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

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

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

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

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

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

 

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

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

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

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

 

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

 

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

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

 

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

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

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

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

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

This is another in a series of interviews with the authors of books we have published through the PostMillenial Pop series which I co-edit with Karen Tongson for New York University Press.  I have known Aswin Punathambekar since he was part of one of the first cohorts of the MIT Comparative Media Studies program, where he did an ethnography/oral history of the experience of South Asian diasporic audiences in Boston as they impacted the reception of Bollywood films. He continued his graduate work at the University of Wisconsin, Madison, where his dissertation focused on the online fandom around Bollywood composer A. R. Rahman. He has made some key contributions to the project of expanding the study of fandom and participatory culture beyond its origins in Western Culture, as reflected by articles published in Transformative Works and Culture and Popular Communication.

In a relatively short period of time, Punathambekar has developed a scholarly profile that is at once programmatic (in that he continually  deepens our understanding of media production and consumption in India and its global diaspora) and expansive (in that he has used his expertise on Bollywood to bring a much needed non-western perspective to work on a range of topics, including fan studies, participatory culture, media convergence, narrowcasting, mobile media, and digital citizenship, which have been central to media scholarship in the 21st century.) Punathambekar  has expanded upon his initial focus on audience studies to develop a mixed methods approach, which is at once theoretically sophisticated and historically informed.

His new book, From Bombay to Bollywood is a tour de force, one which connects Bollywood decisively to larger conversations about our current moment of media change, one which moves incorporates close readings not only of texts but also of media rituals (informed by the best work in Production Studies), to explain the larger contexts through which Bollywood operates as a global media industry, one that moves backwards from Bollywood's relationship to digital networks to explore the historic role in radio in helping to shape the circulation of Indian film music.  This expansive understanding of what once might have been treated purely through a lens of "national cinema" was anticipated by his Global Bollywood anthology, which he co-edited with Anadam P. Kavoori. Global Bollywood brought together established scholars with younger researchers, many of whom received their first publications under his leadership, to create an important and groundbreaking exchange around how Hindi Cinema reflects and drives larger developments in the global media scape.

In this interview, he situates Bollywood at a series of intersections between film and other media, between local, regional, national, and transnational industries, between domestic and diasporic audiences, and between producers and fans.

You begin the book with the suggestion that Bollywood should be studied across media rather than through more traditional paradigms of national cinema. What factors have contributed to making Bollywood a particularly rich case for understanding contemporary convergence culture?

I worked out this perspective of media convergence or inter-media relations in part by revisiting a question that several scholars have tackled: how did Bombay emerge and maintain its position as the pre-eminent media capital in India? Film and media scholars have identified a number of key factors: the city’s position as a center of trade and commerce, and the influx, through the decades, of mercantile capital into film-making; its status as a vibrant cultural center, with established theater movements initially providing the film industry with a range of creative personnel; the use of Hindi which accorded the Bombay-based film industry (located in a multi-lingual city and in a state where the official language is Marathi) ‘national’ status whereas film industries in cities like Madras and Hyderabad were ascribed ‘regional’ status; and the impact of India’s partition on other centers of film production, most notably Calcutta and Lahore, and the migration of a number of producers, directors, actors and technicians to Bombay during this period.

I argue that there is another important factor: the role played by new media—radio, television, the internet and the mobile phone—in enabling the Bombay film industry to consistently imagine and mobilize a national and now, transnational audience. Moving past a film-centric approach, the case studies of television and dot-com companies’ relations with the film industry that I develop in the book invite us to consider how various ‘new media’ have, historically, reconfigured the cultural geography of Bombay cinema and Bombay’s status as a media capital.

Considering the case of Radio Ceylon, which broadcast a range of film-based programs that reached audiences across the Indian subcontinent, South Africa, and even some cities in east Africa, encourages us to ponder how other technological and institutional developments influenced the circulation of films and film music, transforming the Bombay film industry’s spatial coordinates and engendering new sites and forms of consumption. This does not necessarily mean that we think only about continuities from the 1950s to the present. Rather, my goal is to open up a space for more grounded explorations of the interwoven histories of different media technologies and institutions and, in the process, expand our understanding of the histories and patterns of media convergence.

So at a basic level, the ‘national cinema’ paradigm isn’t productive given Bombay’s position as a media capital that has always been shaped by trans-national forces and factors.  I’ll say more about the limitations of a strictly ‘national’ framework as I answer other questions here. But I should also point out that film historians like Priya Jaikumar have argued very convincingly that we need to move past the national cinema framework to understand how aesthetics, regulation, and other dimensions of the cinema in India have always been worked out in relation to various trans-national forces and factors.

You note that most work to date within the production studies tradition has focused on western and for the most part, American contexts. So, what might production studies as an emerging paradigm gain from a more thorough exploration of media production in India?

 

This is a crucial question not only for production culture/industry studies but media studies at large. Too often, “global media studies” serves as a mere placeholder for media studies outside Anglo-American academic settings, with “global” gesturing towards studies of “Other” media ecologies. Such studies are often understood as mere case studies that test and refine theoretical concepts developed within media studies proper. In writing this book, I have tried hard to steer clear of fitting what I observed into existing theories of production culture while at the same time avoiding celebrations of local difference.

For instance, I take into account the enduring power of long-standing social and kinship relationships in the Bombay film industry and, equally important, the creative ways in which small-scale, family-run businesses have responded to changes in the global media landscape and calls for corporatization. Examining the impact that the discourse of corporatization has had on the film industry by analyzing the construction of industrial identities suggests that the narrative of transition from one established mode of production to a new one, say Fordism to post-Fordism, does not adequately explain the industrial logics and practices that characterize Bollywood.

In fact, Madhava Prasad’s observation that the Hindi film industry adopted a “heterogeneous form of manufacture in which the whole is assembled from parts produced separately by specialists, rather than being centralized around the processing of a given material,” troubles stagist narratives of media industries in the non-Western world catching up with those in the West. After all, the dominant mode of production in the Bombay film industry could be described using terms like flexible accumulation and de-centralization that theorists like David Harvey use to describe the logics of late capitalism in the West. In other words, the particular histories of capital in Bombay cannot be easily set aside.

But this does not imply documenting a set of practices that are somehow essentially Indian. A closer look at the operations of family firms suggests that production relations defined by mercantile capital and kinship networks are neither static nor contained within national boundaries. And when we move beyond family businesses to consider a wider range of companies and professionals, it becomes clear that every domain of Bollywood including production, distribution, marketing and promotions, and exhibition involves negotiations among actors and institutions enmeshed in multiple, asymmetric, and seemingly incongruent cultures of capitalism.

You link the global extension of Bollywood to shifts in national cultural and media policy in India over the past decade, policies which involved a greater state role in the financing of media production, the regulation and “corporatization” of the media industries, and a recognition of the core cultural mission which film plays in shaping communication between the South Asian Disapora and the mother country. During this same period, though, we’ve seen a growing crisis in state funding and support for cinema, television, and other media across Europe. What might we learn by looking at developments in India and Western Europe side by side as we think about the place of state funding for media production in the 21st century?

Situating the emergence of Bollywood within the socio-historical conjuncture of the past two decades helps us understand how the state worked out its relationship with the cultural industries. Let’s not forget that even though Bombay had emerged as major center of film production during the 1930s and 40s, the Indian state did not regard filmmaking as an important industrial activity or as central to the project of defining national culture. What changed during the late 1980s and early 1990s?

This was a period that witnessed a number of socio-cultural and political transitions engendered by the Indian state’s adoption and gradual legitimization of neo-liberal economic policies including the privatization of different sectors of the economy and, broadly speaking, attempts to integrate the nation into a global economy. Among other arenas of cultural production, Hindi-language films and television shows played a crucial role in mediating these concerns. So one way to understand the state’s overtures towards the media industries is in terms of the media industries having become useful to the state. This is, of course, a global story. For instance, we see this kind of strategic alignment of state-media relations in the UK and Australia under the “creative industries” banner.

But in the Indian context, the usefulness of the media and entertainment industries was articulated in more than just this economic sense. If we consider Bollywood’s presence in settings such as the World Economic Forum (at Davos), we can see that the transformation of the Bombay film industry into Bollywood was caught up in a larger process of the state re-aligning its understanding of ‘culture as resource’ away from well-worn developmentalist paradigms towards meeting the demands of new circuits of capital. While development-oriented media production had its own shortcomings, it wasn’t beholden to commercial mandates. If anything, it is all the more difficult now to imagine carving out a space for independent and public media production.

It is also important to keep in mind that this particular re-alignment of state-media relations ended up privileging Bollywood as the global (Indian) media industry. The Tamil and Telugu language film and television industries based in Chennai and Hyderabad, for instance, are anything but “local.” The use of the term “regional” to mark these industries’ position within the Indian mediascape and the Indian state’s material and symbolic investments in Bollywood underscore the continued relevance of the “national” as a scale where the politics of media globalization play out.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

 

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

 

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

 

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

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

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

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

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

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

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

 

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

The Prosumption Presumption

 

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

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

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

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

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

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

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

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

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

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

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

 

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

 

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

 

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

 

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

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

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

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

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

 

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

Principal researcher:

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

e-mail: piotr.siuda@gmail.com

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

E-mail: michal.chudolinski@gmail.com

"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).

 

 

Participatory Poland (Part Six): Fighters, Martyrs, and Missionaries for Manga: The Early Days of Polish Manga and Anime Fandom

In the “Participatory Poland” report a group of Polish aca-fen makes a preliminary attempt towards defining the specificity of an Eastern European country’s participatory culture shaped both in the communist and post-communist periods. By placing the development of selected fan-based activities against a broader socio-historical background, we are trying to capture the interplay between the global and the local context of participatory culture, as well as take preliminary steps towards making its Polish branch available for academic research. Thanks to Professor Henry Jenkins’ incredible support, we are able to share the first, though by no means final, results of our investigations with aca-fen worldwide. The posts included in this report deal with several examples of Polish participatory activities, namely, the literary and media fandom of speculative fiction and role-playing games; comics fandom; fandom of manga and anime; historical re-enactment associations; and the prosumerist phenomenon of bra-fitting. While we are planning to continue and expand our research, we hope that its samples presented in this report contribute to the exploration of participatory culture.

Fighters, Martyrs, and Missionaries for Manga: The Early Days of Polish Manga and Anime Fandom

Katarzyna “Hitohai” Wasylak Karkonosze College in Jelenia Góra

In 2012, a manga convention Animatsuri in Warsaw featured a discussion panel entitled “True Fans Are No More.” The subject referred to the nostalgic commentaries frequently reiterated by middle-aged fans recalling the “olden days” when manga and anime market was hardly existent in Poland. The life of manga fans in the late 90s was filled with quests: to obtain VHS cassettes with Japanese animation, to get any manga in any language, to bring the existence of manga and anime to broader awareness, to create positive publicity for their hobby, to generate more fans and build a nation-wide network, to improve the availability of manga in their country, and finally, to find a partner who would accept their weird hobby. There were many hardships awaiting the fans: hostility experienced from the society and other fandoms, conflicts within their own fandom, expenses connected with importing manga merchandise, etc.

Since the data about the beginnings of manga in Poland I managed to gather may be incomplete, I will start with the first official record of the event at which Japanese comics and animation were presented to the Poles under the names “manga” and “anime.” The story begins in the early 90s, with Robert “Mr. Root” Korzeniowski visiting a computer fair in London, where he stumbled upon the anime Akira. In the year 1994, at the Amiga computers’ fans convention in Warsaw, Mr. Root organized a section “Manga Room” with the purpose of familiarizing the Polish audiences with manga and anime. Soon, Korzeniowski introduced a column under the same title in a computer game magazine Secret Service. Simultaneously, Paweł ”Mr Jedi” Musiałkowski started the section “Mangazyn” in the computer magazine PC Shareware. In 1997, “Manga Room” developed into an independent magazine about manga and anime Animegaido (closed down in 1998), and Mr Jedi became an editor-in-chief of  Kawaii (1997-2005).

Although Polish channels had been already airing anime series (targeted mainly to children) like The Adventures of Maya the Bee, Yattaman, Princess Sarah, Battle Commander Daimos, or Captain Tsubasa, the first broadcast of the Sailor Moon series on public TV in 1994-1995 turned out to be a breakthrough for the popularity of manga and anime in Poland. Encouraged by Sailor Scouts’ success, J.P.Fantastica Publishing released Naoko Takeuchi’s Sailor Moon series in 1997, which constituted a significant step forward, given that till then, the only manga published in Polish was Riyoko Ikeda’s Ten no Hate Made; (Until the Borders of Sky – Poland’s Secret Story). As I have mentioned, the year 1997 also marked the launch of the first magazine devoted entirely to manga, anime, and Japanese culture—Kawaii. Apart from my personal experience as a fan and other fans’ accounts, in this paper I will draw heavily on the readers’ letters section of Kawaii in the attempt to give a brief outline of Polish manga fandom in the transitory period when fans still did not rely so strongly on the Internet to communicate and collect information.

