateful fans cheered and the mainstream media took note. But, PP's announcement was premature: they had not yet negotiated contracts with the unions, and their business plan, which retained the shows' hour format, failed to attract sufficient financing. When PP said they were suspending their efforts a few months later, most observers believed the deal was dead.

Fast-forward to last December: PP announced that they had negotiated collective bargain agreements with the guilds and secured sufficient financing to begin production in February. PP had lost a credibility with many fans when they suspended their initial effort, and not surprisingly, the reboot's reboot was met with skepticism (and barely a mention in the mainstream media). Initially, PP took a lot of heat on the boards, but as their plans solidified, veteran actors signed on and distribution deals were struck with Hulu and iTunes, fans began to believe (the mainstream media silence continues). Production began on February 25th.

What PP's done over the the past 18 months is what the networks and Procter & Gamble Productions ought to have been doing before soaps' economic model, so successful for so long, was no longer viable. It took PP to recognize that for soaps to survive into the 21st-century, the Web would have to be more than just an additional platform for showing and promoting shows, then come back from an initial failure to make it happen. Perhaps the most important aspect of this resurrection is that the online reboot streamlines the format: 30, rather than 60 minutes; four episodes a week, rather than five. No doubt scaling back helped to convince investors, but will PP recognize the opportunity it has to exploit the shorter format and recapture the unique nature of soaps that has been lost over the years? I'm encouraged by the relatively small, multi-generational (of the 14 contract players, eight are over 40; of the eight, two are over 50, four past 60) cast that's been assembled for One Life to Live. All of the characters are deeply-connected, with long histories between and among them, so the elements are in place for PP to turn economic necessity into the mother of reinvention. The rebooted AMC and OLTL are slated to premiere some time in April.

When Irna Phillips blazed the trail for serial drama in the 1950s, the television landscape was minuscule, three networks, and relatively expensive to enter -- the $10,000 cost of the ATWT pilot was twice the median household income at the time. Today, as the price of technology continues to drop, anyone can make and upload video to a media landscape incalculably larger than 60 years ago.  Since the mid-1990s, the Web has been flooded with mostly free content of varying quality, including an ever-increasing number of online serials designed to appeal to soap fans. Like their primetime counterparts, these Web-series are most often considered soap operas only by virtue of their seriality.  Despite barebones budgets and minimal monetization, many of these series, juggle large casts of characters squeezed into short (7-12 minute) episodes, limiting possibilities for deep viewers engagement. Only a handful have fully engaged my inner soap fan. My favorite, the critically acclaimed Anyone But Me, premiered in 2008 and ran for 26 episodes over three years before the series finale in January 2012.

Last May, while Prospect Park was off the grid getting its ducks in a row, there was a small news item on the We Love Soaps site announcing a new YouTube channel, WIGS: Where It Gets Interesting. The channel promised "high-end, original, scripted series, short films, and documentaries, all starring female leads." WIGS co-creator, Rodrigo Garcia, had long plumbed the vertical storytelling axis in films like Things You Tell Just By Looking At Her, Ten Tiny Love Stories and Nine Lives, along with  HBO's In Treatment. He brought the same sensibility to the work he created for WIGS.

Blue

Serena

 Celia

 

WIGS co-creator, filmmaker Jon Avnet, shares his partner's storytelling sensibility, but even more important is how the two men went about creating the channel. With first-round seed money from Google, WIGS  became an official YouTube channel, making the project attractive to media partner, News Corp, and advertisers, AMEX and Unilever. As the pieces fell into place, including collective bargaining agreements with the entertainment unions, Avnet and Garcia invited more than a dozen writers and directors to create projects built around a female lead. Established actors, aware that their industry is in flux, were eager to participate even if it meant working for scale.

Before WIGS went live on May 14, Avnet and Garcia had produced enough content to run three episodes a week for almost seven months. Enough time to build an audience: more than 25 million views and 110,000 subscribers. The first season of WIGS included a few documentaries and short films, but the channel's foundation was13 scripted serial dramas made up of 2-15 episodes running 7-10 minutes with small casts -- sometimes as few as two characters.

Last month, FOX Broadcasting signed a multi-year deal with WIGS "to expand the breadth of offerings through the WIGS channel, and test and nurture dramatic concepts and talent in the digital realm..with an eye toward building content that can be programmed on FOX and/or other channels." On March 15th, WIGS returns with a second season of Blue, followed later in the spring by the next installments of Lauren, and a new series Paloma.

