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

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

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

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

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

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

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

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

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

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

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

 

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

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

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

 

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

 

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

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

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

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

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

 

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

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

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

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

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

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

 

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

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

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

 

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

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

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

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

 

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

 

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

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

You write about the “ironic imagination” as a way of describing the ways fans are and are not immersed in the fictional worlds you describe. Can you explain what you mean by this concept and how it might address long-standing concerns about naive or unknowing spectatorship?  

  Ironic self-reflexivity itself seems to be part of our natural makeup: psychologists find that children develop the capacity to engage in meta-representations from an early age. But the degree to which cultures encourage or discourage ironic self-reflexivity has varied.

For Western Europeans and North Americans, the late eighteenth and early nineteenth centuries was not a period especially open to the ironic habitation of fictional worlds. The early Victorians in particular were ambivalent about fiction, which they shackled to religious and utilitarian strictures. In As If, I trace the gradual cultural shift from the Victorians’ stress on “sincerity” and a cohesive “character” to the Edwardians’ greater emphasis on multiple perspectives and a complex “personality” capable of living in multiple “worlds” without cognitive dissonance.

I found that the ironic, self-aware apprehension of representations during this latter period was widespread. Irony has long been identified with the literary modernism of the late nineteenth century, but it was also pervasive in mass culture as well. She, Dracula, and the Sherlock Holmes stories were among the many coyly self-referential texts that helped inculcate an “ironic imagination” in their readers.

Readers were trained to simultaneously believe and disbelieve in imaginary worlds and characters. Friedrich Nietzsche was an influential proponent of the ironic imagination, and Tolkien applied the concept to imaginary worlds directly. He noted that Coleridge was wrong to argue in 1817 that readers inhabited fantastic worlds through the “willing suspension of disbelief.” Instead, they willingly believed in these worlds, while at the same time acknowledging that they were engaged in pretense. Coleridge’s views reflected the “sincere” outlook of the early Victorians; Tolkien’s the “ironic imagination” of the late nineteenth century.

Critics of mass culture, from the fin de siècle to the nineteen-sixties if not beyond, have tended to assume that texts that appeal to the masses are simplistic, conveying univocal messages promoting the ideologies of the culture industry entwined with the state. Examining the texts themselves, and how they were received and repurposed by readers – the “textual poaching” you’ve analyzed in your work – reveals a very different situation. So-called postmodern self-reflexivity was emerging in the nineteenth century through the spread of the ironic imagination; consumers of the new mass culture often approached it in sophisticated ways.

However, it is important to stress that the ironic imagination is usually insufficient on its own to challenge mass culture’s appeal to desire. H.P. Lovecraft, for example, was a lucid exponent of the ironic imagination, but this didn’t prevent him from holding racist opinions without any irony whatsoever for most of his life. Similarly, The German writer Thomas Mann cultivated an ironic imagination, but lost all critical distance with the outbreak of WWI, becoming an ardent nationalist.

Audiences during the fin de siècle were not naive: but irony can be helpless against canny appeals to our desires. Fortunately, another resource arose in the late nineteenth century culture to challenge these emotional appeals: “public spheres of the imagination.” Even Lovecraft benefitted from these at a late point in his life, as he himself acknowledged.

 

Your term, “public spheres of the imagination,” seems especially evocative as a means of thinking about fan communities and practices. In some ways, we have reduced Habermas’s much richer notion of the public sphere, which included literature and the arts, to a narrower conception of the political. In my own current research, I am focusing on the concept of fan activism and looking at the ways activists/fans are appropriating and remixing elements of fictional worlds to build a new language for social change. Is your suggestion that this blurring between politics and fan culture is not some outgrowth of post-modernity, as some have suggested to me, but may have been part of the project of modernity all along?  In what ways do you see fan discussions as constituting a “public sphere”? What does the “imagination” bring to this process?

 

So much of what we take to be quintessentially “postmodern” – self-reflexivity, intertextuality, an emphasis on the provisional, contingent, social-constructionist dimensions of human experience – was already in play by the end of the nineteenth century. These qualities are characteristic features of imaginary worlds of the time (works by Jules Verne and H. Rider Haggard are wonderfully intertextual, for example). They were emergent rather than dominant forms of expression at the time, but they do suggest that postmodernism was not a break with modernity, as some have argued, but a vital tendency within modernity itself, which assumed a greater momentum in the second half of the twentieth century. (Bruno Latour’s We Have Never Been Modern should be modified to We Have Never Been Postmodern).

Readers have appropriated utopias for political purposes, notably Edward Bellamy’s Looking Backward (1888). But utopias and satires are associated with the primary world – they are not strictly “secondary worlds,” which connotes a greater degree of autonomy from the primary world. One of the fascinating aspects of secondary worlds is how fans nevertheless have used them to discuss, reimagine, and change the primary world.

Fans have been enabled to engage in these communal tasks via “public spheres of the imagination.” These first appeared in the late nineteenth century, in the new letters pages of fiction magazines. Readers were encouraged to discuss imaginary worlds with one another, the editor, and the works’ authors. In the 1920s, some magazines began to include the letter writers’ address, which fostered direct contacts between fans and led to new public spheres of the imagination in the 1930s, such as fanzines, fan clubs, and conventions.

I’ve noted that these venues allowed fans to inhabit imaginary worlds communally and for prolonged periods, transforming them into virtual worlds. But as an unintended consequence, fans also began to relate autonomous imaginary worlds to the real world, using the former as touchstones to discuss the latter.

I distinguish these public spheres from those discussed by Habermas by highlighting the central role played in them by the imagination. Habermas emphasized the importance of rational and egalitarian communications in his Enlightenment-inspired conception. Public spheres of the imagination also promoted rational and egalitarian discussions – at least these were proclaimed ideals – but added to them the alternate realities and “cognitive estrangements,” made possible by the imagination.

To a greater extend than Habermas’s conception of the public sphere, arguably, public spheres of the imagination encourage thinking outside of the box. (Late nineteenth and early twentieth century theorists like Georges Sorel and Ernst Bloch discussed the use of fantasy and the imagination for political and social purposes, but scholars have been largely unaware of how similar ideas were being generated and even put into practice by fans at this time as well.)

Public spheres of the imagination revel in the “cognitive estrangement” that science fiction and fantasy direct toward consensus reality. They are also sites in which individuals try to reconcile utopian aspirations with practical and rational programs. Russian fans of The Lord of the Rings, for example, were inspired by the Hobbits’ opposition to Saruman’s “scouring of the Shire” to actively support Yeltsin’s defiance of the attempted military coup of 1991.

Public spheres of the imagination, especially when they have a diverse constituency, can challenge unexamined assumptions and challenge one-sided convictions; they are a necessary complement to the ironic imagination when it comes to living in virtual worlds of the imagination. Thus members of the “Lovecraft Circle” at times vigorously contested Lovecraft’s political and social views, which were also challenged in the amateur journalism societies to which he belonged. He was forced to reconsider his most cherished beliefs, and over the long term he did modify many of his opinions and prejudices (although his racist views about Blacks never changed). Similarly, Christian fans of Middle-earth have engaged in constructive dialogues with fans from other faiths, or no faith at all, in the public spheres of the imagination dedicated to Tolkien’s imaginary world.

A homogeneous public sphere, however, often preaches to the choir. This was a problem with the Inklings, which Tolkien and C.S. Lewis belonged to. The group was largely comprised of white, middle class, Christian writers, and tended to reinforce, rather than challenge, many of the fundamental convictions of its members.

 

Rather than describing the “willing suspension of disbelief,” a common phrase, you argue that these practices are best understood through “the willing activation of pretense.” What mechanisms have emerged to support such a process? How is it tied to the various forms of “documentation” and “mapping” that you describe?

 

         As I noted, the early Victorians were worried about the irreligious and antisocial potentials of the imagination, and tried to delimit it to religious and utilitarian purposes. Coleridge’s famous phrase, the “willing suspension of disbelief,” reflects this point of view – “disbelief” is taken as the default position, which is then temporarily suspended. This restrictive attitude toward the imagination changed over the course of the century owing to many factors – notably secularist currents of thought and the rise of mass culture, which encouraged the exercise of the imagination and undermined the authority of elites by appealing directly to consumers.

A good example of this change was mid-Victorian children’s literature, which was less moralistic and didactic than earlier tracts delighting in naughty children burning in hell; instead, works like Alice in Wonderland celebrated, even encouraged, imaginative whimsy. Writers of the New Romance were weaned on these books and consciously recalled them as they wrote imaginary worlds for adults as well as children.

By the late nineteenth century, adults were allowed to actively “believe” in imaginary worlds, with the double-minded understanding that they were engaging in pretense. This is a more immersive state of mind than the “willing suspension of disbelief” and allows for imaginary worlds to become virtual worlds.

This immersive, participatory state of mind was also enhanced by the paratexts that were distinguishing features of the New Romance. Detailed maps, glossaries, footnotes, photographs, and so on imparted tremendous realism to the fantastic imaginary worlds described by the text. Paratexts remain a vital dimension of imaginary worlds to this day. (HBO’s “Game of Thrones” opens with a wonderful, three-dimensional map, gesturing to the traditions established by the New Romance.)

Paratexts also encourage fans to speculate about what has been left out of the documents, reconcile contradictions within them, and contribute to the cognitive mapping of the world from the information provided. These participatory activities enhance one own emotional and cognitive investment in the world, thereby escalating the immersive experience, rendering the world not only more “real” but more “alive” or virtual.

An interesting consequence of such virtual world building is that it often reminded fans of the constructed nature of the real world. Nationalism, or any number of other “isms,” became less defensible as unchanging essences distinguishing one group from another. Nations could be seen as “imagined communities,” in Benedict Anderson’s phrase; personal and social identities were increasingly acknowledged to be more fluid, constructed, and performative in nature. Tolkien, for example, created his imaginary world as an essentialist myth for England. Many of his fans, however, actively debated the nature and purpose of nationalism, as well as ethnicity, gender, class and religion. Many fans came to question essentialist outlooks.

Thus, as a result of inhabiting imaginary worlds, and discussing them with others in public spheres of the imagination, we see a move from the passive acceptance of essentialist, “just so” narratives to a greater comfort at embracing provisional and contingent “as if” narratives. Imagining new cosmopolitan worlds and pluralistic identities is one of the benefits of imaginary world building and habitation, or at least it can be. (I also discuss more “essentialist” receptions of Middle-earth by neo-fascists, which highlights the importance of diversely constituted public spheres and openness to debate as prophylactics against such “just so” stories.)