Supernanny versus Pop Cosmopolitanism

In “Pop Cosmopolitanism: Mapping Cultural Flows in an Age of Media Convergence” (2006) Henry Jenkins refers to pop cosmopolitanism as “the ways that the transcultural flows of popular culture inspires new forms of global consciousness and cultural competency” (156). In the process, the texts of culture “are decontextualized and recontextualized at the sites of consumption,” which may result in “unpredictable and contradictory meanings” being ascribed to them (154). These mechanisms played a critical role for the perception of anime and manga shortly after they were introduced in Poland, as their medium itself was already connoted with particular meanings. Thus, many manga fans would be disgusted at the thought that Japanese animation for children or erotic hentai videos are called anime, just like, say, Mamoru Oshii’s masterpiece Ghost in the Shell. It becomes apparent from the letters published in Kawaii that for the majority of fans, manga and anime were primarily characterized by a deeply spiritual quality, while their entertaining aspect was seen as secondary or denied altogether, as being too vulgar.

On the other hand, the sarcastic term “Chinese cartoons” was typically used by non-fans to refer to anime in general. This confusion of medium and content, as well as the expectations about their fixed relationship (animation and comics are supposed to tell stories for children), constituted the source of constant humiliation for the fans (teenagers and grown-ups watching childish cartoons?), and aroused suspicion or even hostility toward manga and anime among non-fans.

In 2003, when manga market was in its first bloom, and it seemed that for a while nobody wanted to burn manga fans on stakes, one of Polish popular channels aired an episode of a journalistic show which stirred a controversy that came to history as “Bulma’s naked buttocks” case. In the program, a psychologist Dorota Zawadzka (nowadays known as “Supernanny”) relates how, to her shock and terror, she discovered “pedophile pornography” (Dragon Ball, Volume 1) in her teenage son’s comics collection. Apart from surreal special sound effects that accompanied numerous close-ups on the page where the heroine (Bulma) for a moment exposes herself in front of an old man (Keme Senin), the program featured the scene where children (approximately four years old) gathered to “read” the scandalous manga. While it is true that this episode of Dragon Ball may qualify as obscene, fans would not read it as pornography but as a comic device generally characteristic of Asian culture which, unlike Polish one, embraces more distanced and humorous approach to sexual innuendos. What is even more important, fans, as competent comics readers, would not offer such manga to a child, acting on the assumption a false assumption that all comic books are for children.

A large number of manga fans of the 90s connected their passion for manga and anime with the fascination for Japanese culture in general. Almost everyone dreamt about going to Japan and many of us knew more about Japanese art and literature than about Polish cultural heritage. This phenomenon was criticized in a letter from Halue, a half-Japanese, half-Polish fan living in Poland. The girl appealed to the readers that they should get to know and appreciate their own culture first, and only with such a basis may they take another step as Japanese culture’s aficionados (Kawaii 38:79). Another reader, who had been training karate for many years, warned other fans about the hardships of regular training, apparently to spare them disappointment in case they wanted to start training inspired only by their love for anime or Japanese culture (Kawaii 41:77). The same intention inclined Doppi-zoku to write an article about the Japanese Studies in Poland. The author confirmed that the professors in the Japanese Department were gravely prejudiced against manga fans and suggested that Kawaii readers should think twice before choosing Japanese as their major (Kawaii 36:83).

All these texts were written in good faith, however, they also reveal the background premise about the impracticality of fans’ knowledge and their inability to put the strategies they employed for hunting down the desired information to a better use. In this regard, manga fans’ pop cosmopolitan potential for enhancing their new cultural competences seems to be acknowledged only on the emotional level. Many fans wrote about how their identification with clever manga characters motivated them to be diligent at school. There are also numerous stories about fans who decided to learn a foreign language because of their love for anime series that was not available in Polish, or it was aired in Poland, but dubbed in a foreign language. This, however, leads to a question about the stability of such motivation—would they persevere in studying a foreign tongue after their favourite mangas had been finally translated into Polish?

Here, a broader social context comes into perspective. It is highly probable that if such fans decided to engage in fandom activities that involved, for instance, creating funsubs or scanlations, they would enter the network in which their knowledge would become currency and in order to upgrade their status in fans’ community or simply to share with others, they would continue to improve their skills. After all, perseverance is one of the most distinguished characteristics of a “true fan.”

True Fans, Otakus, and Obsession as a Beautiful Disease

In her MA dissertation Fans Practices as Symptoms of Society’s Changes in the Age of Web 2.0. (2012), Agata Sutkowska aptly notices that being a “true fan” is not supposed to be only about pleasure. This is evidenced in Kawaii readers’ reflections on how they define themselves as fans. According to these commentaries, “true fans” would not “abandon” their interest in particular anime even after its broadcast was terminated. Instead they would relentlessly pursue knowledge about new anime and mangas and devote most of their time to their hobby, more often than not sacrificing their social life and, as some claim, even sanity.

Sutkowska compares the construction of the “true fan’s” identity with the image of the “true Pole” cherished especially in the right wing environment. According to the author, they both rely on stereotypical behaviors, have no clear boundaries, and are predominantly ideological. Being called a “true fan” enhances one’s symbolic capital and saying that somebody is not a true fan becomes a form of offence (34). Finally, a “true fan” likes to display, rather than share, his/her knowledge and they often invest it with emotional and moral values. Thus such individuals are prone to confuse other fans’ flawed knowledge with flawed character in general. To give an example, an embittered fan Vanka relates that a “true fan” told her not to “disgrace manga” after he tricked her into calling a comics manga (Kawaii 33:79).

Although it is not clear from the fans’ letters how they discriminate between a “true fan” and an otaku, it seems that while the former term is used more often to refer to more active and conspicuous fans, “otaku” refers to these as well as to the socially withdrawn manga fanatics. The term “otaku” was popularized by Kawaii readers and at first bore a positive connotation, meaning a genuine fan, a nerd, or a geek. Nevertheless, after the publication of the article about Otaku no Video, which explained how this word is understood in the Japanese society, fans started to redefine it accordingly, as was reflected in many readers asking why at first being otaku was a source of pride and later—of shame (Kawaii 14: 12-15).

The discussion was heated up by many personal narratives appearing in the readers’ section—self-declared otakus defended their decision to escape from the “bleak reality” into the emotionally and intellectually fascinating world of beauty and the sublime. In response, apart from the messages expressing solidarity with these solitary dreamers, many letters were sent by the readers who wanted to help the “lost souls” to find balance between their hobby and social life, whereas some readers simply accused the “otakus” of cowardice and asked them to get a grip of their lives. In turn, the “otakus” were outraged by such a patronizing attitude—one of them suggested that being an otaku may be seen as a disease, but this would be a beautiful and harmless disease (Kawaii 28:80).

The metaphor for deep fascination with manga and anime as a disease had been relatively common among the readers. Some of them confessed that since they kept their hobby a secret, they felt as if they were hiding some embarrassing condition; others embraced their obsession with manga as a kind of mental illness. In the latter case, however, the fans often declared they did not want to be cured since their “disease” defined who they were.

The discourse adopted by the fans bears a strong resemblance to the one used in the nineteenth century to metaphorize tuberculosis or to talk about madness a century later, as demonstrated by Susan Sontag in “Illness as Metaphor” (1978). Firstly, the otakus’ “illness” was presented as not only mental but also spiritual condition that appeared “more soulful” (17) than depression or simply a social withdrawal syndrome. While for both obsessive manga fans and the Romantics “[s]ickness was a way of making people “interesting”” (30), by comparison, “[h]ealth [became] banal, even vulgar” (26). Many “true otakus” pointed out to the “normal” fans that the latter compromised their ideals with unsatisfactory life, which was also the argument for their otakus’ superiority over the “normals.” According to Sontag

Not TB but insanity is the current [20th century] vehicle of our secular myth of self-transcendence. The romantic view is that illness exacerbates consciousness. Once that illness was TB; now it is insanity that is thought to bring consciousness to a state of paroxysmic enlightenment. (36)

The fan that calls herself Tsubasa Ozora gained a lot of publicity in the readers corner by confessing about her extreme identification with the manga character, Tsubasa, not in terms of imitation, but rather with regard to incorporation or mysterious union—she claimed to love him so much that she imagined they were one. Although the fan stated clearly that at the same time she led a regular life and had caring (and real) friends, some readers speculated about her suicide (she never committed), and others felt alarmed by this case of self-transcendence, wondering whether or not she destroyed her own self in this process of extreme identification.

On the one hand, it is also true for manga fans that “the calamity of disease clears the way for insight into lifelong self-deceptions and failures of character” (Illness 42). Many “otakus” admitted to their extremely poor social skills and the fear of social situations that also contributed to their withdrawal into the realm of fantasy. On the other hand, as was pointed out to them by fellow fans, they often used their “disease” to draw attention to themselves and, at the same time, to excuse themselves from undertaking any action to improve their situation and ease their suffering. This takes us to another important factor shaping Polish manga fandom at the turn of the century—the martyrdom of fans.

Martyrdom of Manga Fans and Neon Genesis Evangelization

Equally common as the metaphorization of “otakuism” as a disease was the use of religious references to talk about the experience of being a Polish manga fan. As mentioned before, for many fans manga and anime already belonged to the sphere of sacrum (therefore, again, hentai could have been scorned by many of them as being profane). A fan A. d’A writes about “the holy war” he had been unwillingly taking part in as an RPG enthusiast and later on, a manga fan. He goes so far as to suggest that manga and anime are becoming perceived in the Polish society as a “religiously incorrect” hobby and tells other fans to prepare for possible future problems that this negative attention may entail (Kawaii 31:81).

His letter is one among numerous accounts given by (predominantly teenage) manga fans describing their suffering from intolerance experienced from family members, peers, teachers, or even shop assistants, because of their passion. There are several letters describing rather extreme reactions of fans’ parents who destroyed their children’s manga collections and attempted to force them to give up their “deviant” hobby. Other fans share their stories about being abandoned by peers who would sneer at their “childish” interests. There are also several stories about manga fans being discriminated at school for writing about or presenting on their “unworthy” hobby.Of course, these narratives are counterbalanced with plenty of inspirational stories told by the readers whose passion for Japanese pop culture had been encouraged by parents and teachers.

On the whole, however, manga and anime was undeniably receiving a lot of bad publicity in Poland in the late 90s and early 2000s. This incited a lively discussion about how to change the situation. Apart from organizing manga conventions, fans started congregating at “manga meetings” organized locally in many cities and smaller towns. Kawaii readers encouraged their fellows not to be ashamed of their hobby and stop hiding it. A lot of attention was devoted to the question about the ways in which manga and anime could be popularized among non-fans. Many agreed that the priority in preventing the numerous acts of discrimination should be educating non-fans about what manga and anime in fact are.

This was followed by what I would call “evangelization” initiative among Polish manga fans whose goal was to get through to their parents and peers by showing them how the fascination with exotic culture and Japanese art can be connected with their more “regular” interests. This also turned the fans’ attention to a broader cultural context of manga and their responsibility as representatives of the fandom. In this regard, many readers criticized the individuals who would damage the image of a manga fan by acting silly or odd (the appeal was particularly addressed the “otakus,” especially after “the Otaku Murderer” case had been covered by Polish media). The fans that succeeded in their mission would triumphantly describe their success, to which they would often refer as “converting” the non-fans.

In 2003 most of the editors in charge of Kawaii resigned from their function and started a new magazine about manga and anime—which, unfortunately, was closed down after a year. In her paper “Manga and Anime Fandom in Poland” (2006), Anna Czaplińska suggests that one of the reasons for Kawaii’s shutdown might have been that the magazine lost its previous function: the gradual infiltration of manga and anime into mainstream media, as the unrestrained access to the Internet gave the fans more independence in building social and information networks (21). It is not to say, however, that at present there are no print magazines about manga and anime. On the contrary, fans can buy magazines like Otaku, Kyaa, or Arigato in bigger bookstores and on the Internet. Nevertheless, the role of Kawaii for the development of Polish manga and anime fandom cannot be overemphasized. By offering its readers regularly featured sections devoted not only to anime and manga but also to Japanese music and traditions, drawing workshops, Japanese language lessons, and readers’ opinions and drawings, the magazine significantly aided the development of the fans’ pop-cosmopolitan awareness in rather isolationist environment.

Due to the spatial limitation of this paper, the transformations shaping Polish manga will become a subject of further research. For now, it must suffice to say that since Kawaii was closed down, Polish manga fandom has undergone a profound change: thriving on new possibilities offered by participatory culture, fans’ involvement resulted in organizing tens of manga conventions (and even a regular “Otaku camp”) featuring high quality cosplay performances, and copious production of fanfiction, fanarts, fanzines, dojinshi, AMVs, manga gadgets, etc.. From two leading publishers, Polish manga market flourished to host over seven manga publishings, including Studio JG which publishes, among others, works by Polish authors. Many fans have been actively participating in world-wide online communities devoted to fan productions; some of them now being internationally acclaimed manga artists. Although this seems to be the realization of the dreams dreamt by the fans of the 90s, however, most of us will never recover from the nostalgia for the times when manga and anime were still underground.

WORKS CITED

 

A.d’A. Letter. Kawaii. Vol. 31. 2001.81.

Czaplińska, Anna. “Fani mangi i anime w Polsce” (‘Manga and Anime Fandom in Poland’). Nicolaus Copernicus University in Toruń, 2006.

Doppi-zoku. “Japonistyka nienawidzi mangi” (‘Japanese Studies Hate Manga’). Kawaii. Vol. 36. 2002. 83.

Halue. Letter. Kawaii. Vol. 38. 2002. 79.

Jenkins, Henry. Fans Bloggers and Gamers: Exploring Participatory Culture. New York: New York University Press: 2006.

