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

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

Seriality is an essential component in a storytelling equation:

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

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

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

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

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

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

Announcing Transmedia Hollywood 4: Spreading Change

UCLA School of Theater, Film, and Television,and USC Annenberg School of Communication & USC School of Cinematic Arts

Transmedia, Hollywood 4: Spreading Change

Presented by The Andrew J. Kuehn, Jr. Foundation

Friday, April 12, 2013 James Bridges Theater, UCLA

9:00 am – 6:00 pm

 

Transmedia, Hollywood is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Transmedia, Hollywood turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means. Transmedia, Hollywood is co-hosted by Denise Mann and Henry Jenkins, from UCLA and USC, two of the most prominent film schools and media research centers in the nation.

Transmedia, Hollywood 4: Spreading Change

Transmedia entertainment has been advanced within the Hollywood system primarily through a logic of promotion, audience building, and engagement, offering the ideal tools for capturing the imagination of networked audiences through the creation of immersive and expansive imaginary worlds. As transmedia has spread around the world, especially to countries with a much stronger tradition of public media, these same practices have been embraced as a means not of building fictional realms but of changing the world:

  • As advertisers seek to construct their own “brand communities” as a way of forging strong affiliations with their consumers, many are embracing cause-based marketing. In the process, these brand marketers are recognizing young viewers’ capacity for civic engagement and political participation, one of the hallmarks of the millennial generation. While sometimes these brand messages end up advancing cultural movements, in other instances, they simply coopt these shared generational concerns.
  • Educational approaches to entertainment, popular across the developing world, are now extending across multiple media platforms to allow fans to develop a deeper understanding of health and social policy issues as they dig deeper into the backstories of their favorite characters. Alternative reality games, which seek to encourage grassroots participation as a marketing tool, have shifted from solving puzzles to mobilizing players to confront real world problems.
  • Fan networks, organized to support and promote favorite media franchises, are taking on the challenge of training and mobilizing the next generation of young activists, using their capacity as thought leaders to reshape the attention economy by increasing public awareness of mutual concerns.
  • Nonprofit organizations are increasingly thinking like entrepreneurial start-ups and vice-versa, as young people are starting organizations which embrace the notion of the “consumer-citizen,” modeling ways that social-change efforts can be embedded within the everyday lifestyles of their supporters.

Each of these productive, participatory, community-based activities have been facilitated over the past decade by a widening web of 2.0 social media platforms such as YouTube, Facebook, Twitter, and Pinterest. The millennial generation’s mastery of “play” has now expanded to include a growing number of apps, casual games, short-form digital entertainment experiences, and expansive alternate reality games. Millennials, who have been acclimating themselves with the tools of connectivity in times of play, now have at their disposal the means to harness a global community to solve such pressing issues as global warming, ethnic, racial or religious genocide, labor unrest, the inequities associated with class, and countless other modern-day assaults. Many of today’s thought leaders—baby boomers that witnessed an earlier social revolution during the late sixties—marvel over the subtle but pervasive shift that is underway in the web 2.0 era and beyond as social connectedness is becoming reframed as a means for large-scale community action.

Transmedia producers in Hollywood have much to learn from a closer examination of these other forms of entertainment and educational discourse, which we might describe as “transmedia for a change.” When is it appropriate for the big media companies to incorporate such themes and tactics into their pop culture franchises? And when should they tolerate, even embrace, the bottom up activities of their fans which have used their content as vehicles for promoting social justice and political change? What does it mean to produce entertainment for a generation which is demanding its right to meaningfully participate at every level — from shaping the stories that matter to them to impacting the governance of their society?