Avnet and Garcia created WIGS specifically with women as the target audience. So, what to make of one commenter's question, "what does it say that I, a 35-year old man, find myself addicted to WIGS?" What to make of the substantial number of women who were (and are) deeply engaged fans of Friday Night Lights and Men of a Certain Age, both shows ostensibly for and about men? The appeal of vertical storytelling clearly transcends gender; what about other demographic markers? What are the characteristics of viewers drawn to the vertical storytelling axis?

These questions, and others yet to be articulated, need to be explored before vertical storytellers can identify and maximize their potential audience. The data generated by the 110,000+ WIGS subscribers contain essential information for brand development, which, properly analyzed, can also inform the qualitative insights necessary to fully identify viewership.

 

Where has this project led you? Now that you've put together a personal reflection on your relationship to As the World Turns, what's the next step in your ongoing research about the soap opera's place in our cultural history and in our contemporary culture?

Probably the most frustrating part of writing about soap opera has been the lack of a framework within which to consider soap opera's place in our contemporary culture. Identifying the underlying factors has been challenging because there's no hierarchical relationship among them. Over the past several years, I've posted over 100 short articles on my blog. This piece represents my first effort to begin crafting those pieces into a larger context; I've barely scratched the surface.

I first began writing about soaps as a fan. And it's as a fan, saddened and angered with the premature demise of show after show carrying on (consciously or not) the legacy that Irna Phillips began when she created As the World Turns, that I began exploring what it would take to carve out a place for this kind of storytelling in today's rapidly-shifting media landscape. Personal as my efforts have been, this work can only continue with the collaboration of media scholars and professionals along with institutional support.

On related fronts, I'm currently completing the syllabus for a class, "The Influence and Evolution of the American Soap Opera, I'll be pitching to Boston area schools, and considering the possibility of a book to follow.  Also in progress: a proposal for an Irna Phillips biography.

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.

As the World Stopped Turning: A Conversation with Lynn Liccardo on Soap Operas (Part Two)

You provide a very personal account of your own gradual disconnect from enjoying and having an emotional engagement with As the World Turns. How would you describe your relationship to the show, both as a fan and as a critic, and how did that relationship evolve over time?

It's ironic, and no small testament to the power of its storytelling, that I became so deeply involved with ATWT: Since it aired on the East Coast at 1:30, while I was at school, I was far more familiar with, and have far more vivid memories of, Search for Tomorrow and Guiding Light, which were on when my sister and I came home for lunch in grammar school, and Another World, which I could see if I came straight home from junior high school.

 

I only got to watch ATWT on holidays, vacations and sick days, a pattern that continued after I moved to Boston in 1973, found a full time job and worked on my undergraduate degree at night. In those pre-VCR days, what I remember more than specific stories is the familiarity of the characters, who were always there when I was able to watch. That was until I took a year off (1982-3) to complete my degree.  While I had been peripherally aware of the General Hospital phenomenon, I had  no idea that GH's success was why the ATWT on my screen was so different from what I remembered.  But, I actually enjoyed what I saw and never considered abandoning the show. At the time, I was in advertisers' target demo, so from that perspective, the change in direction was a success.

 

But, while I was enjoying the ATWT's new direction, my mother was not. She missed the show she had loved for 25 years and eventually stopped watching. She wasn't the only one; the show lost more viewers than it gained and a couple of years later (1984-5) the Calhoun-Marland team righted the ship and the show rose in the ratings. But, without my mother, although she continued to watch GL.

 

After college, the combination of a flexible job and a VCR allowed me to become a serious fan. I was writing about nursing (like soaps, strongly associated with women and thereby marginalized. Also, like soaps' "not your mother's soap opera," nursing had internalized the belief that to be valued they had to become something else: "professional" nurses who didn't want to be seen as "that kind of nurse," dealing with bodily fluids at the bedside.")  While writing an article for Soap Opera Weekly on how nurses were portrayed on soaps I interviewed Doug Marland. A few months later, what was supposed to be a short news piece about CBS ending its head writer training program morphed into a longer article about the paths of three head writers (including Marland), which got me thinking seriously about soaps.

 

In 1995, I began pitching a piece to coincide with ATWT's 40th anniversary in 1996 to Smithsonian Magazine; it took over a year to convince the editor. By the time I arrived on the set in mid-March when the anniversary episode was taped, there was a new production team in place (see above) and the mantra of the executive producer, head writers and publicist was "we're not 40 years old, we're 40 years young."  I could see that things were falling apart, and while I could identify bits and pieces of what was wrong, I couldn't figure out how those pieces fit together (even if I could, I'm not sure Smithsonian would have been the right place), so I was forced to abandon the piece. I wrote one more article analyzing the demographics of soap opera audience, then turned my attention to writing a screenplay (isn't everyone:) and short plays.