 

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

 

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

This is the third in a series of interviews I am conducting with key contemporary thinkers writing about the concept of world-building. Previous instalments in this series featured Mark J. P. Wolfe (Building Imaginary Worlds) and an exchange between Ian Condry (The Soul of Anime) and Marc Steinberg (Anime's Media Mix). More to Come. I am embarrassed to say that my copy of Michael Saler's book, As If: Modern Enchantment and the Literary Prehistory of Virtual Reality (2012) sat on my book shelf for several years before I got past the cover and the table of contents. What a foolish mistake that was! I've found the book to be an invaluable reference point for many discussions I have been having since I really dug deep into this book last summer. At first glance, the book would seem to be a series of case studies looking at early 20th century authors, especially those associated with what we would today call genre fiction, and their readers. His central figures are Arthur Conan Doyle, J.R.R. Tolkien, and H.P. Lovecraft. This alone would make the book of interest to me and many of you who read this blog, especially given the continued influence of these three key popular writers on our culture. Each not only produced compelling fictional characters and worlds, but also thought deeply about their craft and especially the ways that popular arts might enhance the life of the imagination.

Saler sees these writers as emblematic of a larger shift in the "structure of feelings" within modern culture, identifying the kinds of change in mind-set which needed to take place before adult readers would actively engage in these richly detailed depictions of worlds which exist only in our imaginations. He asks us to think about the "As If" status of these works, which often demand a sense of ironic spectatorship and an openness to play and performance. It is this new kind of cultural relationship between readers and these imagined worlds which paved the way for the emergence of modern fan culture, and this rich cultural and social history takes us along the path by which many of the kinds of speculation, appropriation, and affective investment we associate with today's fans first emerged.

Beyond this, he's interested in the ways that these writers went beyond words on the page to engage with a range of other media production practices in order to deepen the reader's sense of  immersion. This process of documentation and authentication has strong parallels with the tactics and techniques being explored in contemporary forms of transmedia storytelling, which has similarly placed the act of world-building at the center of the storyteller's craft.

I am hoping that showcasing this remarkable work via my blog can help call it to the attention of those of us who work on contemporary media and do not yet know how urgently we need to learn what Saler has to tell us about the origins of these practices in the late 19th and early 20th century. Since I rediscovered the book some months ago, I have been shoving it at my students and urging them to read it closely, so let me use this interview to introduce you to a book you need to not only have on your library shelf but to engage with actively. In this three part exchange, Saler explains the changes enabled our modern sense of imaginative play with literary texts.

 

A key subtitle in your introduction describes a movement “from imaginary to virtual worlds.” Can you define the key terms here and explain why and how this shift has occurred from your perspective? For example, you have a somewhat broader conception of a virtual world than what surfaces most often in discussions of new media and so it seems important to be clear about your terms from the start.

Because I was examining changing orientations to fictional world building from the eighteenth century to the present, I tried to distinguish among three different terms: “imagined world,” “imaginary world,” and “virtual world.” Fiction has always provided “imagined worlds,” but in late nineteenth century Europe and North America we start to see a new form of literary fantasy that established the template for “imaginary worlds” today, many of which have become “virtual worlds.”

These imaginary worlds differed from earlier imagined worlds in two ways. First, they were influenced by literary realism, with its emphasis on highly detailed, empirically “objective” accounts of reality. Realist writers rejected romanticism, which in turn provoked others to resurrect literary romance in the late nineteenth century. The authors of what became known as the “New Romance” objected to the content of literary realism – its disillusioned focus on contemporary social issues – but were indebted to the realists for their style.

The numerous imaginary worlds of the 1880s and 1890s were far more empirically detailed and logically cohesive than their predecessors, adapting the outlook of scientific naturalism in their descriptions of marvelous locales, characters and plots. Contemporaries noted that the New Romance could be distinguished by its combination of the fantastic narratives of earlier gothic and romantic authors with the stylistic objectivity of the realists. (For this reason, I don’t think “late Gothic” is a good term for works such as She or Dracula; “gothic” was not often used by contemporaries to refer to these works, whereas they did invoke the “New Romance.” When we use “late Gothic” to discuss many of the fantastic works of the fin de siècle, we risk losing sight of their distinctive attributes.)

Innovation in printing technologies, such as half-tone lithography, enabled writers of the New Romance to “document” their imaginary worlds with photographs, and they used many other corroborating “paratexts” as well (footnotes, charts, glossaries, chronologies, etc.) Of course, maps and footnotes had been used occasionally by earlier writers – one thinks of the map in Defoe’s Robinson Crusoe (1719), or the footnotes employed by Sir Walter Scott in his historical romances a century later – but the authors of the New Romance often went out of their way to substantiate their imaginary worlds by including as many of these “paratexts” as possible, outdoing the literary realists at their own game.

H. Rider Haggard’s She (1886), for example, is full of documentary illustrations, including photographs of the potsherd that the protagonists use to discover the lost world of Kor, reproductions of its multilingual inscriptions, corroborating footnotes, and so on. As If surveys many other imaginary worlds of the New Romance that provided the reader with similar evidentiary material. These were truly “spectacular texts”; their attempts to reconcile fantasy with scientific objectivity not only distinguished the New Romance from the earlier gothic, romantic, and sensationalist fictions, but also provided the model for subsequent SF and Fantasy imaginary worlds.

In addition to being indebted to realism, the imaginary worlds of the New Romance were also beholden to another literary mode of the time, aestheticism. The aesthetes emphasized the autonomy of their fictional worlds, promoting the idea of “art for art’s sake.” Similarly, writers of the New Romance created autonomous imaginary worlds divorced from the social, moral, and utilitarian impulses of Victorian literature.

Tolkien called these imaginary worlds “secondary worlds,” emphasizing their distinction from the lived reality of the “primary world.” He thought that this characteristic typified fairy tales and other works of fantasy, but the sharp distinction between primary and secondary Worlds was actually historically specific, originating in the late nineteenth century: William Morris’s The Well at the World’s End (1896), for example, was one of the first fantasy worlds that took place in an entirely invented locale. Tolkien was sensitive to the autonomy of Secondary Worlds because he too was attracted to aestheticism, as were many other creators of imaginary worlds in the late nineteenth and early twentieth centuries – including Robert Louis Stevenson, Arthur Conan Doyle, E. R. Eddison, and H. P. Lovecraft.

So currents of both realism and aestheticism distinguished the “imaginary worlds” of the late-nineteenth century New Romance from earlier “imagined worlds.” The characteristics of these imaginary worlds – a reconciliation of reason and the imagination; a wealth of paratexts; an emphasis on autonomy or “the world for the world’s sake” – also typify many of today’s imaginary milieus of science fiction and fantasy.

These early imaginary worlds also engendered novel forms of social media that anticipated our current ways of inhabiting secondary worlds and relating them to the primary world. Venues devoted to imaginary worlds, such as letters pages in fiction magazines, fanzines, clubs, and conventions, emerged between the 1890s and the 1930s, allowing fans to “live” in these worlds for prolonged periods of time, often in the company of other fans. This was a new practice; while vogues for imaginary characters and worlds had occurred before (one thinks of the enthusiasm for Richardson’s Pamela, Goethe’s Werther, and Dickens’ Little Nell), they were brief and did not involve the prolonged and communal habitation of the imaginary worlds.

The latter practice transformed literary imaginary worlds into “virtual worlds” that transcended any particular reader, author, or text. Middle-earth, for example, began as a literary imaginary world, and subsequently assumed a life of its own through the ongoing and communal efforts of its fans. They explored and elaborated it, transforming it into a virtual world that could be experienced in an immersive and participatory manner.

 

You are tackling the development of fantasy literature and fandom from the perspective of a historian. What does your discipline bring to the table that might be different from forms of fan studies that come from media studies or literature scholars?

 

Conceptions of the “imagination, “reality,” “fantasy,” “fiction,” etc. are all historical; they change over time and across cultures. Imagined worlds have existed since antiquity, but the ways in which they have been understood and used vary tremendously. (For example, Paul Veyne’s Did the Greeks Believe in their Myths? demonstrated how the ancient Greeks’ ideas about “myth” and “truth” were sharply different from our own.) Imagined worlds of all sorts must be understood contextually if we are to grasp their cultural appeals, social functions, and potential benefits and dangers.

In As If, I wanted to explore several historical changes in the conception of imagined/imaginary worlds. Why was there a remarkable expansion of imaginary worlds in Europe and North America in the late nineteenth and early twentieth centuries? Why was this period the first in Western culture in which adults began to live in these fictional worlds communally, persistently, and self-reflexively, ironically “believing” and disbelieving in the fiction at the same time? What were the links between these phenomena and increased references to the “virtual” and the “vicarious”? It became clear that the fin de siècle is critical to our understanding of virtual reality today, because this period witnessed a concerted and self-aware embrace of the imagination, virtuality and artifice.

Indeed, the practice of turning imaginary worlds into virtual worlds began with Sherlock Holmes, the first “virtual reality” character in Western literature. As I mentioned, while there were brief vogues for other fictional characters before, nothing compared to the Holmes phenomenon, in which adults no less than children pretended that his world was real, inhabiting it in a communal fashion for prolonged periods of time.

Holmes fandom was the template for subsequent fan subcultures dedicated to fictional worlds and characters. By exploring the literary prehistory of virtual reality, I hoped to highlight some of the benefits and pitfalls of our current obsession with imaginary world and fictional characters. While the technologies involved in virtual reality today are more sophisticated than in the past, in important respects our approach to virtual worlds echoes the methods that began to be forged in the late nineteenth century.

 

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

 

 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

I’m also a Trekker, as you recall.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"Hope Is An Active Verb": Brenda Laurel Revisits Computers as Theatre (Part One)

Brenda Laurel's Computers as Theatre was one of the few truly transformative books to emerge in the heady early days of the "digital revolution," demanding that we think of the computer as posing a series of creative problems that might best be address through the lens of the dramatic arts rather than purely technical problems that remain in the domain of the computer scientists. In a new edition released this month, she revisits that classic text in light of her rich and diverse experiences as a designer, educator, and entrepreneur. The resulting work looks backwards, at how far we have come towards transforming the computer into a new expressive medium and looks forwards to the technical and cultural problems we still need to resolve if we are going to produce a diverse and sustainable digital culture in the years ahead. I have been lucky enough to have had Laurel as a friend throughout my professional career and especially to be able to watch her journey with Interval Computing and Purple Moon games, where she broke new ground in seeking to broaden who played computer games, what kinds of experiences games offered, and what this new expressive media could accomplish. Justine Cassells and I documented some of her core insights in From Barbie to Mortal Kombat: Gender and Computer Games and we were with her shortly after Matel acquired and pulled the plug on the whole Secret Paths franchise. But, the story is perhaps best told through Brenda's own book, Utopian Entrepreneur, which I still turn towards when I seek inspiration about the value of doing interventions into the creative industries as a vehicle for promoting one's own personal and professional agendas. Laurel's insights predicted much that has happened in the games industry since, including the success of The Sims, which in many ways followed her template, the growth of transmedia entertainment which she helped to model, and the expansion of the female market around casual games.