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

For conference Registration, see : http://transmediahollywood4.eventbrite.com/#

Also, that same weekend, 5D Institute, in association with University of Southern California, invites you to join us in The Science of Fiction, our first Worldbuilding festival. This groundbreaking event will take place on April 13, 2012 in honor of the unveiling of the new USC School of Cinematic Arts Interactive Media complex. For more information, see http://5dinstitute.org/events/science-of-fiction

9:00—9:10 am: Welcome and Opening Remarks – Denise Mann & Henry Jenkins
9:10—11:00 am: Panel 1 Revolutionary Advertising: Cultivating Cultural MovementsIn the web 2.0 era, as more and more millennials acquire the tools of participatory culture and new media literacy, some of this cohort are redirecting their one-time leisure-based activities into acts of community-based, grassroots social activism. Recognizing the power of the crowd to create a tipping point in brand affiliation, big media marketers, Silicon Valley start-ups, and members of the Madison Avenue advertising community, are jumping on board these crowdsourcing activities to support their respective industries. In other words, many of the social goals of grassroots revolutionaries are being realigned to serve the commercial goals of brand marketers. In the best-case scenarios, the interests of the community and the interests of the market economy align in some mercurial fashion to serve both constituencies. However, in the worst case scenario, the community-based activism fueling social movements is being redirected to support potato chips, tennis shoes, or sugary-soda drinks. Brand marketers are intrigued with the power and sway of social media, inaugurating any number of trailblazing forms of interactive advertising and branded entertainment to replace stodgy, lifeless, 30 second ads. These cutting edge madmen are learning how to reinvent entertainment for the participatory generation by marrying brands to pre-existing social movements to create often impressive, well-funded brand movements like Nike Livestrong, or Pepsi Refresh. Are big media marketers subsuming the radical intent of certain community-based organizations who are challenging the status quo by redirecting them into unintentional alliance with big business or are they infusing these cash-strapped organizations with much needed funds and marketing outreach? Today’s panel of experts will debate these and other issues associated with the future of participatory play as a form of social activism.Todd CunninghamFormerly, Senior Vice-President of Strategic Insights and Research at MTV Networks.

Denise Mann (Moderator)      

Co-Director, Transmedia, Hollywood / Associate Professor, Head of Producers Program, UCLA School of Theater, Film and Television

Rob Schuham

CEO, Action Marketing

Michael Serazio     

Author, Your Ad Here: The Cool Sell of Guerrilla Marketing

Alden E. Stoner     

VP, Social Action Film Campaigns, Participant Media

Rachel Tipograph

Director, Global Digital and Social Media at Gap Inc.

 

 

 

11:10 am—1:00 pm: Panel 2 Transmedia For a ChangeHollywood’s version of transmedia has been preoccupied with inspiring fan engagement, often linked to the promotional strategies for the release of big budget media. But, as transmedia has spread to parts of the world which have been dominated by public service media, there has been an increased amount of experimentation in ways that transmedia tactics can be deployed to encourage civic engagement and social awareness. These transmedia projects can be understood as part of a larger move to shift from understanding public media as serving publics towards a more active mission in gathering and mobilizing publics. These projects may also be understood as an extension of the entertainment education paradigm into the transmedia realm, where the goal shifts from informing to public towards getting people participating in efforts to make change in their own communities. In some cases, these producers are creating transmedia as part of larger documentary projects, but in others, transmedia is making links between fictional content and its real world implications. 

Panelists

Henry Jenkins (Moderator)     

Co-Director, Transmedia, Hollywood / Provost Professor of Communication, Journalism, and Cinematic Arts, USC Annenberg School for Communication

Katerina Cizek     

Filmmaker-in-Residence, National Film Board, Canada

Katie Elmore Mota     

Producer, CEO of PRAJNA Productions

Sam Haren

Creative Director, Sandpit

Mahyad Tousi     

Founder, BoomGen Studios

1:00—2:00 pm: LUNCH BREAK
2:00—3:50 pm: Panel 3 Through Any Media Necessary: Activism in a DIY CultureA recent survey released by the MacArthur Foundation found that a growing number of young people are embracing practices the researchers identified as “participatory politics”: “interactive, peer-based acts through which individuals and groups seek to exert both voice and influence on issues of public concern.” These forms of politics emerge from an increasingly DIY media culture, linked in important ways to the practices of Makers, Hackers, Remix Artists and Fan Activists. This panel will bring together some key “change agents,” people who are helping to shape the production and flow of political media, or who are seeking to better understand the nature of political participation in an era of networked publics. Increasingly, these new forms of activism are both transmedia (in that they construct messages through any and all available media) and spreadable (in that they encourage participation on the level of circulation even if they do not always invite the public to help create media content).