KnP. Letter. Kawaii. Vol. 41. 2003. 77.

Marcin “Tenchi” Świętoniewski. Letter. Kawaii. Vol. 28.2000. 79-80.

Nowakowski, Witold, et al. “Otaku no Video.” Kawaii. Vol.14. 1998. 12-15.

Sontag, Susan. “Illness as Metaphor.” New York: Farrar, Straus & Giroux, 1978.

Sutkowska, Agata. Fans Practices as Symptomps of Society’s Changes in the Age of Web 2.0. MA Thesis. University of Warsaw, 2012.

Vanka. Letter. Kawaii. Vol. 33. 2001.79.

 

Katarzyna Wasylak received a PhD in Literature from the University of Wrocław for a thesis Monistic Cosmologies in Modern Mythopeic Fantasy: Rejection of Transcendence in Favor of Immanence in Selected Works of Ursula K. Le Guin, Philip Pullman and Nancy Farmer . The main focus of her academic research is philosophy in fantasy literature for Children and Young Adults, manga, and anime. Alongside her academic work, Katarzyna Wasylak has worked as an illustrator and a graphic designer. She has also published several of her own graphic novels.

Participatory Poland (Part Five): You Forgot Poland: Exploratory Qualitative Study of Polish SF and Fantasy Fandom

In the “Participatory Poland” report a group of Polish aca-fen makes a preliminary attempt towards defining the specificity of an Eastern European country’s participatory culture shaped both in the communist and post-communist periods. By placing the development of selected fan-based activities against a broader socio-historical background, we are trying to capture the interplay between the global and the local context of participatory culture, as well as take preliminary steps towards making its Polish branch available for academic research. Thanks to Professor Henry Jenkins’ incredible support, we are able to share the first, though by no means final, results of our investigations with aca-fen worldwide. The posts included in this report deal with several examples of Polish participatory activities, namely, the literary and media fandom of speculative fiction and role-playing games; comics fandom; fandom of manga and anime; historical re-enactment associations; and the prosumerist phenomenon of bra-fitting. While we are planning to continue and expand our research, we hope that its samples presented in this report contribute to the exploration of participatory culture.  

You Forgot Poland: Exploratory Qualitative Study of Polish SF and Fantasy Fandom

 

By Justyna Janik, Joanna Kucharska, Tomasz Z. Majkowski, Joanna Płaszewska, Bartłomiej Schweiger, Piotr Sterczewski, and Piotr Gąsienica-Daniel, Jagiellonian University in Krakow

 

 

The analysis presented hereby comes from the recently concluded pilot part of the “Participatory Poland” project. We have carried out a computer-aided qualitative content analysis (applying commonly used guidelines for this kind of research, see Selected Bibliography)on the largest fantasy fandom portal in the country - polter.pl. The analysis included all content published on the site in September 2013. Poltergeist (widely known shortly as Polter) is the largest site of its type, but more importantly, it invites most participation and engagement and of all the fantasy-fandom-related platforms. It also courts the largest number of content created by the users.

Polter became the central hub of fan activity in the early 2000s, after the magazines which had fulfilled such role before – the literary Nowa Fantastyka and the roleplaying games magazine Magia i Miecz - either lost popularity and became more of niche press (NF) or closed down (MiM). Polter fulfills the double role of an informative as well as a social medium,  Some of the texts (mostly news on events and recent releases) are published by the editorial staff, but the portal also allows for user contributions, some of which are  featured on the main site. The blogs section is well developed and provokes lengthy discussions, offering reviews, roleplaying guides and tips, and articles on a variety of subjects connected with the fandom. Blog submissions are purely amateur and do not require the staff’s preliminary approval although they can be modified or deleted in case of violating the site’s guidelines. Polter has also been one of the first fandom platforms, together with Valkiria (which concentrates largely on games) and Fahrenheit (with a literature focus), and definitely one with the goal to cover all fandom matters.

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Caption: 30 years of progress? The first cover of Fantastyka magazine and its 30th anniversary rendition (Nowa Fantastyka magazine)

Historically, and to this day, the majority of SF and fantasy fans have concentrated their attention on literature and pen and paper roleplaying games. While genre films, TV series, computer games and other media usually of great interest to fans worldwide still appear in discussions and activities of Polish SF and fantasy fandom, they remain less popular.

Within the genres of tabletop roleplaying games and SF literature, Polish fandom differs from the majority of Western fandoms with its definitions of canon works. The limited access to and the small number of Western media available (mostly via unofficial means and xerox copying) to fans before the political transformation of 1989 has hugely influenced this state. For instance, the system considered as the classic of the Western roleplaying fandom, Dungeons and Dragons, was adopted in Poland with a significant delay and never reached the top popularity although nowadays it is also considered a classic. Instead, the prototype of all the games and still the major point of reference for most players, is the setting of Warhammer (in the 2000s followed by both editions of World of Darkness).

Similarly, when composing the list of the greatest SF and fantasy classics, a typical Polish fan would create a list different from their American or British counterparts. While the works of the authors considered worldwide as absolute classics (such as J. R. R. Tolkien, R. E. Howard, Ursula Le Guin, Frank Herbert, P. K. Dick) still underline the literary canon, they are accompanied by many works from Eastern European writers (such as the Strugatsky brothers or Kir Bulychov) and, maybe most importantly, Polish works which before '89 tended to be heavily influenced by the need to write about the political situation under the guise of SF. This trend of science-fiction prose as a vessel for social, political and sometimes philosophical topics was largely established by Stanisław Lem and Janusz A. Zajdel, whose impact on later fiction is recognizable to this day.

 

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Caption: Kir Bulychov as a guest at a convention organised in a college, 1997. Photo: Szymon Sokół

 

Fantasy cons and fan gatherings have always been the liveblood of Polish fantasy and SF fandom. Unlike many Western conventions, Polish gatherings are not dominated by discussion panels from academics, aca-fen and media creators, but are instead filled with roleplaying sessions (sometimes announced but often spontaneously arranged) or lecture-like presentations often given by fans who do not study or lecture on the subjects professionally. Cons are usually organised by particular, city- or province-based fan organisations, and everyone who works at them does so voluntarily. Local fan organisations use conventions as a tool for promotion, and the quality of the events is seen as the reflection of the club’s rank and the strength of the local fandom. Such connections with a specific local community are often highlighted in cons’ logos that contain visual motifs associated with certain Polish cities.

Conventions are attended by authors and publishers, but the content producers in attendance are usually connected to the realms of books, comics and roleplaying games, with movie and television producers largely absent. It is worth noting that even the largest conventions (attended by above 10,000 fans) are all run by the fans themselves, without the involvement of any professional event planning companies. The authors in attendance are not compensated for their involvement. Commercial booths accompanying the events,  limited to small areas, are not considered a significant feature of a con. The majority of cons are held on  weekends, usually in rented classrooms of public schools, and not in conference centers or fairs venues. However, our analysis suggests that fans often formulate demands for the conventions to be organised in a more “professional” manner - this trend becomes noticeable in our material in the comments sections of the posts on a major event, Polcon, infamously nicknamed by the fans in social media as “Kolejkon” (“Queue-con”) because of its organizational issues. Some fans argue that because participants pay for the entry, a con should be considered and evaluated as a product. A commercial standard is being applied to an event run by unpaid volunteers, which marks a certain change of attitude considering the grassroots origins of Polish conventions.

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Caption:  Polish mermaids are the most beautiful! Local pride expressed in the promotional graphics of Warsaw-based Polcon convention (mermaid is the symbol on Warsaw’s coat of arms). By Sylwia 'Saarl' Smerdel

 

Furthermore, the most active fans are most appreciated by their colleagues and such participation and productivity are important criteria in fandom’s internal stratification. Professional book writers hold the biggest prestige among the community, followed by creators of other media (for instance game designers have a lower status than authors of literature) and active fans (where participation in events and local gatherings is valued higher than online-only activity). These distinctions are also reflected in convention programmes:  institutionally recognized contributors (such as book authors or academics) invited by the organisers have a status of “guests,” whereas those who volunteer to give presentations or run other events are called “programme creators” and have a lower status than “guests.”

Conventions become hosts to most important awards within fandom, starting with the Hugo-inspired literary award Zajdel (or: Nagroda Fandomu Polskiego im. Janusza Zajdla), through such honors as PMM (Puchar Mistrza Mistrzów - the Cup of the Masters' Master), a competition for the title of the best Game Master, and Quentin,  atrophy given to the author of the best roleplaying scenario. These are not the only honors awarded within the fandom, but they are also best known and as such, most discussed and disputed.

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Caption: A statuette of Janusz Zajdel Polish Fandom Award, a Hugo-based literary prize. Photo: Szymon Sokół

 

These are just some of the subjects fervently discussed on Polter and became the subject of our analysis in this study. All of the items published in September were copied together with accompanying comments into a program aiding in content analysis. With its help, the posts were sorted according to the site’s division into news, reviews, articles, blog posts, etc. Next, they were coded with a codebook established earlier for the purpose of this research. Coding categories were modified during the course of research in order to make them more suited for the encountered data. The categories were devoted to the forms of communication between the users, especially to the internal links between comments and the references made to various cultural texts. Also, specific categories were established to examine the various criteria of validation used by the fans in relation to commented media or events, textual strategies of justifying their opinions, and discursive ways of forming fans’ identities (inclusion and exclusion of certain content and groups).

It is important to hold in mind the exploratory character of the analysis, the results of which are by no means finite or final, but rather outline the field of study and constitute the basis for the research questions we will be tackling. This initial analysis set out to discover the most interesting content and processes in the contemporary Polish fandom. The following stages of the project will include data from a number of other sites sharing a similar profile. Due to the significantly low number of fandom-devoted portals in Poland, we can include all of them in our analysis. We are also planning to extend our research to some of the most interesting topics arisen during the initial analysis, as well as to turn to researching the participants themselves, that is the fans.

During the researched month, close to five hundred items were posted to Polter. Within those, books get the most coverage among all the media, while?  news about recent releases and reviews form the largest group of content published by the editorial staff. However, our study showed that it is the content connected to games (mostly pen and paper RPGs, but also videogames) that generates most social engagement. Roleplaying games seem to be the center of attention of Polter’s community; fans eagerly comment not only on the news and reviews of player’s guides, add-ons etc., but also on users’ submissions, such as scenarios, reviews thereof and session reports. The extent of these participatory mechanisms can be well observed in the case of Quentin,  the annual contest for the best roleplaying scenario, established in 1999 and hosted by Polter since 2003. All submissions for the contest are published on the website. The scenarios are evaluated by an independent committee and the winning work is posted on Polter, but users’ activity related to the contest entries does not stop after the verdict is announced and many of the texts concerning Quentin are user-created.

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Caption: Quentin award for the author of the best role-playing scenario. Photo: Szymon Sokół

 

The case of Quentin-related engagement is also an example of another wider trend. Our study showed that most of the interactions within the Polter community, as well as the comments on the works, are positive. Polter users express appreciation more often than dissatisfaction, and the criticism of other users’ content is usually constructive. This leads us to an assumption that mutual support and quality of content published on Polter are important values for this community and that fan identity is created and maintained through positive rather than negative expression (we elaborate on matters of inclusion and exclusion later in the text). This observation somewhat contradicts the widespread stereotype of a malcontent fan who uses online media mostly to express dissatisfaction and engage in conflict; the stereotype also held by the fans themselves, who seem to perceive the community as largely negative.

Our study paid a significant attention to the strategies of developing fan identity, through interactions and tactics of inclusion and exclusion. A part of this identity is forged through reading and media consumption habits presented publicly. As noted before, the majority of news posted on the website were connected with book releases, despite the fact that the most heated discussions were related to game posts and blogs. While most fans participate in several areas of media consumption and fan activities, SF and fantasy novels are perceived as much more high-brow than gaming. A fandom portal such as Poltergeist, while catering to the needs of all kinds of fans, makes a claim to a professional status by showcasing book releases and publishing book reviews. Similarly, fans attempt to raise their fandom status by disclosing their reading habits; the more books read the better, and the quantity is just as important as the quality of the works.

While the status of ‘having read’ the classics is important to a fan’s social standing and the familiarity with well-known works is desired, fans also have a tendency of distancing themselves from everything and everyone that has ‘sold themselves out’ and became irreversibly commercialised and therefore tainted by the mainstream association, becoming somehow less connected to fandom. This tendency features both in the case of actual commercial properties that have acquired a greater renown and in the case of fandom participants who have forged their fan activities into a source of income. Such cases are often treated with distrust or derision.

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Caption: Growing popularity of steampunk and cosplay: Mad Artistians' stand at Falkon 2013. Photo: Falkon 2013

 

Another topic connected with identities included in our research is the ways Polter users conceptualize and discursively create the boundaries of fandom and its subcommunities. While there is a widespread use of the general term “the fandom,” incorporating all fans and topics of SF & fantasy regardless of the division into particular media and subgenres (and the Polter website sections also support this generalizing attitude), the self-identification practices of fans are more nuanced. Several times in the source material we encountered opinions about specific interest groups within the fandom that perceive themselves as autonomous and hardly want to communicate with each other - this was said about fans of LARPs, manga & anime, videogames and comic books. Manga & anime fandom seems to be especially stereotyped and more often than not placed outside the boundaries of SF and fantasy community; mentions of it in the source material often provoke the commenters to talk about “fandoms” (in plural). A similar case of a fandom splintering can be seen in the case of the Western comics fandom, but while the comic books fan seem content with standing apart from ‘the fandom’ of SF and fantasy, manga and anime fans strive for inclusion and recognition, especially on the local level of conventions and events. Their attempts are sometimes met with resistance, such as exclusion of manga and anime subjects from the convention programmes by the organisers. It is worth noting that the manga and anime fandom is relatively younger and much more feminised than the SF and fantasy fandom, and has been introduced in Poland fairly recently in comparison with others (more on this topic in an upcoming part of the report, devoted specifically to the manga & anime fandom).