Brenda Laurel has been and remains an important voice -- in many ways, the conscience of the digital industries -- and so it is with enormous pride that I share with you this exchange conducted online over the summer. Here, she reflects back on where we have been in digital theory and expression and speculates on some directions forward.

Reading back through this, I was struck by curious parallels between your work in Computers as Theatre and what Sherry Turkle was writing about in The Second Self around that same period. Both of you were trying to understand something of the mental models people brought with them to computers, even as you were asking questions that operated on different levels. What relationship do you see between these two key early works of digital theory?

Neither of us could have foreseen the firestorm of FPSs, social networks, and tiny interactions on tiny screens. In a way, I think that Sherry spoke a note of caution which I am trying to make actionable by suggesting that it’s not that these things exist, but to what use they are put (and how designers think about them) that can make them good for us or not (or somewhere in between). The relationship between the books may have been that we were each looking at the coming wave of technology as something fundamentally about humans, our social and developmental and cultural contexts.

Humans extrude technology. It is part of us. We are responsible for it. Each generation of the last 10 has had a new technology to deal with, to set norms about, to learn about appropriate usage. Parents and schools can help with media literacy—this would fit well into a Civics class, if we still had those.

As the topology of social networks complexifies, so do the opportunities and risks. I remember sitting with our girls in the age of television advertising and asking them, what are they trying to sell you? How are they trying to do it? Now they ask others the same questions as casual media critiques.

As I sat down to re-read this book, I was struck by the fact that I had no problem accepting the premise that what Aristotle had to say about drama might be valuable in thinking about what we do with computers (a theme upon which I gather you had some push back at the time the book was first published) but I had more difficulty wondering whether something written so early in the history of digital media would have anything to say to contemporary designers. It did, but the fact that this question surfaced for me leads me to ponder, what does this say about the nature of media change over the two decades since you first published this book?

It’s gratifying to me that many folks have worked on ideas in that first book and have made some progress, even recently. The largest excursions in the new edition are probably those about using science more robustly to model interaction. I’ve also emphasized the combined causal factors in multiplayer games and social media. Pointing back to your first question, I think that governance and civility are still essentially unsolved problems in this new world. I included Pavel Curtis and Lambda MOO in the new edition because there was such a valiant effort to figure out governance. I suspect that the lack of civility in multiplayer spaces today (especially in terms of sexual harassment) has something to do with the general lack of civility in our national character at this moment in time. But it also has to do with the designer’s role in framing and normalizing civil relations among multiple participants. There are great opportunities in this regard that might well channel back to our national discourse.

As I fan, I appreciated your rant about J. J. Abrams, Lost, and of course, Star Trek. What do you see as the limits of his “magic box” model for thinking about how to generate interests around stories? What alternatives do you think a more drama-centered approach offers?

As far as JJ says, his Magic Box has never been opened. That’s a problem for starters. If he wants to keep a virgin souvenir, great. But thoughtful plotting does not come out of thin air (or a closed box). Pleasing dramatic structures do not arise ad hoc. To the extent that character is a material cause of plot, the damage JJ has done to Spock and Uhura is unforgivable. It’s like throwing out some of the enduring stock characters in a Commedia piece. Spock stood for pure (if tortured) intellect; overtly sexualizing him was not a good thing for the Star Trek mythos. Transforming Uhura from a kick-butt, competent female officer into a romance queen (whose phasers don’t work as well as a man’s) fundamentally changed the ethos of the character as well as the mythos. That’s like saying that Oedipus held his temper at the crossroads and lived happily ever after with Mom.

A more drama-centric approach offers the pleasures of a well-structured plot, including catharsis. For enduring characters and ‘properties’ (e.g., The Odyssey), some core of dramatic tension already exists in the potential of the myth, and it can be spun out into many stories without exhausting its potential to deepen our relationships with the characters, their actions, and their universe.

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

How Many People Does It Take to Redesign a Light Bulb? USC's Daren Brabham on Crowdsourcing (Part Two)

You seek to distinguish crowdsourcing from  Kickstarter, which get described from time to time in those terms. What is at stake in making these distinctions?

Crowdsourcing is conceptually distinct from crowdfunding. It is only the “crowd” in their names that lumps them together. The one thing they have in common is the existence of an online community.

Where crowdsourcing is a co-creative process where organizations incorporate the labor and creative insights of online communities into the very creation of something (the design of a product, the solving of a tough chemical formula, etc.), crowdfunding involves using the monetary donations from an online community to bring an already conceived concept to market. That is, most of the projects on the crowdfunding site Kickstarter are not asking for individuals to help shape a creative project. Rather, Kickstarter projects are asking for financial backing to bring someone else’s idea into being.

While different, both crowdsourcing and crowdfunding will be enormously important players in the future economy.

While you cite some earlier examples of collaborative production processes, you insist that crowdsourcing really only emerges in the era of networked computing. What did digital media bring to the production process that wasn’t there before?

The capabilities of the Internet – its speed, reach, temporal flexibility, and so on – completely changed the music industry, its legal terrain, and more. The ability to share digital files online quickly, relatively anonymously, all over the world, without loss of file quality – this is why we do not just say that the MP3, torrents, and peer-to-peer file sharing services are fundamentally different from what took place with cassette tape piracy and mix tape sharing. The technology elevated the concept of sharing and piracy to a new level. That is the way I view crowdsourcing and why I see crowdsourcing as really only emerging in recent years.

Many critics like to say that crowdsourcing has been going on for centuries, that any sort of large-scale problem solving or creative project over the last several hundred years counts as crowdsourcing. I think, though, that the speed, reach, temporal flexibility, and other features of the Internet allow crowdsourcing to be conceptually distinct from something like the distributed creation of the Oxford English Dictionary in the 1800s.

You note that crowdsourcing has shown only modest success when tested in the field of journalism. What is it about journalism which makes it harder to apply these models?

There have been plenty of experiments with citizen journalism and other forms of open, participatory reporting, and some of these have even kind of succeeded. I have heard much more critique of crowdsourced journalism than praise, though, and I think I know why. There are four problem types for which crowdsourcing seems to be suitable for addressing. Two of these types address information management problems (the knowledge discovery and management type and the distributed human intelligence tasking type) and two of the types address ideation problems (the broadcast search type and the peer-vetted creative production type).

The problem with some of the crowdsourced journalism experiments that have happened so far is that the writing of entire stories is attempted by an online community. It is still much easier for a single talented writer to report a story than it is to write a narrative by committee. The future of crowdsourced journalism will need to stick closely to these four problem types, crowdsourcing portions of the reporting process while keeping the act of story writing under the control of one or a few trained journalists.

Plenty of steps in the journalistic process can be crowdsourced, though! New organizations can turn to online communities and charge them with finding and assembling scattered bits of information on a given story topic. Or online communities can be asked to comb through large data sets or pore over huge archives for journalists. Crowdsourcing may very well breathe new life into investigative journalism, a rather expensive kind of reporting that some cash-strapped news organizations have drifted away from. Online communities may turn out to be the best tools for journalists hoping to put some teeth back in the Fourth Estate.

 Daren C. Brabham is an assistant professor in the Annenberg School for Communication & Journalism at the University of Southern California. He is the author of the book Crowdsourcing (MIT Press, 2013) and has published widely on issues of crowdsourcing in governance and the motvations of online communities. His website is www.darenbrabham.com.

How Many People Does It Take to Redesign a Light Bulb?: USC's Daren Brabham on Crowdsourcing (Part One)

This week, I want to use my blog to welcome a new colleague to the Annenberg School of Communication and Journalism here at USC. I was lucky enough to have met Daren Brabham when he was still a graduate student at the University of Utah. Brabham had quickly emerged as one of the country's leading experts about crowdsourcing as an emerging practice impacting a range of different industries. The video above shows Brabham discussing this important topic while he was an Assistant Professor at the University of North Carolina. But, this fall, USC was lucky enough to lure him away, and I am personally very much looking forward to working with him as he brings his innovative perspectives on strategic communications to our program.

Brabham's insights are captured in a concise, engaging, and accessible book published earlier this fall as part of the MIT Press's Essential Knowledge series simply titled Crowdsourcing. Brabham is attentive to the highly visible commercial applications of these practices but also the ways that these ideas are being incorporated into civic and journalistic enterprises to change how citizens interface with those institutions that most directly effect their lives. He also differentiates crowdsourcing from a range of other models which depend on collective intelligence, crowd-funding, or other mechanisms of participatory culture. And he was nice enough to explore some of these same issues through an interview for this blog.

The term, “Crowdsourcing,” has been applied so broadly that it becomes harder and harder to determine precisely what it means. How do you define it in the book and what would be some contemporary examples of crowd-sourcing at work?

There is certainly a bit of controversy about what counts as crowdsourcing. I think it is important to provide some structure to the term, because if everything is crowdsourcing, then research and theory development rests on shaky conceptual foundations. One of the principal aims of my book is to clarify what counts as crowdsourcing and offer a typology for understanding the kinds of problems crowdsourcing can solve for an organization.

I define crowdsourcing as an online, distributed problem solving and production model that leverages the collective intelligence of online communities to serve an organization’s needs. Importantly, crowdsourcing is a deliberate blend of bottom-up, open, creative process with top-down organizational goals. It is this meeting in the middle of online communities and organizations to create something together that distinguishes crowdsourcing from other phenomena. The locus of control resides between the community and the organization in crowdsourcing.

One of the great examples of crowdsourcing is Threadless, which falls into what I call the peer-vetted creative production (PVCP) type of crowdsourcing. At Threadless, the company has an ongoing call for t-shirt designs. The online community at Threadless, using an Illustrator or Photoshop template provided by the company, submits silk-screened t-shirt designs to the website. The designs are posted in the community gallery, where other members of the online community can comment or vote on those designs. The highest rated designs are then printed and sold back to the community through the Threadless site, with the winning designers receiving a modest cash reward. This is crowdsourcing – specifically the PVCP type of crowdsourcing – because the online community is both submitting original creative content and vetting the work of peers, offering Threadless not only an engine for creation but also fine-tuned marketing research insights on future products.