 

It wasn't until Sam Ford asked me to be on his thesis committee in 2006 that I was able to begin identifying the "bits and pieces" that had undermined the Smithsonian piece. The task now is to integrate those elements into a cohesive framework within which to consider the full impact of soaps -- a task made all the more challenging since there is no obvious hierarchical relationship among the elements.

 

The book begins with a deep look at Irna Phillips and how the details of her own life so intensely shaped many aspects of As the World Turns. You also recently published a piece about Irna for Harvard Magazine. What do you believe Phillips' place is in the history of the soap opera in particular, and in the greater landscape of U.S. television?

 

Irna Phillips was a risk taker who, rather than fear failure, learned from it. In 1948, she wrote to P&G's William Ramsey that she had doubts about televising soaps, suggesting that it would be some time before a televised serial could succeed. (She doesn't explain why, but at the time there were roughly 100,00 television sets in the country, most concentrated in the New York area, up from 44,000 the previous year. As the post-war economy expanded, the number of sets increased exponentially; by 1953, over half of US household had a television.) Yet, just a few months later, in January 1949, Irna approached NBC about creating what many consider the first television soap, These are My Children. Accounts vary (some say the network pulled it after five weeks; Irna says she pulled it after 13 weeks when the network shifted its time slot), but by any measure, the television's first soap opera was a failure. Whether the show failed because it was bad (according to Television World) or because the low viewership was a function of too few households with televisions is impossible to determine.

 

The success of two early television soaps on CBS (Search for Tomorrow and  Love of Life), convinced Irna that the time was right to move Guiding Light from radio, where it began in 1937, to television. But GL's owner, P&G believed that only serials created specifically for television would succeed.  Undaunted, Irna revised two GL "highly dramatic" radio scripts (it's not clear if she secured P&G's permission), then spent more than $5000 of her own money (in 1952, the median household income was $3900) to tape the episodes and the show premiered on CBS in June, while remaining on radio until 1956 (when 71% of households had at least one television).

 

When Irna first floated the idea of a half-hour soap the suits were again skeptical. One executive told her, "we don't believe in investing in a possible failure." But, as with GL, Irna persevered, this time collaborating with longtime colleagues, Agnes Nixon and Ted Corday, to write and finance ($10,000) a pilot for ATWT. According to Irna, the nine cast members were so impressed, "they agreed to hold themselves available for six months" until the pilot was picked up.

 

In the early 1960s, Irna became a consultant for what would become the first successful primetime soap opera, ABC's Peyton Place (1964-1969). She then created a primetime ATWT spinoff, Our Private World, which ran for 19 weeks (38 episodes) from May 5 - September 10, 1965. CBS's decision to air the show over the summer, rather than launching it as part of the new fall season, likely contributed to its short run, and may also have reflected a lack of confidence in Irna. Since her unfinished memoir, All My Worlds, ends in late 1963 with her creation of Another World, if Irna had any thoughts about All My Worlds and the two shows she later created, Love is a Many Splendored Thing and A World Apart, they would be in her papers at the Wisconsin Historical Society archives.

 

Much of your book focuses on the ways in which management practices and corporate structure in the last 15 years of As the World Turns' 54-year run damaged both the quality of the story and the relationship the show maintained with its fans. In the course of your research and writing, in what ways were soap opera fans drawing these connections between industry news and what played out on their screens on an everyday basis? And what can media scholars and those who work in or study other media industries learn from studying the ongoing relationship between longterm viewers and a media property like ATWT?

 

When fan magazines covering soaps first appeared in the late-1960s, soaps had been on television for almost 20 years. Those early publications consisted mainly of interviews with actors and features that took fans behind-the-scenes of the shows. It wasn't until Soap Opera Weekly came on the scene in November 1989 that fans had timely access to industry news and serious criticism. In addition to episode recaps, Weekly published spoilers that let fans know what would happen when. According to founding editor, Mimi Torchin, fans welcomed information that allowed them to prioritize. Of course, in a extreme example of unintended consequences, spoilers have become a vexing challenge for all serialized storytelling in the digital age.