Our findings also point out that patriotism is a vital component of Polish fans’ identity. This phenomenon can be observed on several levels. The most apparent is that the fans are eager to include, or even ‘adopt’ works or authors who seem even marginally connected to Poland. While in general, works most often consumed and discussed come from abroad rather than from Poland (with the exception of cult writers such as Lem or Sapkowski), the national pride and patriotism seems to be awakened by mentions of Poland and Polish matters in foreign works. This tendency has been illustrated during the analysed period in the instance of the new novel (Forest Ghost) from Graham Masterton, who set his story in Poland. Masterton himself accentuates his Polish connections and his new novel had been published in Poland even before its debut in the UK. Another example of clear national pride is displayed when a Polish work enjoys success abroad (in recent years it has especially been the case with game developers, most notably the creators of The Witcher series) as fans consider themselves to be a part of that success.

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Caption:  Agents of F.I.E.L.D.? Promotional graphics of the expansion Conspirators for the Veto! collectible card game about the Polish noblemen from the 17th century. Spoof of The Avengers movie poster. By Igor Myszkiewicz and Maciej Zasowski

On a more general level, SF & fantasy fans seem to share and reproduce the vision of patriotism grounded in the Polish 19th-century Romanticism, with its focus on national history, the values of chivalry, fight for a just cause and an idealised view of love and femininity. This can be well-observed in the case of fans’ attitude to history. Historical narratives (also those incorporating SF & fantasy elements) are being evaluated with the use of ideologized notions of “scholarly validity” and “historical accuracy,” accompanied by a belief in the possibility of access to the truth about certain events and phenomena. Historical references are used to maintain the national pride (hence the popularity of novels set in the “Sarmatian” period of Polish history regarded as the highest point of national splendour), but also tend to be connected with practices of exclusion - for example, the presence of female warriors (or women in positions of strength in general) is disregarded as historically implausible.

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Caption: Practically Polish. Graham Masterton (on the right) socializing with Polish fans at a convention. Photo: Geekozaur

 

On the other hand, our study found some instances of views that are more critical to the mainstream Polish views on patriotism. The anticlericalism and pagan inspirations attempt to challenge the usual affirmative approach to Christianity and its cultural role. An informative discussion occurred in the comments on a Polish card game about the Polish military fighting with the Taliban in Afghanistan. Whereas the reviewer appreciated a Poland-related theme, there were also opinions criticizing the game for allowing players to choose the Taliban side (and fight against the Polish), and also for depicting colonial violence. The discussion thread shows the clash between the conflicting views on Polish patriotism: the same work can be viewed in terms of continuing the honorable tradition of fighting for freedom or criticised as promoting Polish participation in imperial oppression.

Another aspect of declared patriotism is connected to consumer choices. As stated before, the media discussed and referred to on Polter are predominantly Western, mostly originating from English-speaking countries. However, there is a very distinct declarative tendency to ’support the Polish market‘ (both discursively and financially). The market of Polish SF & fantasy products (especially RPG-related) is perceived as small and constantly endangered by financial hardships. It is worth noting that certain dissatisfaction with the quality of Polish works or editions/translations does not stop these slightly patronizing general appeals to support the local media and creators.

Within the identity-related categories in our study we also established one connected to direct and indirect statements about gender. Though it is by no means a dominant issue for Polter users, it is still possible to notice some general tendencies. In a few instances the site’s participants suggested and tried to diagnose some inherently and inescapably specific ways women engage in certain activities, such as playing pen & paper RPGs or writing books. Female physical attractiveness is commonly perceived as a valuable asset in various contexts, from evaluation of drawn fanarts through comments on female cosplayers on conventions. It is worth noting that we found very few statements about masculinity in the source material; generally, only women are objects of generalizing statements, which suggests that a male fan is recognized as a default member of the community and a female fan is a special phenomenon that requires examination. Historically, Polish SF and fantasy fandom has always been rather male-dominated, with a prevailing belief in the old chestnut that all gaming women are girlfriends of the game masters. However, in the middle of the 2000s, the numbers of female representation in the fandom surged significantly. The last few years brought on the attempts to form a female fan (and especially a female roleplayer) identity. These attempts in turn  sometimes meet with negativity from the more conservative fans trying to neutralise such emancipatory tendencies by generalizing statements along the lines of “fandom is not for women, fandom is for everyone.” At the same time, splinter fandoms of manga and anime or fanfiction writers tend to be much younger and female-dominated, and gender roles are often very different from the ones taken for granted by the majority of the SF and fantasy fans.

Poland 9

Caption: ‘Mom, can I exterminate already?’ A young female Dalek at a convention. Photo: Szymon Sokół

 

To sum up, in our exploratory research of Polish science-fiction & fantasy fandom we found the following problems to be the most interesting and worth further examination (possibly with an inclusion of diachronic longitudinal methods and different media outlets):

1) Fans’ attitudes towards national categories and notions of Polish identity. Divergent tendencies were observed in that area: on one hand, most of the fans seem to share conservative, affirmative views on Polish history and identity, with a distinct tone of national pride; they seek and appreciate topics related to Poland in foreign works and declare interest in and care about Polish SF & fantasy media despite being aware of the flaws and limitations of this market. On the other hand, the study showed that fans refer mostly to works of Western origin in their texts, comments and practices, which suggests that there is a constant process of negotiation between joining global cultural trends and maintaining local specificity; also, some more revisionist and critical attitudes towards the dominant discourse of Polish national identity start to appear. Still, references to national categories are vital points in fan discussions, even if treated negatively.

2) Gender views remain on the conservative side, with a prevailing tendency to see the masculine as the default. However, in the recent years a rising trend of female fans and players attempting to define their own identity has appeared. Such attempts are often opposed to on the grounds that they represent ‘special interests’ and are not pertinent to the group as a whole. Some female fans differentiate themselves from the whole of fandom either by adopting a unique style (of playing, of writing, of attire) or by finding niche activities to make their own, i.e.  fanfiction or forms of expression relating to costuming (cosplay, steampunk, etc.), while others openly demand more diversity within the fandom’s mainstream. As the demographics of fandom changed significantly in the past few decades, we can expect the trend of female fans making themselves more visible and aiming for recognition to rise in the future.

3) There are increasing voices calling for a professional approach to previously grassroots initiatives of SF and fantasy conventions. Historically, the events were organised by volunteers and local organisations and were perceived as a communal effort, while nowadays some of the convention-goers point out that the cons should be treated in terms of a commercial product and therefore give the participants the right to demand a much more professional approach. At the same time, other tensions between the amateur and professional realms emerge, presenting contradicting views: the fans want Polish works to succeed locally and internationally, but are distrustful of anything they consider too commercial or mainstream, bringing forth the accusations of “selling out”.

4) Tensions appear also in the area of media consumption. While most fans are ascribing prestige and nobility to literature, especially the more high-brow and canon works, and are eager to boast about their reading history, they tend to engage more with the works of a perceived lesser status, such as pen and paper roleplaying games.

We believe that our exploratory study of Poltergeist community can lead to deeper diagnoses of the specificity  of participatory culture inside the SF & fantasy fandom in Poland and forms a strong starting point for further research.

 

Selected Bibliography

Cappella J.N. et al. (2009). “Coding Instructions: An Example.” In Krippendorff K., Bock M.A. (Eds.), The Content Analysis Reader (pp. 253-265).Thousand Oaks: SAGE Publications.

 

Carvajal, D. (2002). “The Artisan's Tools. Critical Issues When Teaching and Learning CAQDAS.” In Forum: Qualitative Social Research 3(2). doi: http://www.qualitative-research.net/fqs-texte/2-02/2-02carvajal-e.htm

 

Hak T., Bernts T. (2009). “Coder Training: Explicit Instructions and Implicit Socialization.” In Krippendorff K., Bock M.A. (Eds.), The Content Analysis Reader (pp. 220-233). Thousand Oaks: SAGE Publications.

 

MacQeuun K. et al. (2009). “Codebook Development for Team - Based Qualitative Analysis.” In Krippendorff K., Bock M.A. (Eds.), The Content Analysis Reader (pp. 211-219). Thousand Oaks: SAGE Publications.

 

Mayring P. (2000). “Qualitative content analysis.” In Forum: Qualitative Social Research 1(2). doi: http://www.qualitative-research.net/index.php/fqs/article/view/1089

 

About the Authors

Justyna Janik: MAs in Comparative Studies of Civilizations and Cultural Anthropology, PhD student in the Institute of Audiovisual Arts, interested in game studies and pop culture theory, especially fan studies;

 

Joanna Kucharska: MAs in English Literature and American Studies, PhD candidate at the Institute of Audiovisual Arts, researching audience participation and transmedia

 

Tomasz Z. Majkowski: Aca-fan, PhD in Literary Criticism, Assistant Professor at Department of Literary Anthropology and Cultural Studies at the Faculty of Polish Studies of Jagiellonian University, interested in pop culture theory, especially fantasy and sci-fi studies, game studies and historical interactions between pop culture and ideologies.

 

Joanna Płaszewska: Slavic philologist, librarianship and information science student, interested in fanfiction readership and new literacies.

 

Bartłomiej Schweiger: PhD student in Institute of Sociology on Jagiellonian University, interested in power-knowledge structures embedded in our culture, especially videogames.

 

Piotr Sterczewski: MA in Cultural Anthropology, PhD student in the Institute of Audiovisual Arts (Jagiellonian University), interested mostly in ideological aspects of videogames.

 

Piotr Gąsienica-Daniel: Sociologist and researcher at TNS Poland

 

 

 

 

 

 

 

 

 

 

Participatory Poland (Part Four): Notes on Comics Fandom in Poland

In the “Participatory Poland” report a group of Polish aca-fen makes a preliminary attempt towards defining the specificity of an Eastern European country’s participatory culture shaped both in the communist and post-communist periods. By placing the development of selected fan-based activities against a broader socio-historical background, we are trying to capture the interplay between the global and the local context of participatory culture, as well as take preliminary steps towards making its Polish branch available for academic research. Thanks to Professor Henry Jenkins’ incredible support, we are able to share the first, though by no means final, results of our investigations with aca-fen worldwide. The posts included in this report deal with several examples of Polish participatory activities, namely, the literary and media fandom of speculative fiction and role-playing games; comics fandom; fandom of manga and anime; historical re-enactment associations; and the prosumerist phenomenon of bra-fitting. While we are planning to continue and expand our research, we hope that its samples presented in this report contribute to the exploration of participatory culture.  

Notes on comics fandom in Poland

Michał Jutkiewicz, Polish Department Jagiellonian University

Rafał Kołsut, Polish Department Jagiellonian University

 

  1. Emergence of comics fandom in the 1980s

Until only a few years ago, history, and especially the 20th century, was the predominant subject of Polish comics. Nowadays that is not the case as more and more psychological and autobiographical stories or even superhero fictions are published. Nevertheless, historical comics, lavishly subsidized by cultural institutions, are still the essential part of the comics’ scene. This obsession with history may result from the fact that the situation of comics in Poland has always been influenced by national political and historical struggles.

After the war, when the communist government was established, the official attitude towards comics was somewhat ambivalent. On one hand, comics were perceived as a medium developed in capitalist countries and representing the corrupted American lifestyle. It is interesting that a lot of communist propaganda’s arguments and accusations—for example, those concerning promoting violence, sex and children’s demoralization — sounded as if they had been taken directly from Fredric Wertham’s Seduction of the Innocent.

On the other hand, comics were perceived as a useful tool of propaganda directed especially towards kids. Forming the future citizens of a socialist state became an important issue in the 60s, when more and more comics were published and read by young readers. Probably the most popular were Tytus, Romek and A’Tomek (published from 1957 till today) by Papcio Chmiel and the series about Captain Żbik (Wildcat) created by Władysław Krupka and published from 1967 to 1982. The former series contained slightly surreal stories about the adventures of two scouts and an ape, which were nevertheless packed with an educational and moralizing content. The protagonist of the latter, was a lawful and honorable policeman fighting evil imperialist agents, who plotted against Poland and tried to destroy it.

Many factors influence the fact that, it was impossible for a community of fans to establish itself: among others the young age of the group at which comic books were targeted, a brazen propaganda of communist values  and an absence of comics from other countries. However, the aforementioned comic books were a starting point in the process of familiarizing young people with the medium and encouraging some of them to search for more examples.

The first signs of an emerging community of comics fans could be seen the early 80s and was related with S-F fandom emerging at the same time. Just as before, the formation of both fandoms was at that time closely connected to the political situation in Poland. The end of the 70s was marked by the rise of the Solidarność (Solidarity) movement, which was fulfilling the role of the political opposition. It was also a moment when people in their twenties were looking for some new cultural and social structures to identify with. punk music, with its distinctive fashion and seditious message, was one of the models to follow.