Threadless is different from, say, the DEWmocracy campaign, where Mountain Dew asked Internet users to vote on one of three new flavors. This is just simple marketing research; there is no real creative input being offered by the online community. DEWmocracy was all top-down. On the other end of the spectrum is Wikipedia and many open source software projects. In these arrangements, the organization provides a space within which users can create, but the organization is not really directing the day-to-day production of that content. It is all highly structured, but the structure comes from the grassroots; it is all bottom-up. Where organizations meet these communities in the middle, steering their creative insights in strategic directions, is where crowdsourcing happens.

Some have questioned the use of the concept of the “crowd” in “crowdsourcing,” since the word, historically, has come linked to notions of the “mob” or “the masses.” What are the implications of using “crowd” as opposed to “community” or “public” or “collaborative”?

I am not sure that crowdsourcing is really the best term for what is happening in these situations, but it is the term Jeff Howe and Mark Robinson came up with for Howe’s June 2006 article in Wired, which was where the term was coined. It is no doubt a catchy, memorable term, and it rightly invokes outsourcing (and all the baggage that goes with outsourcing). The “crowd” part may be a bit misleading, though. I have strayed away from referring to the crowd as “the crowd” and have moved more toward calling these groups “online communities,” which helps to anchor the concept in much more established literature on online communities (as opposed to literature on swarms, flash mobs, and the like).

The problem with “crowd” is that it conjures that chaotic “mob” image. These communities are not really masses. They tend to be groups of experts or hobbyists on a topic related to a given crowdsourcing application who self-select into the communities – graphic designers at Threadless, professional scientists at InnoCentive, and so on. They are not “amateurs” as they are often called in the popular press. Most of the truly active members of these online communities – no surprise – are more like invested citizens in a community than folks who were accidentally swept up in a big rush to join a crowdsourcing site.

The professional identities of these online community members raise some critical issues regarding labor. The “sourcing” part of “crowdsourcing” brings the issue of “outsourcing” to the fore, with all of outsourcing’s potential for exploitation abroad and its potential to threaten established professions. No doubt, some companies embark on crowdsourcing ventures with outsourcing in mind, bent on getting unwitting users to do high-dollar work on the cheap. These companies give crowdsourcing a bad name. Online communities are wise to this, especially the creative and artistic ones, and there are some notable movements afoot, for example, to educate young graphic designers to watch out for work “on spec” or “speculative work,” which are the kinds of exploitive arrangements many of these crowdsourcing ventures seek.

It is important to note that online communities are motivated to participate in crowdsourcing for a variety of reasons. Many crowdsourcing arrangements can generate income for participants, and there are folks who are definitely motivated by the opportunity to make some extra money. Still others participate because they are hoping through their participation to build a portfolio of work to secure future employment; Kathleen Kuehn and Thomas F. Corrigan cleverly call this kind of thing “hope labor.” Still others participate because they enjoy solving difficult problems or they make friends with others on the website. As long as organizations understand and respect these different motivations through policies, community design, community recognition, or compensation, online communities will persist. People voluntarily participate in crowdsourcing, and they are free to leave a site if they are unhappy or feel exploited, so in spite of my Marxian training I often find it difficult to label crowdsourcing “exploitive” outright.

Daren C. Brabham is an assistant professor in the Annenberg School for Communication & Journalism at the University of Southern California. He is the author of the book Crowdsourcing (MIT Press, 2013) and has published widely on issues of crowdsourcing in governance and the motvations of online communities. His website is www.darenbrabham.com.

Projecting Tomorrow: An Interview with James Chapman and Nicholas J. Cull (Part Three)

 

Henry: War of the Worlds is an interesting case study of the ways that the Cold War impacted science fiction, especially because we can draw clear comparisons to what the story meant at the time Wells wrote it and about the ways Steven Spielberg re-imagined it in the wake of 9/11. So, what do these comparisons suggest about the specificity of the discourse on alien invasion in 1950s America?

James: Wells's novel is an invasion narrative with allegorical overtones - it shows a complacent imperial superpower what it might feel like to be on the receiving end of violent colonization by a technologically superior enemy. It's a story that has been mobilised at times of geopolitical tension: Orson Welles's (in)famous radio broadcast of 1938 came immediately after the Munich Agreement, the 1953 film was made at the height of the Cold War, and, as you say, the 2005 Spielberg film reconfigured the basic story in the context of the War on Terror.

We use the 1953 film, produced by George Pal, as the focus of our case study. This is a case where my understanding of the film was really enhanced by doing the archival research. The archive reveals two particular points of interest. The first is the extent to which the film emphasized Christianity. Now, Wells was an atheist, and the book includes a very unsympathetic charactrization of a Church of England cleric who is both deranged and a coward. In the film, however, Pastor Collins becomes a heroic character, who dies while trying to make peace with the invaders, while the resolution - in which the Martians are eventually destroyed by the common cold bug - is specifically attributed to Divine intervention.

The various treatments and scripts in the Paramount archives show how this element was built up in successive drafts. This is consistent with American Cold War propaganda, which equated the United States with Christianity in opposition to the godless Communists. So, this aspect of the production locates the film of War of the Worlds in the context of US Cold War propaganda, and might prompt us to compare it to other 1950s alien-invasion films such as Invaders from Mars or The Thing.

However, the other point which came out from the archival research, was that the Pentagon, which liaised with Hollywood in providing stock footage and military personnel, refused to co-operate with this particular film. The reason they advanced was that the film showed the US military as unable to repel an alien (for which read Communist) invasion. In the film even the atom bomb is ineffective against the Martians. The Pentagon wasn't happy about this aspect of the film and refused to co-operate. Instead Paramount had to turn to the Arizona National Guard! So, in this regard, the film is not quite the 'official' Cold War propaganda that I had thought - and it was only researching the production history that revealed this aspecy of the film.

 

Henry: Stanley Kubrick is currently being celebrated by an exhibition at the LACMA and he remains a figure who has enormous cultural prestige even now, yet in the case of several of his films, including 2001: A Space Odyssey, A Clockwork Orange, and A.I. (which was made by Spielberg after his death), he worked in SF which has struggled for cultural legitimacy. How might we understand the status attached to these films, given the tendency of critics to otherwise dismiss SF films as brainless entertainment?

 



James: Again this is an example of how the archive illuminates our understanding of the films. The origin of 2001 was Kubrick's desire to make "the proverbially 'really good' science fiction movie" - to which end he invited Arthur C. Clarke to collaborate on the project. Having Clarke on board attached a degree of cultural prestige - like H.G. Wells before he was a well-known author, but also one whose work had a strong scientific basis (the 'science' aspect of science fiction, if you like). It was another case of a problematic relationship between a film-maker and an SF author, as they ended up with rather different ambitions for the film. But I don't think that Kubrick was all that bothered about the low cultural status attached to science fiction. For Kubrick 2001 was really an exploration of existential themes that just happened to be an SF movie. Incidentally, it was while doing the research for 2001, during the course of which he read hundreds of books and articles about science, technology and space travel, that Kubrick came across the article that prompted his interest in 'A.I.' - or Artificial Intelligence.

Henry: You provide some rich insights into the ways that Civil Rights era discourses shaped the making of the Planet of the Apes film series. To what degree do you see the recent remakes of these films retaining or moving away from these themes as they try to make these stories relevant for contemporary viewers?

James: This is a case of how SF responds to the social and political contexts in which it is produced. The first Planet of the Apes in 1968 was quite explicitly about the Civil Rights movement and the relationships between different ethnic groups, if you like, which draws a clear parallel between race and socio-economic status. And the later films in the series, especially Conquest of the Planet of the Apes, make this theme even more explicit. But race doesn't seem quite such an important theme in the more recent films. That's not to say that the issue is no longer important, but rather that the film-makers are now responding to a different set of concerns. I enjoyed Rise of the Planet of the Apes - it's a sort of 'alternative history' of the Apes films - though I didn't feel that it had quite the same polemical edge as the original film series between 1968 and 1973.

Nick: My sense was that the 2011 reboot Rise of the Planet of the Apes was hitting slightly different marks, especially issues around the ethics of bioengineering, and a warning against exploitation whether on class or race lines is still apposite. The Tim Burton take in 2001 seemed rather more in the line of a tribute than a piece with something to say about its own times except ‘we’re running low on ideas.’

Henry: You have no doubt seen the announcement of plans to begin production on a new set of Star Wars films, now that George Lucas is handing over the control of his empire to a new generation of filmmakers. Your analysis of Star Wars explores the ways that Lucas built this saga as much on borrowings of other films and on the core structures of myths and fairy stories rather than on any speculation about real world concerns. He would have described this project as one designed to create “timeless” entertainment. To what degree do you see Star Wars as of its time and to what degree does returning to the franchise now require some fundamental rethinking of its core premises?

Nick: The initial success of Star Wars was absolutely of its time – America was tired of cynicism, Vietnam, Watergate and so forth and looking to escape back to innocence. Lucas gave them their cinematic past in pastiche form and a moral and redemptive message. While I think Lucas intended his own revisiting of the saga in the prequel trilogy to make new points about the vulnerability of democracy and a noble individual to corruption, the new films were really more about Star Wars than anything else. Their performance was not tied to their suitability for the moment in which they appeared but rather the quality (or otherwise) of the effects and story. I think the saga is a powerful enough property to generate into own bubble of relevance which is a kind of timelessness at least as long as people remember enjoying the films. Star Wars has created its own reality and obscured its own source material. Storm Trooper means Star Wars not Nazi Germany to most Americans under fifty.

James: I'd suggest that most, if not all, film genres eventually become self-referential. The main points of reference for the original Star Wars were other movies - as Nick's chapter so brilliantly brings out. For the prequel films the points of reference were not so much other movies as previous Star Wars movies - they feed upon our own memories of Star Wars.

Henry: You describe Lucas as struggling consciously with the racial politics of the adventure genre titles that inform his project, making a series of compromises across the development of the original film in terms of its treatment of race and gender. How do these behind-the-scenes stories help us to understand the ongoing controversy around how Star Wars deals with race and gender?

Nick: I was startled by the extent to which Lucas initially saw Star Wars as a way to get progressive ideas about diversity before an audience. He toyed with the idea of an all Japanese cast, a black Han Solo and a Eurasian Princess Leia (which would have made his later twin sub plot a harder sell) but backed away from these ideas as production got underway. He said he couldn’t make Star Wars and Guess Who’s Coming to Dinner at the same time. His aliens became a device through which he could still have ‘fun’ with difference and notions of the exotic or the savage without worrying about disgruntled Sand People or Wookies picketing Mann’s Chinese Theatre on opening night. I think it is correct to ask questions about the racial politics of Star Wars not so much to question whether George Lucas is a bigot (which I do not think he is) but rather to use Star Wars as a mirror to a society that plainly has mixed feelings about diversity and female empowerment.