Panelists

Megan M. Boler     

Professor and Associate Chair, Department of Humanities, Social Sciences, and Social Justice Education OISE/University of Toronto

Marya Bangee

Community Organizing Residency (COR) Fellow, OneLA, Industrial Areas Foundation (IAF)

Erick Huerta     

Immigrant’s rights activist

Jonathan MacIntosh

Pop Culture Hacker and Transformative Storyteller

Sangita Shreshtova (Moderator)

Research Director of Media Activism & Participatory Politics (MAPP) project, USC Annenberg School of Communications and Journalism

Elisabeth Soep     

Research Director and Senior Producer at Youth Radio-Youth Media International

 

 

4:00—5:50 pm: Panel 4 The e-Entrepreneur as the New PhilanthropistNonprofit organizations are increasingly thinking like entrepreneurial start-ups and vice-versa, as young people are starting organizations which embrace the notion of the “consumer-citizen,” modeling ways that social-change efforts can be embedded within the everyday lifestyles of their supporters. While the boomers treated the cultural movements of the late sixties as a cause, today’s e-citizens are treating their social activism as a brand. They are selling social responsibility as if it were a commodity or product, using the same strategies that traditional business men and women used to sell products.

Sarah Banet-Weiser

Professor, USC Annenberg School of Communication and Journalism and Department of American Studies and Ethnicity

 

Sean D. Carasso

Founder, Falling Whistles

 

Yael Cohen

Founder/CEO, Fuck Cancer

Milana Rabkin     

Digital Media Agent

Sharon Waxman (Moderator)

Editor-in-Chief, The Wrap

 

 

6:00—7:30 pm:RECEPTION

Transmedia Synergies: Remediating Films and Video Games

Earlier this fall, I received an email from a UCLA Cinema and Media Studies graduate student Mathias Stork, sharing with me a video he had produced for Janet Bergstrom's "DVD Essay for Film Analysis" and Steven Mamber's video games class.  Here's how Stork describes his essay:

I researched, planned, and produced it within a ten-week period. It has not been altered since I submitted it for class review. As a result, it is not an overly polished work. In the interest of time, I had to make several concessions in terms of style and argument (for instance, I would have preferred to use a video game font and elaborate upon the narrative dimensions of media convergence in the digital era). Nevertheless, the work, as it is, effectively reflects, I believe, an increasingly important topic in film and media studies. The goal of the video essay is to sketch out the culture of synergy situated at the intersection of cinema and video games, taking account of journalistic, industrial, and, predominantly, aesthetic correspondences between the two media. In my opinion, it represents a 'work-in-progress', designed to stimulate interest and future research.

The video essay was published in the Winter 2013 issue of MEDIASCAPE, available here

I immediately know I wanted to pass this video essay along to my blog readers -- for many reasons. First, because it represented an innovative form of scholarship. I am hoping we will see more examples of these kinds of analytic video essays in the future, and there are several others featured in this issue of Mediascape. Second, because the issues it discusses -- having to do with the interplay between video games and cinema, notions of remediation and transmedia storytelling -- are ones which we regularly discuss through this blog and which I know many of my readers are finding ways to teach. Stork's video essay reviews a broad range of theorists and approaches which we might take to think comparatively about old and new forms of entertainment and illustrates them with a compelling selection of clips from contemporary films and games. I know this is a video I will be using in my own teaching in the months ahead and if you are teaching new media or transmedia, you may also find it a welcomed resource.

Transmedia Synergies - Remediating Films and Video Games from Matthias Stork on Vimeo.

Matthias Stork is a Masters student in the Cinema and Media Studies program at the University of California – Los Angeles, USA. He researches the intersections of film and digital media, especially the synergies between films and video games, as well as the aesthetics of digital marketing, fandom, and the forms of digital film studies. His work has appeared in Frames, Cinema Journal, Press Play, and Film Studies for Free. He served as META section editor for the Winter 2013 issue of Mediascape and is currently the co-Editor-in-Chief of the upcoming issue. He is also the co-editor of Superhero Synergies: Genre in the Age of Digital Convergence (Scarecrow Press, 2013).

Spreadable Media Spreads New Joy For 2013

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

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

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

How Caine Won the Internet from Stephanie Linka on Vimeo.