In comparison to the music-based subculture, which was considered by officials as degenerated, the fans of S-F were perceived by the state institutions as harmless, notwithstanding the fact that the genre was developing under the influence of such authors as Stanisław Lem, Kir Bulychov or Strugatsky brothers, who tried to sneak into their novels a veiled critique of the communist system and ironic allusions to the situation in their countries. S-F literature of the 80s was a very particular mixture of escapism and political engagement. A status of a fan and a member of a club of  SF literature was very often considered as a political act although it was not always one’s conscious choice.

The most important Polish magazine devoted to SF, Fantastyka, was established in 1982. It was the first publication of this kind in Poland, and its main goal was the popularization of sci-fi and fantasy literature, as well as the animation and coordination of activities of fan clubs, which were gradually set up all over the country. Comics were the subject of the one of the biggest discussions in the first issue of Fantastyka as the editorial board was debating whether to publish them in the magazine or not. Regardless of those discussions, sci-fi and fantasy comics were gaining popularity, mainly due to the fact that some Polish illustrators, especially Grzegorz Rosiński and Bogusław Polch, who both started their careers creating propaganda comic books in the 70s, have been recognized on Franco-Belgian and German markets. One of Polch’s most recognized series, based on Erich von Daniken’s theories, called Die Götter aus dem All was being published in Germany in the years 1978-1982. Meanwhile, Rosiński began a cooperation with such renowned script writers as Jean Van Hamme (making Thorgal) and André-Paul Duchâteau (Hans). Till this day Rosiński is considered an iconic person in the field of Polish comics and the Polish fandom, and an important guest at all comics conventions.

The editors of Fantastyka decided to print four-page long comics and publish comics-related reviews and news from abroad. The community of comics’ fans was growing so strong that soon a separate comics–oriented addition to the magazine was published from 1987 to 1990. Its name was Komiks – Fantastyka and it was the first attempt to build not only a magazine with comics in it but also a publication which would animate comics’ fans. It also tried to establish a foundation for professional comics criticism as it included articles about such academic theorists as Thierry Groensteen.

“Komiks – Fantastyka” maintained the sci-fi and fantasy profile of Fantastyka. publishing titles like “Hans” (renamed as “Yans”) and “Rork” by Andreas. The majority of translated comics at this time were Franco-Belgian, which created a peculiar generation gap among comics’ fans. Those raised in the 80s tend to prefer stories with realistic and detailed illustrations and strong world building typical of European comics. When in the 90s American superhero comics finally arrived in Poland, another generation of fans grew up. They were more interested characters and action than in with the detailed drawings. This difference can also be seen in the works of Polish comics creators, who in their youth were influenced either by the European style or by the American models.

Only one title published in the 80’ had a major influence on the shape of Polish comics and it can undeniably be called a masterpiece of its time. It is called Funky Koval and was written by Maciej Parowski and Jacek Rodek and illustrated by Bogusław Polch. It was first published in parts in Fantastyka since1982 and then as a whole in Komiks – Fantastyka until 1990. Funky Koval is important not only because of the story it tells but also, if not mainly, because of its cultural influence and the role it played in the integration of the fandom. No other comics of this time would gain a cult position and  become such a prominent point of reference for works published later.

This comic combines all the influences mentioned above: politics, sci-fi and fans. The story centers around a private investigator named Funky Koval, living in the USA in 2080. His adventures are focused on his struggles with evil corporations and corrupt politicians. There is a lot of action but it is not the main point of this comics. The authors of Funky Koval followed the example of literary texts published in Fantastyka and decided to pack their comics with intertextual games and allusions to the current political situation in Poland. The sci-fi façade enabled to avoid censorship and to build an ironic critique of the communist regime. Nearly every evil character was based on a real-life member of the communist party, and known to readers from the TV screen.

Moreover, the hero’s adventures contained allusions to Martial Law enforced in Poland from 1981 to 1983. Hence, readers of the comics were asked to participate in the game of who-is-who, and this aspect of Funky Koval was the key to its popularity. The act of decoding a hidden message was a ground for building a sense of belonging to a greater community, as their members identified  themselves with its hidden political agenda, so that the act of decoding became an act of contestation.

This level of intertextual games in Funky Koval was fairly easy to decrypt for everybody, but the authors went even further and decided to put not only public persons in their creation, but also people known to them personally. Indeed, a lot of characters in the comics are based on people active in the fandom of the 80s. To fully read it, one had to be a member of the community and know sci-fi and fantasy conventions, In this way Funky Koval strengthened the fandom and gave it some identification.

Although the roots of Polish comics fandom are entangled with the community of sci-fi and fantasy fans, it is really interesting to observe how in the 80s it slowly tried to emancipate itself and managed to separate completely in the 90s. At the beginning of the last decade of 20th century comics community started to organize their own conventions strengthening the bonds between community members, which made the group less fragmented and more hermetic.

 

2. Situation during the 90s and 2000s

 

After the political transformation of 1989 Poland was violently struck by a tide of Western culture, almost unknown to an average Polish audience until that time. A phrase effectively describing that period would be “the time of catching-up,” mostly with regard the works of pop culture. Independent distributors were (sometimes illegally) bringing from abroad absolutely everything that had any chance of selling to the newly ‘born’ consumers who were ravenous for novelty. The era of high-volume publications of Krajowa Agencja Wydawnicza (The National Publishing Agency) as the monopolist was gone forever. In 1990, after receiving the approval from the headquarters of Semic Press AB (a company publishing comic books in Scandinavian countries under the license of, among others, Marvel Comics), a Polish-Swedish company - TM Supergruppen Codem (later renamed as TM-Semic) published the first two monthlies in Poland. They contained adventures of the American superheroes: Spider -man and Punisher.

Those comic books had exactly the same format as the original ones, and only the volume was different – every month two stories were presented on 52 pages (in order to „catch-up” with the ongoing series in the USA). In time, having become very popular, Punisher was extended to over 100 pages, but for the sake of costs it was published only in black&white.

Making the first baby steps but noticing a great interest of its readers, the publishing house momentarily expanded its offer. Now, every group of the younger consumers was to receive “something special”. As a result, Barbie, Moomins, Casper, Teenage Mutant Hero Turtles or Garfield appeared in kiosks. The rights for Davis's comics were soon bought by Egmont Polska (part of Egmont Group from Denmark) – the second great distributor for kids and teenagers, publishing also Bugs Bunny and Donald Duck (the latter is still published).

Thanks to the fanclub pages administrated by teenage comic books fan Arkadiusz Wróblewski, the more and more active community of superheroes’ fans started to form. The same year the album Batman/Judge Dredd: Judgment on Gotham was printed on thick paper and in hard cover. Nobody in Poland had published a comic book of such a high quality ever before. Thanks to the company, readers were presented with Knightfall, Dark Phoenix Saga or The Death of Superman. Nevertheless, consumers, familiarized with more and more aspiring titles, had also greater expectations. Simple stories about superheroes stopped selling. Issues dropped down and series after series started vanished from the market. The company collapsed in 2003. It’s place was taken by Egmont, which was not trying to sell the comic books but focused on publishing TPB – cult series for adult reader such as The Sandman or Preacher.

The comic books community calls the 90’s “The Time of Troubles,” during which Polish comics virtually disappeared from the market. The fall of Bogusław Polch’s studio which was working on the graphic adaptation of Andrzej Sapkowski's The Witcher in 1995 is the caesura. Authors active during the time of the People’s Republic of Poland completely withdrew and started to look for other ways of earning money (with several exceptions, for example that of Henryk Chmielewski, the author of the popular young adult comics about Tytus the chimpanzee). Former stars, such as Janusz Christa or Szarlota Pawel decided, that it was not profitable to draw in the new political system.

The tradition was broken – also on the level of master-student relations. The ending of the 20th century belongs to self-taught, underground artists among whom the most active are the authors of hardcore punk fanzines: Dariusz Palinowski, author of Zakazany Owoc (Forbidden Fruit) and Krzysztof Owedyk, author of Prosiacek (Piglet). They both laid the groundwork for the constitution of the so called comic “xeroprasa” (photocopy press). Drawn in back&white and photocopied magazines (and sometimes one-shots) were sent directly to friendly readers from all over the country, that were subsequently photocopying them again and passing them on, usually for free. The scene of comics community fanzines was very similar to its prototype from the United States, but much smaller, of course, and developing almost 30 years later. Zines rose and fell, authors changed titles and places of distribution. The most important titles included Mięso (Meat), Azbest (Asbestos), AQQ and Ziniol (today it is a professional web magazine). A completely new environment formed up, created by people who are active until this day.

In the early 1990s, the Contur group started organizing the annual Ogólnopolski Konwent Twórców Komiksu (National Convent of Comics Authors) in Łódź (currently International Festival of Comics and Games – the most important meeting of Polish comic fandom). The biggest attraction of the festival was the short story comics contest, which quickly became a tradition.

Although many of today’s well established careers had their debuts in that contest, most of the young and promising authors, whose success was foretold at the time, never published anything – creating full-scale albums was absolutely non-profitable, since none of the domestic publishers was even remotely interested in publishing them. In the course of time, that phenomenon was called “Masters of the first board” syndrome because of the declarations and prologues to the stories which would never be created.

Everything changed thanks to Produkt (Product) magazine. Published since 1999 by Independent Press company, Produkt was presenting the latest output of the Polish authors. Today’s stars of Polish comics debuted and published on Product pages, including Michał Śledziński (from Azbest); Minkiewicz brothers; Karol Kalinowski; Ryszard Dąbrowski, the creator of the Likwidator (Liquidator) – a masked anti-hero who is an eco-terrorist and a serial killer; or Rafał Skarżycki and Tomasz Leśniak, the authors of George the Hedgehog series.

The comics published in Produkt belonged to the mainstream due to the magazine’s scope and professional distribution, but at the same time they were free from any publishing or editorial control. They contained violence, nudity, vulgarisms, satire against the government, the Church and authority in general. There was no taboo or censorship. The most important series that was published on Produkt’s pages, Osiedle Swoboda (Liberty District), created by the magazine’s Editor in Chief, Śledziński, was focused on young people’s everyday life in Poland. During its five years of existence Produkt not only brought together the most engaged authors and enlarged the number of regular consumers of graphic stories of domestic provenance but, most importantly, set the direction for Polish comics for the following years.

In 2005 Paweł Timofiejuk, currently the most important publisher at the Polish market, started a publishing line called Komiksowa Alternatywa (Comic Alternative) in frames of which he presented the cult albums of authors of fanzines, previously known only from the comic photocopying press. The artists, so far bereft of the chance to show their work to the world, could finally present the results of honing their skills. That so called “airing of the drawers” lasted for two years.

The time of the growing prosperity caused by the dissemination of cheap digital printing began. Publishing both the albums and the professional magazines privately became easier than ever before. Many independent publishing houses have been created, among which some are focused on publishing Polish authors only. Others are diversifying their offer, combining the most important works of the European authors with the local novelties. Polish artists are focused on creating authorial albums that they work on for months or sometimes even years.

Because of the very low sales of comic books and a small number of their readers, creating comics is not a profitable job. Polish comic books community which is the basis of the market has around 3 000 members, with a scarce addition of casual readers, who are usually interested just in one particular series. There is no such job as a “comic book author” in Poland. The graphic, the scriptwriters and the publishers are keeping regular jobs, while they work on comic books after hours and at weekends. The pay in the European standard can be provided only by the contract for educational albums devoted to the history of Poland (especially WWII ) and mostly funded by the government. Still, despite the difficult financial situation and the tiny market, every year 400 new comic books (mostly counting more than 48 pages) are published, about 120 of which are Polish authors’ productions covering ground from superhero stories of to formally experimental artistic albums.

3. Comics fandom and the Internet in the first decade of the 21st century

Around 2000, more and more households had Internet connections, which exerted a huge impact on different kinds of fandoms, fans of comics included. The first visible effect of the Internet’s growth in Poland was that the majority of printed comics magazines were discontinued one by one. Their main function in the 90s was to inform readers about newly published works and the schedules of upcoming conventions. The pages of comics magazines featured debuting authors who in turn could receive a critical feedback.

Yet none of these publications was able to build authority strong enough to act as a platform of institutionalized criticism. Probably one of the reasons was that the community was so small that readers and creators were closely linked anyway and could get feedback about their work immediately and directly just through personal connections. Very few people with academic background, such as Jerzy Szyłak and Wojciech Birek, put an effort to write more complex reviews, but those articles were not received well. That is why there was never an ongoing discussion about the condition of Polish comics during the 90s or at the beginning of the 21st century even though a lot of comics magazines were published.

From 2000 the Internet became the main source of information about newly published works and publishers’ plans for subsequent months, taking away one of the main reasons for the existence of not only comics magazines but also of other fan centered periodicals. The same thing happened to magazines about role-playing games – the last issue of one of the oldest such magazine, called Magia i Miecz (Magic and Sword), was printed in 2002 – and a little bit later, around 2005, to magazines about video games.

Also debuts began to be published online. The debut of the first Polish webcomics occurred during that period, which came as a shock especially to the community of comics fans and creators. Suddenly, the old and highly ritualized ways of publishing were losing their significance. Before, one had to show his or her work to someone in the community to be published. Even such an anarchistic genre as zines were following this procedure. The highly ritualized act of publishing was a social activity requiring contacts and acceptance of the community.