Henry: Robocop is another of your case study films which is undergoing a remake at the current time. You link the original to debates around big business and the current state of urban America under the Reagan administration. What aspects of this story do you think remains relevant in the era of Occupy Wall Street and the Tea Party?

Nick: I certainly do see RoboCop as one of the great movies editorializing on business in the 1980s – right up there with Wall Street. I’ll be fascinated to see how the new RoboCop tackles these subjects. Certainly corporate ethics and privatization remain live issues. It was always interesting to me that RoboCop still needed to imagine that the #1 guy at the corporation was good. I wonder if that will still be the case. Of course RoboCop is an anti-corporate allegory told by a corporation, so they will probably fudge the issue and not have Murphy marching into Congress and demanding the reinstatement of the Glass Stiegel Act or restraints on Wall Street.

Henry: You end the book with a comparison between Science Fiction Cinema and television. So, what do you see as the most important differences in the ways that the genre has fared on the small screen? If you were writing this book on science fiction television, which programs would yield the richest analysis and why?

Nick: There is a symbiotic relationship between SF film and TV. A number of the films we look at can be seen as outgrowths of TV – Quatermass is the most obvious; some use TV expertise – like 2001: A Space Odyssey; some have leant their technology to TV; many have TV spin-offs or imitators – Logan’s Run and Planet of the Apes are cases in point. I think TV tends by its nature to bring everything home, turning everything into a cyclical family drama, whereas film tends to stretch everything to the horizon and emphasize linearity and personal transformation. Both approaches have strengths and weaknesses for SF subjects. I think that there is an intimacy of engagement possible for the audience of a television show which is much harder to create with a one-off film.

As you’ve documented, Henry, at its best television becomes truly imbedded in people’s lives. This is the power of Star Trek or Doctor Who. James and I have both written about Doctor Who elsewhere and there is more to be said. I’ve written a little about the television programs of Gerry Anderson, Thunderbirds and so forth, which have been underserved in the literature thus far. I am fascinated by the imagined future in Anderson’s output, with global governance and institutions: post war optimism traced to the horizon.

James: It's a fascinating question - and one where technological change is important. I'd suggest that in the early days of TV - when most drama was produced live in the studio - TV had the edge over film because the technological limitations meant that it had to focus on ideas and characterization. Hence The Quatermass Experiment and its sequels, arguably, work better on TV than in their cinema remakes. There's also a symbiosis between the form of SF literature and early TV.

Until the mid-twentieth century much of the best SF literature was in the form of short stories rather than novels - this transferred very easily to SF anthology series such as The Twilight Zone and The Outer Limits. That's not a form of TV drama we have today. Since c.2000, however, there's been a vast technological and aesthetic change in the style of TV science fiction. One of the consequences of digital technology in both the film and TV industries has been to blur the distinction between the two media. A lot of TV today looks like film - and vice versa. Certainly TV science fiction has become more 'cinematic' - look at the revisioning of Battlestar Galactica or the new Doctor Who. The visual effects are as good as cinema, while the TV series have adopted the strategy of 'story arcs' that lends them an epic dimension - like the longer stories you can tell in film.

Nick mentions that we've both written, independently, on Doctor Who, and there's certainly more to be said there - and with its spin-offs Torchwood and The Sarah Jane Adventures. It works both as a narrative of British power and as an exploration of Anglo-American relations - themes we cover in the SF Cinema book. I don't know whether we'll go on to write a companion volume on US and UK television science fiction, but if we do there's plenty of scope. The Twilight Zone is a key text, certainly, not least because it employed a number of SF authors to write scripts. The Invaders is an interesting riff on the invasion narrative, a 1950s Cold War paranoia text but made in the 1960s. V is a cult classic - paranoia reconfigured for the 1980s.

In Britain series such as Survivors and Blake's 7 demonstrate again a very dystopian vision of the future. There were also faithful, authentic adaptations of SF literature like The Day of the Triffids and The Invisible Man in the 1980s. Back in the US, series like The Six Million Dollar Man, The Bionic Woman and The Incredible Hulk clearly have things to say about the relationship between science and humanity. I've already mentioned Battlestar Galactica but there are plenty of other examples too: Space: Above and Beyond, Farscape, Firefly, the various Star Trek spin offs. That's the beauty of science fiction - the universe is infinite!

For those who would like to read what Chapman and Cull have had to say about Doctor Who, Here you go:

Nick Cull, 'Bigger on the Inside: Doctor Who as British cultural history.' For Graham Roberts and Philip M. Taylor (eds.), The Historian, Television and Television History (University of Luton Press, 2001), pp. 95-111

Nick Cull. ‘Tardis at the OK Coral,’ in John R. Cook and Peter Wright (eds), British Science Fiction Television: A Hitchhiker’s Guide, (London, I. B. Tauris, 2006), pp. 52-70

Chapman's WhoWatching blog: http://whowatching.wordpress.com/2013/05/21/review-the-name-of-the-doctor/

 

Nick Cull is professor of communication at University of Southern California.  He is a historian whose research focuses on the interface between politics and the mass media.  In addition to well-known books on the history of propaganda he has published widely on popular cinema and television including shorter pieces on Doctor Who, Gerry Anderson and The Exorcist.

James Chapman is professor of film at University of Leicester in the UK.  He is a historian who has specialized in popular film and television.  His work has included book length studies of James Bond, Doctor Who, British Adventure Serials, British Comic Books and British propaganda in the Second World War.  His previous collaboration with Nick Cull was a book on Imperialism in US and British popular cinema.

Projecting Tomorrow: An Interview with James Chapman and Nicholas J. Cull (Part Two)

Henry: As you suggest in your introduction, “futuristic narratives and images of SF cinema are determined by the circumstances of their production.” What relationship do you posit between the ebb and flow of visibility for science fiction films and the evolution of the American and British film industries?

Nick: When we wrote that line we were thinking mainly about the way in which the historical circumstance can be channeled into SF, which is so wonderfully open to addressing contemporaneous issues by allegory (or hyperbole), but I think it can be applied to the film industries or ‘industrial context’ if you will. Cinema is a business and there are clear business cycles at work. While we found that the reputation of SF as a high risk genre which seldom delivered on its promise to producers was exaggerated – we ran into more examples of bland returns than out-and-out ruination – it does seem to have inhibited production somewhat. Production runs in cycles as if producers on both sides feel sure that SF will pay off, take a risk with a high budget film, fail to realize expectations and then back off in disappointment for a couple of seasons.

2001 breaks the cycle and ushers in a SF boom which has yet to end. The successes are so spectacular that they carry the genre over the bumps. The boom made it economically feasible to develop dedicated technologies to create even better films – the story of Industrial Light and Magic is a case in point – and these technologies seem to have been best displayed in a genre which allows or even requires images of the fantastic.

I think SF has now evolved into the quintessential film genre which sells itself based on taking images to new places. There are industrial reasons reinforcing this trend, not the least being that if you make your money from exhibiting something on the big screen you need to seek out stories that are actually enhanced by that treatment. Not every genre lends itself. I doubt there will ever be a British social realist film or the sort done by Ken Loach or Mike Leigh shot in IMAX, though insights from that approach can take SF to new places, witness Attack the Block.

James: The market is also relevant here. Take Things to Come: one of the top ten films at the UK box office in 1936, but the British market alone was insufficient to recoup the costs of production and the film didn't do much business in the United States. Another theme that crops up several times, is that, while Britain no longer has a large film production industry, it does have excellent studio and technical facilities. Hence big Hollywood-backed films like 2001 and Star Wars were shot in British studios with largely British crews. And there are other examples - Alien, Judge Dredd - that we didn't have space to include.

 



Henry: A central emphasis here is in the ways that science fiction responds to popular debates around political and technological change. It’s a cliché that Hollywood had little interest in delivering “messages,” yet historically, science fiction was a genre which sought to explore “ideas,” especially concerns about the future. How did these two impulses work themselves out through the production process? Do you see science fiction cinema as the triumph of entertainment over speculation or do most of the films you discuss make conscious statements around the core themes which SF has explored?

Nick: As I said when thinking about the literary/cinematic transition, I think that messages and ideas can have a hard time in Hollywood and often find themselves being forced out by images. This said, the messages that survive the process are all the more potent. Avatar may have been all about what James Cameron can do with digital 3-D it made important points about indigenous rights and the environment along the way.

James: There've been some honourable and well-intentioned attempts to build SF films around ideas or messages - Things to Come stands out - though I think that in general, and this is true of popular cinema as a whole and not just SF, audiences tend to be turned off by overt political or social messages and prefer their ideas served up within a framework of entertainment and spectacle. Nick's chapter on Star Wars, to take just one example, shows how this film was able to address a range of contemporary issues within a framework of myth and archetypes that resonated with audiences at the time and since. Here, as elsewhere, 2001 is the watershed film - perhaps the only ideas-driven SF film that was also a huge popular success.

Henry: You devote a chapter to the little known 1930s film, Just Imagine, and among other things, note that it is not altogether clear how much Hollywood or audiences understood this to be a science fiction film given its strong ties to the musical comedy as a genre. What signs do we have about the role which these genre expectations played in shaping the production and reception of Just Imagine?

 

Nick: Neither the producers nor audience of Just Imagine had much idea what was going on generically. First of all the production team were a re-assembly of the group who had worked on the studio’s boy-meets-girl hit Sunny Side Up and all their credentials were in musical comedy; secondly the critics who saw the film had trouble finding terminology to describe the film. They tended towards terms like ‘Fantasy’ and drew parallels with The Thief of Baghdad rather than Metropolis. Finally there was the question of law suits as sundry writers claimed that elements we now think of as common points of the genre such as space flight to Mars were original to them. Courts were unimpressed.

Henry: Things to Come is one of those rare cases where a literary SF writer -- in this case, H.G. Wells -- played an active role in shaping the production of a science fiction film. What can you tell us about the nature of this collaboration and was it seen as a success by the parties involved?

James: It's a fascinating, and complex, story. This one film exemplifies perfectly the tension between ideas and spectacle that runs throughout the history of SF cinema. Wells was contracted by Alexander Korda, Britain's most flamboyant film producer, and the closest that the British industry ever had to one of the Hollywood 'movie moguls', to develop a screenplay from his book The Shape of Things to Come. Wells was interested because, unlike many writers, he believed in the potential of cinema as a medium for exploring ideas and presenting his views to a wider public.