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

The Moral Economy of Soap Opera Fandom C. Lee Harrington

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

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

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

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

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

How Spreadability Changes How We Think about Advertising Ilya Vedrashko

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

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

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

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

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

Soulja Boy and Dance Crazes Kevin Driscoll

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

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

Television’s Invitation to Participate Sharon Marie Ross

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

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

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

What Old Media Can Teach New Media Amanda D. Lotz

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

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

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

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

More Spreadable Media: Rethinking Transmedia Engagement

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

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

Forensic Fandom and the Drillable Text

 

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

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

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

 

A History of Transmedia Entertainment

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

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

 

 

Performing with Glee

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

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

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

Valuing Fans

Why work toward a model for valuing fans?

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

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

 

The Online Prime Time of Workspace Media

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

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

Futures of Entertainment 6 Videos (Part Two)

Saturday, Nov. 10 Opening Remarks from FoE Fellows Xiaochang Li and Mike Monello

Curing the Shiny New Object Syndrome: Strategy Vs. Hype When Using New Technologies With the constant barrage of new technologies, platforms, and services vying for attention, media producers and marketers are frequently lost among the potential places–and ways–of engaging with their audiences. Before they have ever truly figured out one technology, they’ve already moved to another, because of an intense desire to be “first.” As such, companies and media properties have launched–and then abandoned–their virtual world presence, their mobile app, their social game, and their QR code and are now exploring “social TV,” “Twitter parties,” Pinterest pages, augmented reality, and location-based initiatives. This leaves the web littered with old blogs, microsites, and profiles and companies blaming technologies when, too often, it’s been the lack of strategy that led to no traction. How do storytellers and communicators build a framework to more intelligently choose technologies based on how a platform aids their story and their audience, rather than a “gee whiz…get me one of those” approach? How does–or should–listening to the audience factor into this process? And what role, or responsibility, do technology creators have to help with this integration process? Drawing on examples contemporary and historical, this panel looks at how and when to take risks with new platforms, the difference between “innovative failure” and “failure to innovate,” and the deeper patterns of engagement that help us make sense of how new platforms and behaviors connect to longstanding means of engagement. Panelists: Todd Cunningham, Futures of Entertainment fellow and television audience research leader Jason Falls, CEO, Social Media Explorer Eden Medina, Associate Professor of Informatics and Computing, Indiana University David Polinchock, Director, AT&T AdWorks Lab Mansi Poddar, co-founder, Brown Paper Bag Moderator: Ben Malbon, Managing Director, Google Creative Lab

Rethinking Copyright: A discussion with musician, songwriter, and producer T Bone Burnett; Henry Jenkins, Provost’s Professor of Communication, Journalism, Cinematic Arts, and Education at the University of Southern California; and Jonathan Taplin, Director of the Annenberg Innovation Lab at the University of Southern California. As the recent legislative battles have demonstrated, it’s becoming painfully clear that our conception of copyright is ill-prepared for regulating and making sense of a world where media content is fluidly circulated by most of a society. However, in an effort make content free to spread in the ways audiences find them relevant, what is the appropriate balance to ensure that the rights of content creators are preserved and that the incentive to develop intellectual property remains? Rather than continue a debate in which audiences and critics attack copyright while media companies cling to them, how might we cut through current tensions to collaboratively imagine what a new sense of copyright, appropriate for an era of “spreadable media,” might look like?

The Futures of Video Gaming Many innovations in the creative industries owe their roots and inspiration to the gaming world, from audience engagement and storytelling techniques to distribution methods and cross-platform integration. This session examines some of the critical questions facing those working in the gaming industry as large companies and indie developers grapple with the challenging evolution of the market brought on by new networked technologies, audience practices, and business models. How are game developers embracing or rejecting the unauthorized play of games online, and how has piracy evolved as a discourse in the gaming sector? How do creators strategize around the widespread circulation of games through automated propagation (using friend invitations for social and “free to play” games) — or grassroots spreading (for unexpectedly popular titles like Minecraft) — of information through social network sites? How badly are new architectures (Steam, Xbox Live Arcade, PSN Network) clashing with old traditions (game stores, $60 game discs)? And how are business models in the gaming industry shifting as we see massive success simultaneously from high-budget technology like Kinect and low-budget distribution like the Humble Bundle? Panelists: T.L. Taylor, Associate Professor of Comparative Media Studies, MIT Christopher Weaver, founder of Bethesda Softworks and industry liaison, MITGameLab Ed Fries, architect of Microsoft’s video game business and co-founder of the Xbox project Walter Somol, head of tech community outreach, Microsoft New England Research and Development Center Moderator: Futures of Entertainment Fellow and games producer Alec Austin