Comics on the Internet could appear on websites without all that. Thanks to the WWW new energy, comics fandom, which was becoming a little stale with no fresh blood (because of the declining numbers of comics readers), rejuvenated as a new generation of authors appeared. As early as in 2004 the anthology, Komiks w sieci (Comics on the Web) was published, which is a significant fact exemplifying how massive this wave of new creativity was.

Up to that point a lot of activities of the fandom were possible only a few times in a year, when people met on conventions, but thanks to the availability of the Internet, it could be done from a distance. Clearly, the comic fans needed an electronic forum where they would be able to discuss their interests. One of the most interesting and still active websites is esensja, which started as an e-zin in 2000. After 13 years it continues the tradition of imitating paper magazines with a monthly set of articles published along with news and reviews, which appear on a daily basis. A significant feature of this website is that, continuing the tradition of Fantastyka in the 80s, it tries to bring together different communities, for example fans of genre literature and movies, comics and games. Its popularity shows that there are fans who do not need to relate to a very narrow group of people with the same interests.

Another fascinating Polish website about comics is Zeszyty Komiksowe (Comics Notebooks). As is the case of esensja, this portal is connected to a magazine which has appeared irregularly in a paper form since 2004. The most important feature of Zeszyty Komiksowe is that every issue is devoted to a particular subject and that it publishes academic papers. It would be easy to dismiss the website because it usually publishes just news and sometimes reviews, but one element makes it very useful. Under the link “kopalnia” (mine) one can find a repository of academic articles about comics. It is a community based project, so it depends on people willing to share their work (usually BA or MA dissertations) to build collectively a comprehensive list of references. At the moment it has 1177 items. This is very admirable, taking into account the non-existence of comics studies in the Polish academic curriculum, as there are still very few academics writing about comics. Of course, many articles put on the Zeszyty Komiksowe website lack academic rigor and are a little naïve, but they are still a great example of the way fans are trying to fit with their fascination with comics into academic discourse.

The last, and most important website for Polish community of fans, which has somehow become the center of Polish comics fandom is called Gildia Komiksu (the Comics Guild). It is a part of a bigger portal, gildia.pl, which has been active since 2001. The basic assumption of this website is completely opposite to that of esensja. Esensja tries to unify different communities of fans, while Gildia is divided into many “guilds” with different subjects of interest (conventions, movies, tabletop miniature games, computer games, tabletop games, horror, supernatural, RPG, Star Wars etc.), so that different fans can find a content of their interest. This segmentation was a starting point for comics fandom to grow in its own closed environment.

The main purpose of the website, as in the case of the ones mentioned above, is to give users the news and publish reviews, but the most important part of the portal is a forum, which during the 11 years of its existence has grown and attracted the attention of the most active people in fandom. After such a long time it is easy to see how the number of posts and authority of a given person on the forum reflect their social position during conventions. Of course, not every member of the community is active on the forum, but still it is one of the most important reference points. This is why topics of the forum can be treated as some vestigial form of discussion about comics which never happened in the 90s. It is a peculiar form of institutionalized criticism, additionally characterized by irony, trolling and lack of discipline: the typical features of Internet forums.

Gildia Komiksu is a source of hermetic jokes and memes understood only among fans of comics. The saying “back of a horse” is an example of such a phrase, as it originates in a 2007 debate on the forum, concerning the role of realist illustration in comics. In a heated discussion one of the participants said that creators of comics try to draw artistically, forgetting about simple things as “drawing a woman’s back properly and making an anatomically correct horse”. That is why some fans ask illustrators to draw them a back of a horse to humorously test their skills.

plecykonia (1)

All such phrases and inside jokes play a huge role in building the community, but for a newcomer it is really hard to get up-to-date with the eleven years of the forum’s activity. New users are treated kindly, but with a distance, typical of close-knitted groups.

4. The community of comics fans nowadays

From the outside, the community of comics fans can be perceived as a heteronomous group keeping very close ties and being reluctant to open up to newcomers. The majority are male representatives of three generations (those raised in the 80s, the 90s and first years of the 21st century), highly diversified, yet able to keep close with each other.

The publication of the comic called Rycerz Ciernistego Krzewu (The Knight of Spiny Shrub), which was a cooperation between a writer, a colorist and many different illustrators, shows that it is hard to join a community of fans. Every two pages of this comics were drawn by a different person but colored by the same one. As a concept it sounded experimental and interesting (even though previously used for example in Grant Morrison’s Invisibles), but the realization was a mess. This comic tried to tell a story of a Polish knight fighting with Teutonic knights, but it failed in every aspect.

The wave of critical reviews was justifiable, but their tone was somehow surprising. The authors were criticized for making  bad comics, and the critics’ shared assumption was that the technical problems with mastering the medium were an effect of the creators’ status of outsiders in the fandom community. They were treated as barbarians whose lack of the knowledge of customs makes them unworthy of joining the club.

One of the authors decided to aggressively fight back, which heated the discussion up to the point of full-blown controversy. This conflict shows that the Polish comics fandom tends nowadays to look for enemies to consolidate itself against. For some period manga and anime fans were playing a role of such an enemy, as they are usually female and mostly younger than average fans in the comics community. However, in many cases, people who read manga have been treating it as something essentially different from comics. Not many manga fans read works published in Europe or America. That is why those communities rarely meet, as manga and anime fans organize their own conventions.

Anyway, that particular antagonism is slowly burning out, as more ambitious mangas are being published, attracting the interest of fans of western comics. One of the first manga publishers widely read by both communities was “Hanami,” which specialized in gekiga genre, translating such works as Naoki Urasawa’s Pluto or the works of Jiro Taniguchi. This shows that there are some connections between both fandoms, and that some people move freely from one group to the other.

However, what the conflict with the manga fandom has shown is the existence of a broader problem of the marginalization of women in the comics community, among both fans and creators. Although women who are authors of comics books are not a totally new phenomenon, as confirmed for instance by Szarlota Pawel, one of the most popular creators of comics for children in the communist period, the number of Polish female comics creators has recently been increasing. Two anthologies presenting women creating comics in Poland were printed in 2012: the first one was entitled Polski komiks kobiecy (Polish female comics) and the second one was published in English, as Polish Female Comics – Double Portrait. As an outcome of this project, the editors launched a website Comix Grrrlz , where we can find a database of Polish female creators of comics.

This emancipation of the female perspective in comics and of feminist themes shows that there is a need for an opposition to the mainstream, male dominated market. A lot of the creators who appear in both anthologies have belonged to the fandom for a long time, but the individuality of their voices was never recognized. The importance of these two publications lies in the fact that they have unexpectedly revealed Polish fandom of comics not to be as monolithic and patriarchal as commonly perceived.

One of the attempts to reform the community  from the inside is to create an event that would go beyond the frames of typical scenarios for a convention of comics fans. This is one of the main goals of “Centrala” publishing house, the organizer of the International Comics Festival “Ligatura,” which takes place in Poznań. During this annual event “Centrala” is focused mainly on the promotion of alternative comics from the Central and Eastern Europe. As a result of this strategy, not so many internationally recognized stars attend the convention, and its organizers achieve an effect similar to that produced by both anthologies of female comics, i.e. make the community reflect on the essence of Polish comics in relation to their local and geopolitical contexts.

Every year during the festival the question of similarities and differences between countries from the former Soviet Union is approached. As an attempt to tackle this question, every year there is an exhibition launched with an accompanying lecture, workshops and other activities. “Ligatura” is an effective counterpoint to the slightly monotonous formulas of the conventions organized in Warsaw or Łódź. The strategy of stressing the role of alternative comics builds another kind of opposition to the mainstream, which is an important way to open up the Polish fandom to works published in the neighboring countries.

Another interesting attempt to blur the lines within the comics community is Wyjście z Getta (Coming out of the Ghetto) a collection of interviews conducted by Sebastian Frąckiewicz with creators of Polish comics. The starting point of Frąckiewicz’s book is acknowledging the fact that the Polish comics market is a niche, or even a ghetto. During the interviews, the author wonders whether it is possible for the whole community, but especially for the authors, to get out. He does not think that suddenly comics in Poland will become mainstream, but he confronts his interviewees with a notion of connecting two “ghettos,” so to speak, i.e. the comics community and the art world. He postulates putting comics into galleries.

This solution is highly debatable and a little utopian, but still Frąckiewicz manages to make many interesting points. The Polish fandom faced with a perspective of never being part of the mainstream tends to incorporate the role of the victim. In the 80s the role of the antagonist was played by the communist government, and now it has become ascribed to amateurs trying to make comics without proper skills and knowledge. To end this trend, comics fandom has to be constantly faced with other communities and its borders have to be constantly transgressed. It does not matter whether it happens in a confrontation with other communities or with minority groups inside the fandom. The current situation of comics and comics fandom in Poland is fluid. The hierarchical structure has been challenged on many occasions, which allows the community to redefine itself and refresh its own priorities.

 

Bibliography

Comics Grrrlz – comicsgrrrlz.pl

Esensja – esensja.pl

„Fantastyka” 1/1982 – 6 (93)/1990

„Fantastyka – Komiks” 1/1987 – 1-2 (10-11)/1990

S. Frąckiewicz; Wyjście z Getta. Rozmowy o kulturze komiksowej w Polsce; Warsaw 2012

Gildia Komiksu – komiks.gildia.pl

„Komiks” 1/1990 – 2 (32) / 1995

Komiks w Sieci. Antologia polskiego komiksu internetowego; Cracow 2004

Kontekstowy miks. Przez opowieści graficzne do analizy kultury współczesnej; ed. G. Gajewska, R. Wójcik; Poznań 2011

Ł. Kowalczuk; TM – Semic. Największe komiksowe wydawnictwo lat dziewięćdziesiątych w Polsce; Poznań 2013.

„Nowa Fantastyka” 1/1990 – 4 (367)/2013; fantastyka.pl

M. Parowski, J. Rodek, B. Polch; Klasyka polskiego komiksu #6 - Funky Koval; Warsaw 2002

Polish Female Comics - Double Portrait; Poznań 2012

Polski komiks kobiecy; ed. K. Kuczyńska; Warsaw 2012

Zeszyty Komiksowe – zeszyty komiksowe.org

 

 

 

 

About the Autors

 

Michał Jutkiewicz – PhD candidate at the Polish Studies Department of Jagiellonian University, writing his thesis on comics and comics culture on the Internet. Lecturer and an active member of Małopolskie Studio Komiksowe (Małopolska Comics Studio) at Public Library in Cracow, where he conducts regular meetings. One of the organizers of Krakowski Festiwal Komiksu (Cracow’s Comics Festival).

Rafał Kołsut – final year student of Theatre studies at Polish Studies Department on Jagiellonian University. Comic book scriptwriter, collaborating with magazines and annual anthologies such as Ziniol, Triceps, Kolektyw (Collective), Profanum. Pop culture reviewer in KZ – Magazyn Miłośników Komiksu (KZ - Comic Fans Magazine).

[Illustration: Back of the Horse by Robert Sienicki]

 

 

 

Participatory Poland (Part One): Participatory Poland -- An Introduction

This past May, I received an email from Agata Zarzycka, Assistant Professor of Literature at the Department of English Studies, Wrocław University:

"We are writing to you on behalf of a team of academics and doctoral students from the Department of English Studies, University of Wrocław, Poland, inspired by your words from the foreword to the Polish edition of The Convergence Culture, where you wrote about your specifically American focus and range of experience, but also about the impossibility of ignoring the mutual exchange between medialized cultural movements across the world. You also mentioned your potential interest in supporting a dialog between participants and commentators of American and Polish popular culture, which has encouraged us to ask for your opinion about the general concept and the possible collaboration potential of the combined didactic and research-oriented project aimed the cultivation of ''new media literacies'' among high school students – an enterprise that, to the best of our knowledge, no one has yet ventured to launch in the academic context. "

I was well aware that there was growing interest in my work there: the very first translation of my work, Convergence Culture: Where Old and New Media Collide, was into Polish and I shared this account of a visit my wife and I made to this country several years ago in this blog: Part One, Part Two, and more recently, I featured a report by Polish researchers on the intellectual property struggles in their country. There are dramatic cultural changes taking place in Poland, which has also been a key pillar in the Creative Commons movement.

As our correspondence continued, and as they shared with me the curriculum they were developing, I was impressed by the thoughtfulness with which they were seeking to translate some of my ideas about participatory culture and new media literacies for the Polish academic setting, but I challenged them to think even more deeply about what the concept of participatory culture might mean in contemporary, Post-Communist Poland, and about what kinds of lived experiences Polish students might be having with these practices.  After all, part of the goal is to have students bring their own expertise and passions into the educational setting. In response, they launched a remarkable project, which brought together key scholars and aca-fan from Poland, to write a series of overview essays describing different participatory practices in their country. I was blown away by this response, and even more so, by the depth and richness of what they produced. I am very honored to be in the position to share these reports with readers around the world via this blog.

I hope you will learn as much from the Participatory Poland series as I have, and I hope that it will inspire scholars in other countries to consider producing similar accounts of what participatory culture might mean in their national contexts. I would love to see proposals from elsewhere which might fill similar gaps in our understanding of traditional and contemporary cultural practices.

This first piece, broken down into two installments, provides the context through which to understand this series, an account of the dramatic cultural and political changes which have impacted Poland over the past few decades.