From Korda's perspective, Wells was a 'name' whose involvement attached a degree of intellectual prestige to the film. But there were two problems. The first was that Wells tried to exercise control over all aspects of the production, even to the extent of dictating memos on what the costumes should look like - which Korda was not prepared to allow. The second problem was that The Shape of Things to Come - an imaginative 'history of the future' - is not a very cinematic book: no central characters, for example, or big set pieces. So a new story had to be fashioned.

Some aspects of Wells's vision were lost in the process. For example, the book is critical of organised religion, but the British Board of Film Censors frowned upon any criticism of the Church as an institution - so that theme goes by the wayside. And Wells's book posits the notion that a well-intentioned technocratic dictatorship - he calls it the 'Puritan Tyranny' - would be beneficial for solving the problems of the world. Again this is significantly downplayed in the film.

So there were a lot of compromises. The collaboration is perhaps best described as one of creative tensions. Publically Wells spoke warmly of Korda and his collaboration with director William Cameron Menzies (an American, incidentally, referring back to our previous discussion of Anglo-American contexts). But privately he was profoundly disappointed by the finished film and was scathing about Menzies, whom he described as "incompetent". In the end, Things to Come is one of those cases where the finished film reveals traces of the problematic production. For Wells it was about the ideas, for Korda it was about the spectacle - but the two are not really reconciled into a wholly satisfying experience.

 

 

Nick Cull is professor of communication at University of Southern California.  He is a historian whose research focuses on the interface between politics and the mass media.  In addition to well-known books on the history of propaganda he has published widely on popular cinema and television including shorter pieces on Doctor Who, Gerry Anderson and The Exorcist.

James Chapman is professor of film at University of Leicester in the UK.  He is a historian who has specialized in popular film and television.  His work has included book length studies of James Bond, Doctor Who, British Adventure Serials, British Comic Books and British propaganda in the Second World War.  His previous collaboration with Nick Cull was a book on Imperialism in US and British popular cinema.

Projecting Tomorrow: An Interview with James Chapman and Nicholas J. Cull (Part One)

  The recently published Projecting Tomorrow: Science Fiction and Popular Film offers vivid and thoughtful case studies that consider the production and reception of key British and American science fiction movies, including Just Imagine (1930), Things to Come (1936), The War of the Worlds (1953), The Quatermass Experiment and its sequels (1955), Forbidden Planet (1956), 2001: A Space Odyssey (1968), Planet of the Apes (1968), The Hellstrom Chronicles (1971), Logan's Run (1976), Star Wars (1977), RoboCop (1987), and Avatar (2009). I very much enjoyed the background that Chapman and Cull provided on these films. Even though I was familiar with each of these films already, I managed to learn something new in every chapter. The authors did a masterful job  in the selection of examples -- a mix of the essential and the surprising -- which nevertheless manage to cover many of the key periods in the genre's evolution on the screen.  They make a strong case for why SF films need to be considered in their own right and not simply as an extension of the literary version of the genre.  Chapman and Cull are long-time SF fans, but they also bring the skills of an archival historian and expertise in global politics to bear on these rich case studies.   All told, I suspect this book is going to be well received by fans and academics alike.

I have gotten to know Cull, who is a colleague of mine here at the Annenberg School of Communications and Journalism, through hallway and breakroom conversations about our mutual interests in Doctor Who and a range of other cult media properties, and I was delighted to have some interplay with Chapman when he visited USC a year or so back. I am therefore happy this week to be able to share with you an interview with the two authors who hits at some of the key themes running through Projecting Tomorrow.

 

Henry: Let me ask you a question you pose early in your introduction: “Why has SF literature been so poorly served by the cinema?” Perhaps, we can broaden out from that and ask what you see as the relationship between science fiction literature and film. Why do the differences in the media and their audiences result in differences in emphasis and focus?

Nick: This is an excellent question. My sense is that SF literature has tended to serve divergent objectives to SF film. I am taken by the British novelist/critic Kingsley Amis’s observation fifty years ago that the idea is the hero in literary science fiction. My corollary to that is that the image is the hero in SF cinema. Cinema by its nature emphasizes image over ideas and all the more so as the technology to generate ever more spectacular images has increased.

James: I think there's also a sense in which SF literature has always been a slightly niche interest - popular with its readership, yes, but generally not best-seller levels of popular. SF cinema, in contrast, is now a mainstream genre that has to serve the needs of the general cinema-going audience as well as genre fans. Hence the charge from SF readers that cinema by and large doesn't do SF very well - that the need to attract a broad audience (because of the expense of the films) leads to a diluting of the 'ideas' aspect of SF in literature. One of the themes we track in the book is the process through which SF went from being a marginal genre in cinema to becoming, from the 1970s, a major production trend.

 



Henry: What criteria led to the selection of the case studies you focus upon in Projecting Tomorrow?

Nick: We chose films that could both represent the SF cinema tradition on both sides of the Atlantic and illuminate a range of historical issues. We needed films that had a good supply of archive material to which we could apply our historical research methods, and all the better if that material had hitherto escaped scholarly analysis. We wanted the milestones to be present but also some surprise entries too. There were some hard choices. We doubted there was anything really new to say about Blade Runner so that proposed chapter was dropped. I was keen to write about Paul Verhoeven’s Starship Troopers but was unable to locate sufficient archive material for a historical approach. It was during that search that I found the treasure trove of material from Verhoeven’s RoboCop and decided to write about that instead. One of the Star Trek films and Jurassic Park were also late casualties from the proposal. There are some surprise inclusions too. We both find the combination of genres a fascinating phenomenon and hence included The Hellstrom Chronicle, which grafts elements of SF onto the documentary genre and managed to spawn a couple of SF projects in the process.

James: The selection of case studies was a real problem for this book, as SF is such a broad genre in style and treatment, and there are so many different kinds of stories. We wanted to have broad chronological coverage: the 'oldest' film is from 1930 (Just Imagine) and the most recent is 2009 (Avatar). It would have been possible to write a dozen case studies focusing on a single decade - the 1950s, for example, or the 1970s, both very rich periods for SF cinema - but we felt this would have been less ambitious and would not have enabled us to show how the genre, and its thematic concerns, have changed and evolved over time. Beyond that, Nick and I are both historians by training, and we wanted examples where there was an interesting story behind the film to tell. Logan's Run, for example, is a case where the production history is in certain ways more interesting than the finished film: George Pal had wanted to make it in the late 1960s as a sort of 'James Bond in Tomorrowland' but for various reasons it didn't happen then, and when it was finally made, in the mid 1970s, the treatment was more serious (and perhaps portentous). Some films selected themselves: we could not NOT have milestones like Things to Come and 2001: A Space Odyssey - and in the latter case the Stanley Kubrick Archive had recently been opened to researchers and so there were new primary sources available. I wanted to include Dark Star, a sort of spoof response to 2001, but there wasn't much in the way of archive sources and the background to the film is quite well known - and in any event we already had plenty of other case studies from the 1970s. In the end, although we had to leave out some important films, like Invasion of the Body Snatchers (I'd simply refer readers to Barry Keith Grant's excellent study of this film in the British Film Institute's 'Film Classics' series), this meant we could find space for some forgotten films, such as Just Imagine, and for some that are probably less familiar to US audiences, such as The Quatermass Experiment.

Henry: You have made a conscious choice here to include British as well as American exemplars of science fiction. How would you characterize the relationship between the two? In what ways do they intercept each other? How are the two traditions different?

Nick: British and American SF and culture more widely are thoroughly intertwined. The sad truth is that US corporate culture tends to homogenize so I think it helps to have the UK bubbling along across the pond as a kind of parallel universe in which different responses can emerge and save the creative gene pool from in-breeding. SF cinema has seen some great examples of this Anglo-America cross fertilization process. 2001: A Space Odyssey is a terrific example of that. If I had to essentialize the difference between the two approaches, I’d say that Britain is a little more backward looking (anticipating Steam Punk) and the US has been more comfortable with a benign military presence. Today the two traditions have become so interlinked that it is very difficult to disengage them, but they seem to be good for each other.

James: The Anglo-American relationship was also something we'd explored in our first book together, Projecting Empire, where we found there were strong parallels in the representation of imperialism in Hollywood and British cinema. In that book we have two case studies by Nick, on Gunga Din and The Man Who Would Be King, showing how a British author, Rudyard Kipling, met the ideological needs of American film-makers. The equivalent of Kipling for science fiction is H.G. Wells, a British author widely adapted, including by Hollywood - and again we have two case studies of Wellesian films. If I were to generalize about the different traditions of US and UK science fiction - and this is a gross over-simplification, as there are numerous exceptions - it would be that by and large American SF movies have held to a generally optimistic view of the future whereas British SF, certainly since the Second World War, has been more pessimistic. This might reflect the contrasting fortunes of the two nations since the mid-twentieth century - American films expressing the optimism and confidence of the newly emergent superpower, British films coming to terms with the slow decline of a former imperial power. But, as I said, this is an over-simplification. Planet of the Apes, for example, has a very dystopian ending (though later films in the series are more optimistic in suggesting the possibility of peaceful future co-existence), whereas Doctor Who (albeit from television) is an example of British SF with a generally positive outlook on the future.

Nick Cull is professor of communication at University of Southern California.  He is a historian whose research focuses on the interface between politics and the mass media.  In addition to well-known books on the history of propaganda he has published widely on popular cinema and television including shorter pieces on Doctor Who, Gerry Anderson and The Exorcist.

James Chapman is professor of film at University of Leicester in the UK.  He is a historian who has specialized in popular film and television.  His work has included book length studies of James Bond, Doctor Who, British Adventure Serials, British Comic Books and British propaganda in the Second World War.  His previous collaboration with Nick Cull was a book on Imperialism in US and British popular cinema.