The Futures of Storytelling and Sports Throughout the history of mass media, sports programming has been an innovator. In today’s era of online circulation, transmedia storytelling, and 24/7 access to engaging with sports stars, teams, and fellow fans, sports franchises could be argued as the most immersive of storyworlds–with drama playing out in real-time, and the “narrative world” being our own. What is driving innovation in how sports tell their stories, and get their fans more engaged than ever, through multiple media platforms? How does operating as a media franchise in our everyday world set sports apart from entertainment properties? How are sports empowered by being “real,” and what constraints does that place on what they can do as well? How are talent engaged to be part of the storytelling? And what innovations are seen as sports are extended wholly into the fictional realm, whether through licensed extensions or various forms of “sports entertainment”? Panelists: Abe Stein, researcher at Singapore-MIT GAMBIT Game Lab; graduate student, Comparative Media Studies, MIT; columnist, Kill Screen Peter Stringer, Senior Director of Interactive Media, Boston Celtics Jena Janovy, Enterprise Editor, ESPN.com Jamie Scheu, associate content director, Hill Holliday Moderator: Alex Chisholm, transmedia producer and Co-Founder and Executive Director, Learning Games Network

Closing Remarks from FoE Fellow Sheila Seles and Dr. Heather Hendershot, Comparative Media Studies, MIT

Futures of Entertainment 6 Videos (Part One)

Over the next few installments, we are going to be sharing videos of the panels from this year's Futures of Entertainment conference, now in its sixth year, and developing a really strong community of followers who come back again and again to participate in our ongoing conversations. For those who do not know, FoE is a conference designed to spark critical conversations between people in the creative industries, academics, and the general public, over issues of media change. The Futures of Entertainment consortium works hard to identify cutting edge topics and to bring together some of the smartest, most thoughtful people who are dealing with those issues. It is characterized by extended conversation among the panelists in a format designed to minimize "spin," "pitch" and "pontification," and in a context where everything they say will be questioned and challenged through Backchan.nl, Twitter, and (this year) Etherpad conversations. As someone noted this year, one of the biggest contributions of the conference has been close interrogation of the language the industry uses to describe its relationship with its publics/audiences, and this year was no exception, with recurring concepts such as "curation" getting the full FoE treatment. And we came as close as we've ever come to a Twitter riot breaking out around the "Rethinking Copyright," session on which I participated.

The conference, traditionally, opens on Thursday with a Communications Forum event. This year, the focus was on New Media in West Africa, part of our ongoing exploration of the global dimensions of entertainment. There was much discussion of what we could learn from Nollywood (even hints of the coming era of Zollywood) and a spontaneous live performance by Derrick “DNA” Ashong.

New Media in West Africa Despite many infrastructural and economic hurdles, entertainment media industries are burgeoning in West Africa. Today, the Nigerian cinema market–”Nollywood”–is the second largest in the world in terms of the annual volume of films distributed, behind only the Indian film industry. And an era of digital distribution has empowered content created in Lagos, or Accra, to spread across geographic and cultural boundaries. New commercial models for distribution as well as international diasporic networks have driven the circulation of this material. But so has rampant piracy and the unofficial online circulation of this content. What innovations are emerging from West Africa? How has Nigerian cinema in particular influenced local television and film markets in other countries across West Africa, and across the continent? What does the increasing visibility of West African popular culture mean for this region–especially as content crosses various cultural contexts, within and outside the region? And what challenges does West Africa face in continuing to develop its entertainment industries?