PARTICIPATORY POLAND: AN INTRODUCTION

 

Agata Zarzycka and Justyna Deszcz-Tryhubczak

Department of English Studies

University of Wroclaw

Poland

 

 

THE SCOPE AND GOALS OF THE REPORT

This essay introduces the “Participatory Poland” report: a series of essays in which Polish aca-fen analyze several branches of Polish participatory culture and try to locate their specificity by considering the historical context in which it has so far developed. While we are aware that the factors involved in this phenomenon are numerous and complex enough to become a material for at least one book, which makes our Introduction selective and imperfect by definition, we have attempted to characterize the background for the discussions to follow in the subsequent blog entries and show their shared relevance as facets of the contemporary “participatory Poland”.

Undoubtedly, a groundbreaking feature of the Internet-boosted participatory culture is its globalized character, resulting in what Henry Jenkins calls “pop cosmopolitanism” (Fans 155-156) and providing common cultural and civic “languages” connecting people from all over the world. Because of that, however, we find it even more interesting to see how the “local color” of fan-based practices can be shaped by the heritage of national, historical and political factors that are seemingly detached from the fandom community, whose traditions, in their most influential form, have originated in the English-speaking, and specifically American, cultural sphere.

In Poland, the emergence of fandom as we know it was belated by several decades. Nevertheless, the cultural and social potential for participatory entertainment proved powerful enough to quickly bring about a whole spectrum of movements that continue to evolve. The preliminary edition of the report is composed of close-ups on just a few samples from various parts of that spectrum: speculative fiction as the core inspiration for the contemporary participatory culture; historical reconstruction as a movement closely connected to the local context; role-playing games as a form of entertainment which, once adopted by Polish practitioners, have proved flexible and responsive to various, more or less nationality-dependent activities; comics as possibly the most directly subversive and politically involved phenomenon; manga as an example of a genuinely foreign factor that has become a noticeably nationalized element of the participatory landscape in Poland; and finally bra-fitting, which, while inspired by prosumerism rather than fandom activity, constitutes one of uniquely successful Polish grassroots movements. While participatory culture is most often associated with digital media or fandom centered around cult pop cultural works, its crucial aspects as defined by Jenkins et al. in Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2009), underline also other aspects of participation – the collectivity of the experience, the appreciation of the input of others, the experience of belonging to a community supporting the activity, and the development of a grassroots organization based on more experienced participants introducing and guiding newbies etc. (Jenkins e. a. 7). Thus, although not all movements discussed in the report can be traced back to fan activity inspired by some originally offered official material, they share those features of participatory culture that make it a prominent phenomenon in the sphere of contemporary civic activism.

 

POLITICAL AND HISTORICAL CONTEXT

 

The boom of most movements explored in this report could be observed either in the 1990s – the first post-communist decade in Poland – or in the young capitalism of the first decade of the 21st century. In the U.S., the time between the 1960s and the end of 1980s, though far from peaceful in terms of social and political issues, brought a natural growth and formation of core fandom phenomena which together with the digital media revolution were to bring participatory culture to the level of a new cultural paradigm that we experience now: J. R. R. Tolkien’s writings spiraled up to the status of cult texts, reinforcing on their way the development of role-playing games; movies and TV shows such as Star Wars and Star Trek triggered large-scale fan communities; and the comic-book underground flourished. In Poland, the growth of popular culture in the same period, though enjoying some highlights, especially in the 1970s, was marked and limited by political and cultural isolation from the rest of the world, oppression, poverty, political infiltration and resistance, propaganda, censorship and fear. Obviously, this is not to say that American fandom developed in a socio-political void. It was the post-McCarthyist reaction that implicitly led to the cultural revolution of the 1960s, fuelled by the hippie movement and accompanied, among others, by a boom of American interest in Tolkien. Fandom-related phenomena and cultural practices have on a regular basis been scrutinized for their supposed moral harmfulness and psychological threats, as exemplified in the 1950s by the famous Senate activities inspired by Fredrick Wertham with regard to comic books in the 50s, the Bothered About Dungeons and Dragons activity in the 80s, or the post-Columbine media panic leading to Henry Jenkins’ 1999 intervention in defense of Goth and gaming cultures in Congress in 1999. In 2010, a politically loaded TED performance of Lawrence Lessig, who considers the copyright issues in the Internet remix culture from the perspective of Right – Left conflicts, underlined the political dimension of contemporary fandom-related practices on the structural level (http://www.ted.com/talks/lessig_nyed.html).

Still, regardless of the unquestionably dynamic bonds of American participatory culture with broader social and political contexts, one of the factors that make the growth of similar movements in Poland significantly different is the position and functions of grassroots and otherwise informal collective activity in general. Two stereotypical images of community actions as shaped throughout the socialist period might be compared, however remotely, to the American distinction between grassroots and astroturfing. On the one hand, the so called “czyn społeczny” (subbotnik) practice in frames of which communist authorities forced people to carry out unpaid work for the “common good,” as well as the general pressure on the society to manifest fake enthusiasm for the imposed ideology, negatively affected the concept of collective activity and laced most such initiatives with a political undertone unwanted by the participants. On the other hand, it is exactly through the more or less spontaneous grassroots resistance movements as reflected by the very name of “Solidarity” that the most serious and effective campaign against the regime was waged until its successful conclusion in 1989. In the social reality so heavily conditioned by one or another aspect of the nationwide political conflict, it was difficult to set up any kind of shared activity that would not have to, at some point, position itself somewhere in its spectrum. That is why the discussion of the development of Polish participatory culture necessitates historical contextualization.

The 1945 intervention of the Soviet army in Poland resulted in the establishment of the communist government, which in turn meant that the country soon became a socialist state following the Soviet model. Poland, or rather the People’s Republic of Poland, as it was officially known from 1952 to 1989, remained under that influence until 1989 but open social opposition to the communist rule existed throughout the period, assuming a variety of forms and guises, including initiatives inspired by popular culture. In the late 1940s and early 1950s Poland had its share of Stalinist rule, such as strong censorship, ideological manipulation and persecution of the Roman Catholic Church. A short interval of “thaw” came after Stalin’s death in 1953 and resulted in bloodily quenched worker protests in 1956. In October that year Władysław Gomułka became first secretary of the PZPR (the Polish United Workers’ Party), proclaiming that Poland was to follow the Polish way to socialism, defined by the specificities of the country’s traditions. Nevertheless, the years 1956-1980 were marked by a progressing economic crisis and the growing dissent on the part of the Church, workers and the intelligentsia.

Of particular importance in that period was the Warsaw Pact of 1968 (a mutual defense treaty between communist countries of Central and Eastern Europe during the Cold War), students’ protests against the lack of intellectual and cultural freedom in March 1968, and widespread strikes in shipyards and factories on the Baltic coast in 1970. In 1970 Gomułka was replaced by Edward Gierek, whose idea to assuage social discontent was to introduce moderate liberalization and boost the economy by massive borrowing from the West. The latter resulted in another crisis, the increase in food prices and social unrest. Simultaneously, the Helsinki Accords in 1975, the growing influence of the Catholic Church under the leadership of Cardinal Stefan Wyszyński, and the papacy of Cardinal Karol Wojtyła (1978) as well as his visit to Poland in 1979, culminated in the formation of Solidarity, the free national trade union. Solidarity’s growing membership and its unrelenting opposition to the regime on the one hand and the pressure of the Soviet Union on the Polish government to deal with the turbulent situation on the other led to the declaration of Martial Law in December 1981 by general Wojciech Jaruzelski.

Everyday life became difficult. The borders were closed and travelling in the country was drastically limited. Moreover, curfew was introduced between 10 p.m. and 6 a.m. Also numerous Solidarity activists were imprisoned without court sentence, and Solidarity itself was officially dissolved. Nevertheless, the communist regime was weakening. In 1989 the Polish Round Table was formed as a forum for discussions between the government, Solidarity and other opposition groups. The first democratic elections took place in summer 1989, sweeping communism away, and the Catholic intellectual Tadeusz Mazowiecki became prime minister. The post-communist era in the history of Poland began.

Unfortunately, despite the triumphant victory of democracy and capitalism over communism, for many Poles the transition from the predemocratic Poland to a liberal economic system, democracy, as well as the integration into the European Union, has proved difficult and disillusioning. As Leszek Koczanowicz puts it,

[c]ommunism in Poland as well as in other European countries led to the total absorption of the public sphere by the state apparatus. Communist ideology adapted almost the whole field of traditional thinking, reformulating it in collective terms. In the fight against “bourgeois” ideology, stress was put on the deficiencies of the concept of individualism as a useful tool for understanding and organizing social reality. Instead, communist ideology proposed a collective solution which was embodied in the idea of the Communist Party. (43)

Therefore it is no wonder that the mentality of Homo sovieticus – a type of a human being who is enslaved by the system but who is also glad to have his or her basic needs satisfied by it (Tischner 125) – cannot be smoothly replaced by a radically new national identity stemming not only from the sense of responsibility for oneself but also from a conscious exercise of one’s civic and personal freedom in a plural society. Simultaneously, as Elżbieta Matynia points out, Polish social and cultural life remains to be shaped by the romantic salvational paradigm of Poland as torn by foreign powers (153-154). For Matynia, its most significant elements are “the general preoccupation with history” and “the recounting of a heroic past”; the idea of a persecuted nation, typically linked with the Catholic religion; and “in the absence of a satisfying reality, a life within symbols and allegories, a community of the spirit, nurtured by family memories of the resistance experience and shared by each generation” (154).

Bartłomiej Radziejewski identifies a unifying and potentially more empowering root of Polish traditional rebelliousness in the “Sarmatian spirit” echoing the nobles’ democracy of the 15th and 16th century, which affirmed individual independence and the distrust of government (n.p.). Throughout the 1990s, however, a radically different, but equally influential element of Polish post-totalitarian mentality has developed in the form of “communist nostalgia” (Koczanowicz 8), which stems from people’s sense of uncertainty in the new political situation. As Koczanowicz comments, Poles “who got used to living in circumstances defined by communist bureaucracy came to feel lost in the new situation of market economy” (8). Moreover, as he continues, for many the previous system was ideal just because it was predictable and secure, as well as enabling people to assume a clear moral stance (8): “Freedom became for most of them [people] too much of a burden” (52).

One of the most recent phenomena shaping contemporary Polish identity is post-post-communism, which could be defined as a sense of anxiety about “losing identity in the face of globalization, immigration, and the power of international institutions” (Koczanowicz 149). Hence, as Koczanowicz argues, Poles desire the restoration of traditional values on the ideological level and the strengthening of the role of state perceived “as a system of organizations” (149).

As can be concluded, Poland in the first decades of the 21st century is to a large extent driven by the longing for the past. As Koczanowicz explains, “[t]he social time of the Polish society (the ontology of expectations) is predominantly colonized by the attitude toward the traditional national and religious values. People imagine that traditional values should serve as a point of reference in the changing social reality for the long time” (150-151). The significance of such philosophy and past-oriented sentiments may be expected to decrease in the relatively younger generations of today’s 30- or 20-year-olds, not to mention teenagers. Still, the unease connected with the lack of a coherent and optimistic alternative, combined with the general challenges of existence in the late capitalist reality, are reasons why the imprint of the socialist period remains relevant.

In terms of Polish participatory culture development, the experience of socialism not only induced the fundamental fandom initiatives with a subversive undertone, but also inspired some politics-focused initiatives. A spectacular example of the political employment of participatory techniques is Orange Alternative movement.

 (MORE TO COME)

 

Dr. Agata Zarzycka is Assistant Professor of Literature at the Department of English Studies, Wrocław University. She has authored a monograph on role-playing games, Socialized Fiction: Role-Playing Games as a Multidimensional Space of Interaction between Literary Theory and Practice (2009). Her other publications deal with role-playing games, fantasy literature and participatory culture. Her current research project is devoted to Gothic influences on popular culture. She is also interested in remix, game studies, fandom and subcultures, as well as broadly understood speculative fiction.

Dr. Justyna Deszcz-Tryhubczak is Assistant Professor of Literature and Director of the Center for Young People’s Literature and Culture at the Department of English Studies, Wroclaw University, Poland. She has published a monograph on Salman Rushdie, Rushdie in Wonderland: “Fairytaleness” in Salman Rushdie’s Fiction (Peter Lang 2004). She has also published articles on Salman Rushdie, Angela Carter, fairy tales, YA fantasy, and Polish children’s literature, for example in Folklore and Marvels & Tales. She co-edited Towards or Back to Human Values? Spiritual and Moral Dimensions of Contemporary Fantasy (Cambridge Scholars Press 2006), Considering Fantasy: Ethical, Didactic and Therapeutic Aspects of Fantasy in Literature and Film (ATUT 2007), and Relevant across Cultures: Visions of Connectedness and Earth Citizenship in Modern Fantasy for Young Readers (ATUT 2009). Her research interests include children’s literature and culture, reader response, utopianism, ecocriticism, and intermediality. As Director of the Center for Young People’s Literature and Culture, she organizes and coordinates numerous creative workshops and courses for children and young adults. Since 2012 she has been on the editorial board of Filoteknos: Children’s Literature-Cultural Mediation-Anthropology of Childhood, the first Polish academic journal in the field. In 2003 and 2004 she was awarded the Scholarships of the Foundation for Polish Science for young scholars. Her expertise was recognised internationally in 2004 through the Study Fellowship at the International Youth Library in Munich and in 2013, through Kosciuszko Foundation Fellowship and Fulbright Senior Advanced Research Award to work at the Institute of Effective Education and the Department of Childhood Studies, at Rutgers University.