How to Watch Television: The Walking Dead

Today, I want to showcase the launch of an exciting new book, How to Watch Television, edited by Ethan Thompson and Jason Mittell. The editors recognized a gap in the field of television studies between the kinds of essays we ask our students to write (often close readings focused on specific episodes) and the kinds of exemplars we provide them from scholarly publications (often theory-dense, focused on making much larger arguments, and making moves which it is hard for undergrads or early graduate students to match). Contributors, myself among them, were asked to focus on specific episodes of specific programs, to do a close analysis with limited amounts of fancy theoretical footwork, and to demonstrate the value of a particular analytic approach to understanding how television works. Thompson and Mittell brought together a who's who of contemporary television studies writers and encouraged them to write about a broad array of programs. You can get a sense of the project as a whole by reading the table of contents. I have only read a few of the essays so far, having just recently gotten my author's copy, but so far, the book more than lives up to its promise. I. TV Form: Aesthetics and Style

1. Homicide: Realism – Bambi L. Haggins

2. House: Narrative Complexity – Amanda D. Lotz

3. Life on Mars: Transnational Adaptation – Christine Becker

4. Mad Men: Visual Style – Jeremy G. Butler

5. Nip/Tuck: Popular Music – Ben Aslinger

6. Phineas & Ferb: Children’s Television – Jason Mittell

7. The Sopranos: Episodic Storytelling – Sean O’Sullivan

8. Tim and Eric’s Awesome Show, Great Job!: Metacomedy – Jeffrey Sconce

II. TV Representations: Social Identity and Cultural Politics

9. 24: Challenging Stereotypes – Evelyn Alsultany

10. The Amazing Race: Global Othering – Jonathan Gray

11. The Cosby Show: Representing Race – Christine Acham

12. The Dick Van Dyke Show: Queer Meanings – Quinn Miller

13. Eva Luna: Latino/a Audiences – Hector Amaya

14. Glee/House Hunters International: Gay Narratives – Ron Becker

15. Grey’s Anatomy: Feminism – Elana Levine

16. Jersey Shore: Ironic Viewing – Susan J. Douglas

III. TV Politics: Democracy, Nation, and the Public Interest

17. 30 Days: Social Engagement – Geoffrey Baym and Colby Gottert

18. America’s Next Top Model: Neoliberal Labor – Laurie Ouellette

19. Family Guy: Undermining Satire – Nick Marx

20. Fox & Friends: Political Talk – Jeffrey P. Jones

21. M*A*S*H: Socially Relevant Comedy – Noel Murray

22. Parks and Recreation: The Cultural Forum – Heather Hendershot

23. Star Trek: Serialized Ideology – Roberta Pearson

24. The Wonder Years: Televised Nostalgia – Daniel Marcus

IV. TV Industry: Industrial Practices and Structures

25. Entertainment Tonight: Tabloid News – Anne Helen Petersen

26. I Love Lucy: The Writer-Producer – Miranda J. Banks

27. Modern Family: Product Placement – Kevin Sandler

28. Monday Night Football: Brand Identity – Victoria E. Johnson

29. NYPD Blue: Content Regulation – Jennifer Holt

30. Onion News Network: Flow – Ethan Thompson

31. The Prisoner: Cult TV Remakes – Matt Hills

32. The Twilight Zone: Landmark Television – Derek Kompare

V. TV Practices: Medium, Technology, and Everyday Life

33. Auto-Tune the News: Remix Video – David Gurney

34. Battlestar Galactica: Fans and Ancillary Content – Suzanne Scott

35. Everyday Italian: Cultivating Taste – Michael Z. Newman

36. Gossip Girl: Transmedia Technologies – Louisa Stein

37. It’s Fun to Eat: Forgotten Television – Dana Polan

38. One Life to Live: Soap Opera Storytelling – Abigail De Kosnik

39. Samurai Champloo: Transnational Viewing – Jiwon Ahn

40. The Walking Dead: Adapting Comics – Henry Jenkins

You can order it at the NYU Press website, along with previewing the introduction or requesting a review copy for faculty thinking about adopting it in a class. You can also order it on Amazon. Or please request it at an independent bookstore near you, if you’ve got one.

Thompson and Mitell have shrewdly offered those of us who have blogs the chance to share our own essays from the collection with the idea of helping to build up the buzz around this promising release.  Spreadability at work! So, I am happy to share today my musings about The Walking Dead, written after the end of Season 1. (Don't get me started about the speed of academic publishing: by normal standards, this one had a pretty rapid turnaround, but we still lag behind any other mode of publication. This is why I so value sites like Flow,In Media Res, and Antenna.)

 

The Walking Dead: Adapting Comics

Henry Jenkins

Abstract: One of the key ways that television connects to other media is by adapting pre-existing properties from films, comics, and other formats. Henry Jenkins uses one of the most popular of such recent adaptations, The Walking Dead, to highlight the perils and possibilities of adaptations, and how tapping into pre-existing fanbases can pose challenges to television producers.

The comic book industry now functions as Hollywood's research and development department, with a growing number of media properties inspired by graphic novels, including not only superhero films (Green Lantern, X-Men: First Class, Thor) and both live-action and animated television series (Smallville, The Bold and the Brave), but also films from many other genres (A History of Violence, American Splendor, 20 Days of Night, Scott Pilgrim Vs. the World). There are many possible explanations for Hollywood’s comic book fixation:

 

1. DC and Marvel are owned by Warner Brothers and Disney, respectively, who cherry pick what they think will satisfy mass audience interests.

 

2. Comics-based stories are to contemporary cinema what magazine short stories were to Classical Hollywood—more or less presold material.

 

3. Hardcore comics readers fall into a highly desired demographic—teen and twentysomething males—who have abandoned television in recent years for other media.

 

4. Comic books are a visual medium, offering something like a storyboard establishing basic iconography and visual practices to moving image media.

 

5. Digital special effects have caught up to comic’s most cosmic storytelling, allowing special effects houses to expand their technical capacities.

 

6. Contemporary television and comics involve a complex mix of the episodic and the serial, deploying long-form storytelling differently from most films or novels.

 

7. The streamlined structure of comics offer emotional intensification closely aligned with contemporary screen practices.

 

Despite such claims, comic adaptations often radically depart from elements popular with their original comics-reading audience. Mainstream comics readership has been in sharp decline for several decades: today’s top-selling title reaches fewer than a hundred thousand readers per month—a drop in the bucket compared with the audiences required for cable success, let alone broadcast networks. Some graphic novels have moved from specialty shops to chain bookstores, attracting a “crossover” readership, including more women and more “casual” fans. Adapting a comic for film or television often involves building on that “crossover” potential rather than addressing hardcore fans, stripping away encrusted mythology.

AMC's The Walking Dead (2010-present) is a notable exception, establishing its reputation as "faithful" to the spirit if not the letter of the original, even while introducing its original characters, themes, and story world to a new audience. Robert Kirkman’s comic series was a key example of the crossover readership graphic novels can find at mainstream bookstores. Kirkman has freely acknowledged his debts to George Romero’s Living Dead films, while others note strong parallels with 28 Days Later. The Walking Dead’s success with crossover readers and Kirkman’s reliance on formulas from other commercially successful franchises in the genre explain why producers felt they could remain “true” to the comics while reaching a more expansive viewership.

Using “Wildfire,” the fifth episode from The Walking Dead’s first season, I will explore what aspects of the comic reached television, what changes occurred, and why hardcore fans accepted some changes and not others. As a longtime Walking Dead reader, I am well situated to explore fan response to shifts in the original continuity.

To understand what The Walking Dead meant to comics readers, one might well start with its extensive letter column. Here, dedicated fans ask questions and offer opinions about every major plot development. Kirkman established a deeply personal relationship with his fans, sharing behind the scenes information about his efforts to get the series optioned and then developed for television, responding to reader controversies, and discussing the comic’s core premises and genre conventions (“the rules”). Kirkman summarized his goals in the first Walking Dead graphic novel:

With The Walking Dead, I want to explore how people deal with extreme situations and how these events CHANGE them.... You guys are going to get to see Rick change and mature to the point that when you look back on this book you won’t even recognize him....I hope to show you reflections of your friends, your neighbors, your families, and yourselves, and what their reactions are to the extreme situations on this book... This is more about watching Rick survive than it is about watching Zombies pop around the corner and scare you.....The idea behind The Walking Dead is to stay with the character, in this case, Rick Grimes for as long as is humanly possible....The Walking Dead will be the zombie movie that never ends.[1]

If, as Robin Wood formulated, the horror genre examines how normality is threatened by the monstrous, Kirkman’s focus is less on the monstrous and more on human costs.[2] The comic’s artwork (originally by Tony Moore but mostly by Charlie Adlard) offers gorehounds detailed renderings of rotting faces (lovingly recreated for the television series by makeup artist Greg Nicotero) and blood splattering as humans and zombies battle, but it is also focused on melodramatic moments, as human characters struggle to maintain normality in the face of the monstrous. This merger of horror and melodrama may explain why, despite its gore, The Walking Dead comics appeal almost as much to female readers as it does to the men who constitute the core comics market. Early on, some fans criticized the comic’s shambling “pace,” going several issues without zombie encounters. However, once they got a taste of Kirkman’s storytelling, many realized how these scenes contributed to the reader’s deeper investment in the characters’ plights.

Given his intimate and ongoing relationship with readers, Kirkman’s participation as an executive producer on the television adaptation was key for establishing credibility with his long-term readers. Series publicity tapped Kirkman’s street cred alongside AMC’s own reputation for groundbreaking, character-focused television dramas (Mad Men, Breaking Bad) and the reputations of executive producers Frank Darabont (The Green Mile, The Shawshank Redemption) and Gale Anne Hurd (Aliens, The Abyss, The Terminator franchise) with filmgoers, establishing an aura of exceptionality.

The Walking Dead was a key discussion topic at the 2010 San Diego Comic-Con, a gathering of more than 200,000 influential fans. Posters, specifically produced for the convention, compared the television characters with their comic book counterparts. The trade room display reconstructed an iconic comic location, a farmhouse where a family had killed themselves rather than change into zombies. Both tactics reaffirmed that the series was closely based on the comics. And Kirkman was front and center, promising fans the series would capture the essence of his long-articulated vision. If the producers won the hearts of the hardcore fans, they might count on them to actively rally viewers for the series premiere. Thanks, in part, to the fan support in spreading the word and building enthusiasm, The Walking Dead broke all ratings records for basic cable for its debut episode and broke them again with the launch of Season 2.

By the time The Walking Dead reached the air, Kirkman had produced and published 12 full-length graphic novels, representing more than 70 issues. Yet, the first season of the television series only covered the first six issues. On the one hand, this expansive narrative offered a rich roadmap. On the other, it threatened to lock the producers down too much, making it hard for the series to grow on its own terms. Speaking at the Paleyfest in Los Angeles after season one, Kirkman acknowledged that exploring different paths through the material allowed him to explore roads not taken in his own creative process.

The challenge was to give veteran fans recognizable versions of the established characters and iconic moments. Fans must be able to follow the story structure in broad outlines, even as the producers were changing major and minor plot points, adding new themes and character moments. The audience anticipated that any changes would be consistent with Kirkman’s oft-articulated “ground rules” and yet the producers wanted the freedom to take the story in some new directions. The Walking Dead had built its reputation for surprising its readers in every issue—any character could die at any moment and taboos could be shattered without blinking an eye. How could the television series have that same impact if the most dedicated fans already knew what was going to happen next?