Panelists: Fadzi Makanda, Business Development Manager, iROKO Partners Derrick “DNA” Ashong, leader, Soulflége Colin Maclay, Managing Director, Berkman Center for Internet & Society, Harvard University Moderator: Ralph Simon, head of the Mobilium Advisory Group and a founder of the mobile entertainment industry

Opening Remarks from FoE Fellows Laurie Baird and Ana Domb

Listening and Empathy: Making Companies More Human Media properties have long measured audiences with Nielsen ratings, circulation numbers, website traffic and a range of other methods that transform the people who engage with content into that aggregate mass: the audience. Meanwhile, marketing logic has long been governed by survey research, focus groups, and audience segmentation. And, today, executives are being urged to do all they can to make sense of the “big data” at their fingertips. However, all these methods of understanding audiences–while they can be helpful–too often distance companies from the actual human beings they are trying to understand. How do organizations make the best use of the myriad ways they now have to listen to, understand, and serve their audiences–beyond frameworks that aim to “monitor, “surveil,” and “quantify” those audiences as statistics rather than people? What new understandings are unearthed when companies listen to their audiences, and the culture around them, beyond just what people are saying about the organization itself? What advantages do companies find in embracing ethnographic research, in thinking about an organization’s content and communications from the audience’s perspective, and in thinking of “social media” not just as a new way to market content but a new and particularly useful channel for communicating, collaborating and conducting business?

Panelists: Lara Lee, Chief Innovation and Operating Officer, Continuum Grant McCracken, author, Culturematic, Chief Culture Officer Carol Sanford, author, The Responsible Business Emily Yellin, author, Your Call Is (Not That) Important to Us Moderator: Sam Ford, Director of Digital Strategy, Peppercomm

The Ethics and Politics of Curation in a Spreadable Media World–A One-on-One Conversation with Brain Pickings’ Maria Popova and Undercurrent’s Joshua Green We live in an environment where the power of circulation is no longer solely–arguably, even primarily–in the hands of media companies. However, if that means we all now play a role as curator and circulator of content, what responsibilities does that bring with it? How is curation becoming an important aspect of the online profile of professional curators? And, for all of us who participate in social networking sites or who forward content to family and friends via email, what are our obligations to both the creators of that content and to the audiences with whom we share it? If we possess the great power to spread content, what are the great responsibilities that come along with it?

The Futures of Public Media Public media creators and distributors often face a wide variety of strains on resources which impact their ability to innovate how they tell their stories. Yet, in an era where existing corporate logics often restrain how many media companies and brands can interact with their audiences–or how audiences can participate in the circulation of media content–public media-makers are, at least in theory, freed from many of the constraints their commercial counterparts face. How have the various innovations in producing and circulating content that have been discussed at Futures of Entertainment impacting public media-makers? How do the freedoms and constraints of public media shape creators’ work in unique ways? How have innovations happening in independent media, civic media, and the commercial sector impacting those creators? And what can we all learn from their innovation and experiences?

Panelists: Rekha Murthy, Director of Projects and Partnerships, Public Radio Exchange, Annika Nyberg Frankenhaeuser, Media Director, European Broadcasting Union, Andrew Golis, Director of Digital Media and Senior Editor, FRONTLINE Nolan Bowie, Senior Fellow and Adjunct Lecturer in Public Policy, Kennedy School of Government, Harvard University

Moderator: Jessica Clark, media strategist, Association of Independents in Radio

From Participatory Culture to Political Participation Around the world, activists, educators, and nonprofit organizations are discovering new power through their capacity to appropriate, remix, and recirculate elements of popular culture. In some cases, these groups are forging formal partnerships with media producers. In other cases, they are deploying what some have called “cultural acupuncture,” making unauthorized extensions which tap into the public’s interest in entertainment properties to direct their attention to other social problems. Some of these transmedia campaigns — Occupy, for example — are criticized for not having a unified message, yet it is their capacity to take many forms and to connect together diverse communities which have made these efforts so effective at provoking conversation and inspiring participation. And, as content spreads across cultural borders, these activists and producers are confronting new kinds of critiques —such as the heated debates surrounding the rapid spread of the KONY 2012 video. Are new means of creating and circulating content empowering citizens, creating new forms of engagement, or do they trivialize the political process, resulting in so-called “slactivism”? What are these producers and circulators learning from media companies and marketers, and vice versa? What new kinds of organizations and networks are deploying this tactics to gain the attention of young consumer-citizens? And, for all of us, what do we need to consider as we receive, engage with, and consider sharing content created by these individuals and groups? Panelists: Sasha Costanza-Chock, Assistant Professor of Civic Media, MIT Dorian Electra, performing artist (“I'm in Love with Friedrich Hayek”; “Roll with the Flow”) Lauren Bird, Creative Media Coordinator, Harry Potter Alliance Bassam Tariq, co-creator, 30 Mosques in 30 Days Moderator: Sangita Shresthova, Research Director of CivicPaths, University of Southern California