Both Weekly and its sister publication, Soap Opera Digest, included "Comings and Goings" and "The Revolving Door," features that alerted fans when actors left roles, or were cast as new characters. This information became a form of spoiler that allowed fans to speculate outside of what they saw on the screen. Producers and writers exacerbated this phenomenon by sharing information about who the new (or recast) character would be paired with, and the direction the story would take.  With the final years of ATWT  characterized by a seemingly endless array of new characters, few of whom were connected to the core Hughes family, when fans heard the news online, many were not inclined to give the show the benefit of the doubt and wait to see how stories played out before passing (usually negative) judgment.

Another factor to consider: the unintended consequences of rebranding, which requires a willingness to to alienate, and even lose, existing customers to attract desired customers. This worked brilliantly for AMC when the network shifted its focus from showing old movies to become the HBO of basic cable. But movie buffs had plenty of options; not so with soaps. Whether it was articulated or not, when ATWT shifted the show's focus in the early-1980s to capture younger viewers, the show seemed willing to lose its existing viewers, like my mother, who left and never returned, even when the show corrected course a few years later. But, with all soaps trying to recreate General Hospital's success, there was no place for disaffected fans to turn. So many stayed, and with the remote controls that came with their new VCRs in hand,  fast forwarded through many of the new characters that populated the ATWT canvas, contributing to the show's increasingly fragmented storytelling. One consequence  of fragmented storytelling is a fragmented audience, with each segment expressing its own spin on the genre's aesthetic. The result: divergent and often conflicting comments that made it difficult to interpret and apply fan feedback.

In 1996 P&G set up a toll-free number to provide viewers with inside information about the ATWT. At the end callers were asked who they wanted to see the troubled Emily Stewart paired with: "press 1 for Diego, 2 for Jeff." Since "other," "none of the above" or,"in the case of this particular character, "a good therapist," were not among the choices, the results were  meaningless. And the way in which the question was posed (the only option to bypass the question was hanging up) made clear that this was not a serious effort on the part of PGP to engage viewers, but rather a ham-handed token.

Another example of the show's tin ear was someone's (probably not the executive producer or head writer, both of whom had worked in soaps long enough to understand the subtle intricacies of how time unfolds on soaps; depending on the circumstances, sometimes compressed, sometimes extended.) literal interpretation of a frequent complaint about soaps: "the stories move too slowly." In 2008, ATWT abandoned soap opera's traditional narrative structure and began a series of short-term story arcs, some of which wrapped up in a single episode. The combination of self-contained episodes and spoilers made at least one fan happy: "Not sure how or why TPTB have come up with this new concept, but is sure is working well. I think I've watched a total of one or two episodes in the last two weeks." An unintended consequence that inflicted considerable damage in ATWT's final years.

Without an understanding of not just what's being said, but what it means, soliciting feedback is at best, futile, at worst, damaging. When it came to soap opera, however, there was no guarantee that those who were conducting the research had ever watched soaps. According to one former network executive I talked with, it was the rare researcher who even took the time to familiarized themselves with the show for which they were collecting feedback. So, while their empirical observations may have been accurate, without a shared experiential frame of reference with their subjects, researchers often lacked to tools to infer, then accurately interpret and apply how fans experience soaps.

When it comes to suspending disbelief, the very nature of daytime soaps demands more of viewers than other dramatic media. But as the genre's scope expanded over the years, traditional elements -- intimate relationships between family, friends and lovers -- began to share space with time travel, the supernatural, omnipotent villains and characters whose repeated returns from the dead often defied both logic and the laws of physics. When ATWT's James Stenbeck first reappeared in 1986 after being presume dead, he provided a simple explanation: "I had a parachute."  But as explanations for his subsequent resurrections became more and more preposterous, some fans were angry, feeling that the writers were taking advantage of their willingness to suspend disbelief -- even insulting their intelligence. Others chalked it up to a "it's a soap opera. No one gives a shit if it makes sense" mentality on the part of writers and producers. By 2009, when Stenbeck returned from the dead for the fourth and final time, the writers didn't bother to even go through the motions. And rather than get angry, those fans still watching responded with detached bemusement.

The number of serialized dramas has exploded in the past 15 years, so dominating television programming that a recent piece in TVGuide suggests that serial dramas may be reaching the saturation point. The challenges facing these shows -- maintaining the integrity of the storytelling in the face of network interference and the shuffling of show runners, spoilers, time-shifting, and more recent additions to the lexicon, binge watching and, perhaps most important, hate-watching -- all have their antecedents in soaps. Current and future storytellers facing the challenge of attracting viewers in a media landscape drowning in serial drama have much to learn by understanding how soaps and their fans have dealt with these issues.

.

 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.