“Wildfire” was perhaps season one’s most emotionally powerful episode, where many core themes came into sharpest focus. It was based upon the final chapter of the first graphic novel, which set the tone for the rest of the comics series. The episode includes several memorable moments from the comics, specifically the death of two major characters (Amy and Jim), yet also several shifts that hinted at how dramatically the producers had revised things. Fans embraced some of these changes, while others violated their collective sense of the franchise.

As “Wildfire” opens, the protagonists are recovering from a traumatic and abrupt zombie attack that killed several recurring characters and forced the survivors to confront the vulnerability of their encampment, preparing them to seek a new “home” elsewhere, a recurring quest in the comics. The attack’s basic outline remains consistent with the graphic novel. For example, Amy gets caught by surprise when she separates from the others, while Jim gets chomped in the ensuing battle. The brutal attack disrupts a much more peaceful “fish fry” scene, which provides an excuse for characters to reveal bits of their backstory. The ruthless battle shows how each character has begun to acquire self-defense and survival skills.

Yet, a central emotional incident, Andrea’s prolonged watch over her dead sister Amy’s body, occupied only two panels of Kirkman’s original comic. There, Andrea tells Dale, “I can’t let her come back like that,” capturing the dread of a loved one transforming into the undead. The television series used this line as a starting point for a much more elaborated character study, built across several episodes as the two sisters, a decade-plus apart in age in this version (though not in the original), offer each other physical and emotional support. The two sisters talk in a boat about the family tradition of fishing and how their father responded to their different needs. Andrea plans to give Amy a birthday present, telling Dale that she was never there for her sister’s birthdays growing up. The image of Andrea unwrapping the present and hanging the fishing lure around her dead sister’s neck represents the melodramatic payoff fans expect from The Walking Dead in whatever medium. The expansion of this incident into a prolonged melodramatic sequence has to do both with issues of modality (the range of subtle facial expressions available to a performer working in live action as opposed to the compression required to convey the same emotional effect through static images) and AMC’s branding as  network known for “complex narratives,” “mature themes,” and “quality acting.”

 “Wildfire” shows Andrea protecting Amy’s body as the others seek to convince her to allow her sister to be buried, We hear the sounds of picks thrashing through the skulls of other zombies in the background and watch bodies being prepared to burn. And, finally, Amy returns to life for a few seconds. Andrea looks intently into Amy’s eyes, looking for any signs of human memory and consciousness, stroking her sister’s face as Amy’s gasps turn into animalistic grunts. The producers play with these ambiguities through their use of makeup: Amy is more human-looking compared to the other zombies, where the focus is on their bones, teeth and muscle rather than their eyes, flesh and hair. In the end, Andrea shoots her sister with the pistol she’s been clutching, an act of mercy rather than violence.

Much of the sequence is shot in tight close-ups, focusing attention all the more closely on the character’s reactions. This is the first time the television series has shown us humans transition into zombies. Several issues after this point in the story (issue 11), the comic revisits this theme with a troubling story of Hershel, a father who has kept his zombie daughter chained and locked in a barn, unable to accept the irreversibility of her fate (an incident which was enacted on screen near the climax of the series’s second season). Here, Andrea’s willingness to dispatch Amy is a sign of her determination to live.

The comic explores Jim’s death, by contrast, in more depth. Jim’s family had been lost in a previous zombie attack: Jim was able to escape because the zombies were so distracted eating his other family members. The book’s Jim is a loner who has not forged intimate bonds with the others, but who aggressively defends the camp during the zombie attack. In the comic, Jim is so overwrought with guilt and anger that he smashes one zombie’s skull to a pulp. In the television series, this action is shifted onto an abused wife who undergoes a cathartic breakdown while preparing her dead husband for burial. On the one hand, this shift gave a powerful payoff for a new subplot built on the comic’s discussion of how the zombie attacks had shifted traditional gender politics and on the other, it allowed a tighter focus on Jim’s slow acceptance of the prospect of becoming a zombie.

In both media, Jim initially hides the reality of being bitten from the other campers. Finally, he breaks down when someone notices his wounds. While the producers used the comic as a visual reference for this iconic moment, there are also substantial differences in the staging, including the shift of the bite from Jim’s arm to his stomach and the ways the other campers manhandle him to reveal the bite.

Jim’s story conveys the dread with which a bitten human begins preparing for a transformation into a zombie. In both the comic and the television series, Jim asks to be left, propped up against a tree so that he might rejoin his family when the inevitable change comes. Here, again, the television series elaborates on these basic plot details, prolonging his transformation to show the conflicting attitudes of the other campers to his choice. The television series is far more explicit than the comic about parallels with contemporary debates about the right of the terminally ill to control the terms of their own death.

In both sets of changes highlighted here, the television series remains true to the spirit of the original comic if not to the letter—especially in its focus on the processes of mourning and loss and the consequences of violence, both often overlooked in traditional horror narratives. Both represent elaborations and extensions of elements from the original book. And both link these personal narratives with the community’s collective experience, as in the scene where many from the camp say goodbye to Jim as he lies against a tree awaiting his fate. Some offer him comfort, others walk past unable to speak.

On the other hand, two other “Wildfire” plotlines represent more decisive breaks with the comics—the confrontation between Shane and Rick and the introduction of the Center for Disease Control. Rick had been cut off from his wife and son when Shane, his best friend, helped them escape, while Rick was lying comatose in the hospital. Believing Rick dead, Laurie and Shane couple until Rick finds his way back to his family. In Kirkman’s original, Dale warns Rick that Shane made advances on Laurie. In the television series, Rick has no idea of the potential infidelity, but the audience knows that Shane and Laurie have made love. In the graphic novel, the two men go out to the woods to have it out. In the final panels of the first graphic novel, Shane attempts to kill Rick and is shot in the head by Rick’s 8-year-old son, Carl. The boy collapses in his father’s arms and says, “It’s not the same as killing the dead ones, Daddy.” Rick responds, “It never should be, Son. It never should be.”

In “Wildfire,” tension mounts throughout the episode as the two men clash over what the group should do next. Both turn to Laurie for moral support, which she is unable to offer, instead saying, “Neither one of you were entirely wrong.” In the television version, Shane initially mistakes Rick for a deer in the woods until he has his friend in his gun sights and then finds himself unable to draw down. Dale, rather than Carl, comes upon the two men, ending Shane’s moral dilemma. When he returns from the woods, Shane seems ready to accept Rick’s leadership. Shane’s survival represents a decisive shift from the original, though by the season’s end, its ramifications were not clear. Perhaps this is a case where Kirkman saw unrealized potentials that, given a chance, he wanted to mine more deeply.

But, in removing Carl from the scene, the television producers could be accused of pulling punches, given how central the sequence of the young boy shooting the adult male (and its refusal to engage in sentimental constructions of childhood innocence) had been in the comic’s initial reception. Carl’s repeated brushes with violence, and his willingness to take action when adults hesitate, is a recurring motif throughout the books. If the comics often shocked readers by abruptly killing off long established characters, here the producers surprised some viewers by refusing to kill a character whose death represented an early turning point in the comics.

The visit to the Center for Disease Control, which is introduced in the closing scenes of “Wildfire” and becomes the focus for the season’s final episode, “TS-19,” has no direct counterpart in the comic book series. One of the hard and fast rules Kirkman established in the comics was that he was never going to provide a rational explanation for how the zombie outbreak occurred. As Kirkman argues in an early letter column:

 

As far as the explanation for the zombies go, I think that aside from the zombies being in the book, this is a fairly realistic story, and that’s what makes it work. The people do real things, and it’s all very down to Earth... almost normal. ANY explanation would be borderline science fiction... and it would disrupt the normalness. In my mind, the story has moved on. I’m more interested in what happens next then what happened before that caused it all.[3]

One reason Kirkman has Rick in a coma at the comic series start is so that the audience is not exposed to the inevitable theorizing which would surround a society coping with such a catastrophe. ( A web series, produced for the launch of the second season, further explored what had happened when Rick was in his coma, offering a range of contradictory possible explanations for the zombie epidemic.)

Many fans were anxious about the introduction of the CDC subplot, which implied a medical explanation. At the same time, the closing scenes at the CDC also represent the first time we’ve cut away from Rick or the other members of his party to see another perspective on the unfolding events (in this case, that of a exhausted and suicidal scientist). For both reasons, many fans saw this subplot as another dramatic break with the spirit of the comic.

And it came at an unfortunate moment—at the end of the abbreviated first season, as the last taste before an almost year-long hiatus. If the series’ publicity and presentation had largely reassured long time readers that the series would follow the established “rules,” these final developments cost the producers some hard-won credibility, especially when coupled with news that the production company had fired most of the staff writers who worked on the first season, that AMC was reducing the budget per episode for the series, and that producer Frank Darbout was also leaving under duress.

By this point, The Walking Dead was the biggest ratings success in AMC’s history, leaving many comics fans to worry whether their support was still necessary for the series’ success. It would not be the first time that a series acknowledged a cult audience’s support only long enough to expand its following, and then pivoted to focus on the new viewers who constituted the bulk of its rating points.

As this Walking Dead example suggests, there is no easy path for adapting this material for the small screen. There are strong connections between the ways seriality works in comics and television, but also significant differences that make a one-to-one mapping less desirable than it might seem. Television producers want to leave their own marks on the material by exploring new paths to occasionally surprise their loyal fans. The challenge is how to make these adjustments consistent not with the details of the original stories, but with their “ground rules,” the underlying logic, and one good place to look to watch this informal “contract” between reader and creators take shape is through the letter columns published in the back of the comics. It is through this process that the producers can help figure out what they owe to the comics and to their readers.

Further Reading

Gordon, Ian, Mark Jancovich, and Matthew P. McAllister, eds.  Film and Comic Books 

(Jackson:  University Press of Mississippi, 2007)

Jones, Matthew T.  Found in Translation:  Structural and Cognitive Aspects of the Adaptation of Comic Art to Film (Saarbrücken:  VDM Verlag, 2009)

Pustz, Matthew. Comic Book Culture: Fan Boys and True Believers (Jackson, MI: University Press of Mississippi, 2000).

 


[1] Robert Kirkman, The Walking Dead Vol. 1: Days Gone By (New York: Image, 2006).

[2] Robin Wood, “An Introduction to the American Horror Film,” in Bill Nichols (ed.) Movies and Methods vol. 2 (Berkeley: University of California Press, 1985), 195-220.

[3] Robert Kirkman, “Letter Hacks,” The Walking Dead 8, July 2004.

 

 

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

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

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

 

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

Thanks very much for the opportunity to discuss the book!

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

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

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

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

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

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

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

 

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

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

 

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

 

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

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

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

 

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

 

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

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

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

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

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

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

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

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

 

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

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

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