"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 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).

"To JK Rowling, From Cho Chang": Responding to Asian Stereotyping in Popular Culture

This is the second in a series of blog posts produced by the students in my Public Intellectuals seminar at USC's Annenberg School of Communication and Journalism. We appreciate any feedback or response you'd like to share.  "To JK Rowling, From Cho Chang": Responding to Asian Stereotyping in Popular Culture

by Diana Lee

 

Awhile back, my friend and fellow graduate student sent me a simple email with the subject line, “Calling out the representation of Asian women in Harry Potter books,” and a short one-line message:

“Saw this and thought of you – the videos are really interesting!!”

I was immediately intrigued by her email because she is, as I mentioned, a respected friend and colleague, and I know she is thoughtful about her communication, but also because before clicking on the link, I wasn’t certain what she was referring to. Had she thought of me because of my love of the magical world of Harry Potter? My academic and personal interest in representations of Asians, Asian Americans, and gender in U.S. media and popular culture? Was it because of my deep appreciation of people who create counter-narratives that challenge stereotypes and forefront voices that are not frequently heard in “mainstream” dialogue? Or perhaps it was a show of support for my hopeful but yet-to-be-solidified desire to combine my enthusiasm for all of these things in academic life? The answer? Yes. Turns out she was pointing me towards something that exemplified all of these things, and much more.

 

In April 2013, the Youtube video of college student spoken word artist Rachel Rostad’s “To JK Rowling, from Cho Chang” went viral. In the video, she is shown performing a poem which challenges the representations of Asian women and other marginalized groups in the Harry Potter series and other popular stories (such as Ms. Saigon, Madame Butterfly, and Memoirs of a Geisha). Written and delivered in the style of many spoken word performances, Rachel uses a powerful, clear, strong voice, and the poem is filled with provocative examples artfully expressed to maximize emotional impact.

You can hear her frustration with the fact that Asians and Asian women in the U.S. are constantly misrepresented in shallow and/or stereotypical roles in books, movies, and television shows. You follow along as she exposes the subtle but sadly pervasive ways these caricatures are presented – with “Asian” accented English, with “foreign” names that may or may not make sense in actual “Asian” languages, as disposable minor characters used to set up the focus on the White, leading woman who is the “real” love interest, as sexually “exotic” Asian women who are submissive and/or hypersexualized, and only to be used and then discarded or left behind. And finally, at the end of the poem, through a story that comes across as her own, she draws a connection between why we should pay attention to these limited representations and speaks about an example of how they can influence our everyday interactions.

She makes the case that when we don’t see other representations of characters with depth and breadth that look and sound and think and love like real people, then the limited portrayals can impact not only the possibilities we can imagine for ourselves, but also what others see as possible for or with us. Rachel Rostad used this poem as a creative and powerful challenge to pervasive, potentially damaging, familiar portrayals, urging us to think critically about the stories, images, and identities we participate in consuming and perpetuating.

But that wasn’t all. She also did something else that we should highlight and celebrate.

The video of her spoken word performance went viral, generating a flurry of criticism and commentary. Instead of ignoring or dismissing these responses or getting pulled into destructively defensive or combative flame wars, she used the opportunity to reflect, learn, teach, and engage in a (public) conversation. She did this in a number of ways and across multiple platforms (e.g., YouTube, tumblr, blog posts, Facebook), but the most visible one is the follow-up video she created a few days after the first video was posted, which was called, “Response To Critiques of ‘To JK Rowling, from Cho Chang.’”

In the response video, Rachel speaks directly to the camera, beginning with “hey there, Internet!,” and point by point, articulately, sincerely, and calmly addresses the five main critiques that came pouring in to her through the various mediated forms she was involved with.

One point addressed the possibility that “Cho Chang” could be a legitimate name, despite what she articulated in her poem about “Cho” and “Chang” being two last names. Rachel admitted ignorance in Chinese and other naming practices, acknowledged that the line in the poem about Cho’s name was problematic, apologized for marginalizing and misrepresenting parts of a community she was trying to empower, and urged viewers to also focus on the other themes she draws on in the rest of the poem.

Following that, Rachel’s next series of comments emphasized that she does not speak for all Asian women, and is not claiming to through her work. She apologized again for unintended mischaracterizations, especially to those who reached out to her saying they felt misrepresented by her poem. Rachel then used these interactions to encourage reflection about and reemphasize the importance of a wider range of media and pop cultural portrayals for Asians and Asian women, which was one of the main points of her spoken word piece, saying, “I’m very sorry I misrepresented you. But I don’t think either of us is to blame for this. I would ask you, what conditions are in place that make it so that you are so defensive that I, someone with a completely different experience of oppression, am not representing your voice? It’s sad that we live in a society where my voice is so easily mistaken for yours - where our differing identities are viewed as interchangeable.”

Continuing on the theme of advocating for a wider range of media representations and prompting us to think critically about the representations we do see, Rachel’s third point was about the realistic portrayal of a grieving character versus in-depth character development of Asian and White female lead characters. Yes, Cho was sad about boyfriend Cedric Diggory’s death and confused about her developing feelings for Harry so she was crying, pensive, and sad most of the time, but JK Rowling intentionally set up Cho as weak to make Ginny, Harry’s eventual love interest and a White woman, look stronger. This may not have been intentionally racially charged, but it is important to think about because discrimination and prejudice are oftentimes not only about intentionality. This is a theme that recurs in mainstream films and stories – women of color appear as minor, brief, undeveloped characters to set up the “real” relationship for the main White characters later in the narrative, and the more we see it repeated with no alternative portrayals, the more it has the potential to seem “natural.”

Similarly, her fourth point is also about different ways that problematic representations take form, describing why she talked about Dumbledore’s sexuality, which some argued seemed tangential to the main themes of the poem. Thinking about representation and whose stories are privileged is not only about who is invisible from the story, or the limited roles people are allowed to play, but it is also about considering that even when in prominent positions within stories, aspects of character’s identities aren’t developed in a way that illustrates the depth and complexity of our lived realities.

Rachel’s fifth point in her response video is about how she does not hate Harry Potter or JK Rowling (or Ravenclaw, I’m assuming!), but rather is a fan who grew up on the books and went to all the midnight showings, and importantly, is also able to think critically about and critique a world that she also enjoys.

And finally, she closes the response video with this message:

That's it for now. I understand if you still disagree with me, but I hope you now disagree with me for the arguments I'm actually making, and it's been humbling and amazing to watch people respond to this video. I think that the presence of so much passionate dialogue means that this is an issue that needs to be talked about. And yes, I made mistakes, and just as I think JK Rowling did with some of her characterizations. But what I hope people realize is that dialogue about social justice is not about blaming people for making mistakes, whether it's me or JK Rowling. It's about calling attention to mistakes, which I'll be the first to admit, is painful, and using those mistakes as an opportunity to grow.

I personally have learned so much from the mistakes I've made in this process, and I want to thank the community for calling me out on that. Social justice is about holding each other accountable. And I hope as a devoted fan base and as an amazing community we can continue to use my piece as a jumping off point for further dialogue, growth, and reflection.

Thank you.

We should celebrate this as an exemplary instance of reflexivity, of praxis  – of the liberating power of reflection, awareness, and action. Of an intelligent, passionate young person invested in learning from and contributing to her community. Of the engaging, participatory possibilities available through working with popular culture and using technology, media, and newer forms of mediated communication as tools for transformative education. This is also a great opportunity for educators and families to unpack the pedagogical implications of what happens when you find something young people are excited about and engage in this kind of expression and communication with a larger community. And this is also an example of what media scholar Henry Jenkins calls participatory culture, specifically, in relation to new media literacies and civic engagement.

These words – reflexivity, praxis, pedagogy, new media, media literacy, civic engagement – get thrown around in academic institutions and circles all the time. And we should continue to teach them and explore their philosophies and apply their meanings, but we cannot forget the importance of grounding them in concrete examples, not just for academics or practitioners, but also for people who may not use these same terms, but still find the practices empowering. Rachel Rostad’s two videos, along with her other critical engagement with this discourse, is a great, accessible example of what we hope that people of all ages are doing when they are participating in mediated communication, engaging with popular culture, and otherwise interacting out in the world. We hope that people are actively engaged with their media and popular cultural stories and artifacts, and with each other. We hope that people are thinking about ideas, sharing them, playing with and acting on them, challenging each other and working out responses, incorporating new information, helping each other to learn and grow, and then repeating that process again and again.

By following Rachel’s videos and active online engagement with a larger community, we can literally see and hear this messy, discursive, interactive transformative learning and teaching process unfolding. One of the key messages Rachel communicates is that she has learned a lot through the process of writing this poem, performing it, posting it online, receiving and engaging with all of the responses to it, and creating the follow-up video. She used these interactions in several ways. She apologized for areas where she made mistakes, where she misrepresented or silenced populations she was trying to empower. She clarified her perspective or points that either were not clear through the delivery of the poem, or could not be expanded on given the format of spoken word poetry. She used the experience as a way to take in and address critiques about areas she could have presented differently. And finally, she also spoke about the complexity of representation and tokenization both within the poem itself, which spoke about popular cultural representation via Cho Chang, but also in terms of her speaking about these topics from her positionality as a woman of color, who is considered “Asian” in the United States. She shared with us her processing and grappling with these issues, thanked all those that responded or commented, and kept the door open for future dialogue over these issues. She did all this, and publicly. What a courageous thing to do.

In one instance, for example, a blogger at Angry Asian Girls United (AAGU) posted a response to the original poem, calling Rachel out for her glaring misrepresentation of South Asians and for ignoring Pan-Asian solidarity and identity. The blogger also critiqued her for taking up the term “Brown” as an East Asian, and for conflating the varying meanings of the “Asian” label when you consider U.S. versus U.K. contexts (where Harry Potter’s world is set; because then “Asian” would refer to Indians or other South Asians, e.g., Sri Lankans, Bangladeshis, Pakistanis, and people who look like Cho Chang would be referred to as “Chinese,” “Korean,” or another label associated with the East Asian country they hailed from). In the poem, Rachel speaks of “Asians” as if it equates to East Asian, and does not count Indian characters Padma and Parvati Patil when she speaks of “Asians,” a common issue when people have not fully unpacked the deeply ingrained, volatile, problematic U.S. (and global) race categorizations. In the poem, Rachel does include the Patil twins, as well as herself, as “Brown” and “minority.” I believe she used the term “Brown” as an attempt to empower and connect with discourses of identity politics that are possibly specific to U.S. cultural context, but whether (East, South, Central, Middle Eastern) Asians are included in that term, or whether she should or can use it can be saved for a separate conversation. The point is, the AAGU blog post called her out on her conflation, misrepresentation, and the silencing nature of Rachel’s use of these terms, and she heard them, learned from and engaged with the criticism.

This one relatively small but important part of this larger example shows how many people were actively engaged, challenging both their own and each other’s thinking processes through this topic, and in a public way, which allowed others (like me and you) to witness and/or participate in the discussion, even months later. Additionally, Rachel and the people commenting on her videos were engaged through the combination and use of multiple, networked avenues. In the example above, the video was first posted on YouTube, which acquired comments. Rachel was looking for a way to succinctly learn about and respond to the YouTube comments about the misrepresentation of South Asians, which she found through the Angry Asian Girls United blog post. Rachel then linked to this blog post and responded to it on her tumblr site, and also apologized for misrepresenting Asian women in her response video, which was posted on YouTube. And to begin with, both Rachel and the AAGU blog poster were familiar with Harry Potter, whether through the books or movies (or some other form, e.g., video games, news, conversations), and the conversation and rapid spread of the discussion were supported because of an already existing Harry Potter fan base. Through their dialogue, both Rachel and the AAGU blogger were pushing ideas of the fluid markers and conceptions of identity and how it impacts and is impacted by visibility, representation, and socio-historic context.

When thinking about social justice or civic engagement, we often look for big things – movements, large groups mobilizing many people – but sometimes we should shift our perspective a bit and focus in on the incredible things small groups of individuals are doing. They can also have a big impact. Word of mouth is a powerful thing.

In the end, it all comes full circle. Rachel shared her performance and reflection with communities in person and on the internet, my friend shared the videos with me, and now I’m sharing my thoughts with you. I will join both Rachel Rostad and my friend and echo their sentiments. Hi. I saw this, and thought of you. The videos are really interesting! I hope we can continue to use these conversations as a jumping off point for further dialogue, growth, and reflection. Thank you!

For more information on Rachel Rostad, visit her tumlbr or facebook pages. Rachel is currently a student at Macalester College in St. Paul, Minnesota. In keeping with voicing diverse stories about Asian Americans, she also has a great poem, “Adoption,” which is about identity, belonging, and family, from the perspective of a Korean adoptee growing up with a non-Korean family in the U.S., and one of her latest poems is about her Names.

Diana Lee is a Ph.D. student at USC Annenberg School for Communication and Journalism. Her work explores representations of race, ethnicity, gender, nationality, and other aspects of identity in U.S. media and popular culture. Specifically, she focuses on media portrayals of Asians and Asian Americans, implications of stereotypical and limited representation, and the educational and empowering nature of counter-narratives. Of particular interest are counter-narratives created through networked, mediated expressions, as well as participatory experiences and communities.

 

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.