Closing Remarks from FoE Fellows Maurício Mota and Louisa Stein

And for your added entertainment pleasure, check out Dorian Electra's new music video, "FA$T CA$H: Easy Credit & The Economic Crash" which premiered at this year's conference.

http://www.youtube.com/watch?v=l4L_-4LbWRk

Creating Transmedia: An Interview with Andrea Phillips (Part Three)

Game designers have long debated how they might create a game that makes people cry or indeed, whether people cry about games all the time (and not just from frustration.) I am often asked a similar question about transmedia.  Is our experience of transmedia a necessarily cold and analytic one -- putting together pieces of a puzzle, searching for clues which provide insights -- or does it produce its own range of emotional impacts on the audience? 

The idea that weeping is the sole arbiter of emotional response is absurd. The fact is that not only can games and interactive narrative produce a range of emotions -- the same tears and laughter and boredom you can get from flat media -- but also a whole new palette of emotions that require the audience to have agency. Frustration, as you say, but also fiero. Guilt over one's actions. Pride over an accomplishment. Relief at escaping from danger.

Many transmedia narratives share that element of interaction, and hence can open up that broader range of human emotions to provoke. Indeed, this is one of the things I find the most exciting, as a writer -- if the goal if a story is to provide an emotional experience, then surely the forms that allow you to access a wider scope of emotions is the clear winner.

The idea that a transmedia experience must be cold and analytic is equally misdirected. It's mistaking form and structure for content. The emotional payload is carried by the context and meaning each piece has, not by how you consume it. You wouldn't call a business letter anything but a cold and emotionless format, but the memo that hires you or fires you is going to have tremendous emotional weight because of the meaning you bring to it as a reader.

It also bears noting that insight based on fragmented evidence is our natural experience of life. Not to go down that "the whole world is a transmedia experience" path, but there is definitely a seed of truth there -- attaching meaning and therefore emotional weight to what amount to breadcrumbs is a very common and very human activity, whether the stories we're engaging with are authored fiction or not.

Writers have often described film and theater in terms of the willful suspension of disbelief, yet it can be hard to sustain disbelief across a story which is dispersed across so many different media. Indeed, transmedia often calls attention to the processes of its own production and circulation in ways which can impact its emotional reality. This may be why early ARGS claimed “this is not a game” and thus incorporated the reality of the web into the story. I’ve suggested we might think about the active production of belief as part of the expectation the transmedia storyteller places on their audience. What insights do you have about the problem of maintaining the credibility of a transmedia story?

This is an issue I've wrestled with quite a lot, because there are tremendous ethical and legal questions around pervasive fiction. How do you account for bystanders misinterpreting your content -- and maybe reporting you to the authorities? And yet how do you create an immersive experience if you're lamp shading the fact that your story isn't really real?

The solution, I think, is to separate the idea of realism and verisimilitude from the idea of emotional and narrative authenticity. It's easy to mistake the two, because they're both interpretations of truth. This isn't a new problem, either. In the 18th century, many novels claimed to be papers found in an attic, journals arrived in a mysterious parcel, and the like. They, too, were striving for realism in an effort to stake out credibility and authenticity, as the novel was considered a low form at the time. But now we've grown comfortable with the idea that a novel is outright fabricated by a writer, and that novels have cultural value, too.

Transmedia narrative will get there as well, and I suspect a lot faster, because audiences now have much more sophisticated media habits than audiences three hundred years ago. The audience will happily forgive you for gaps in realism. The hero rarely has to take a bathroom break, after all, and the bad guys are nearly always terrible marksmen. But if you have a character react to a situation in a way that doesn't feel true to the audience, you'll simply lose them.

Once you recognize this key distinction, it liberates you from striving to make things all look perfectly and completely realistic. The audience wants to buy into your story, so using intro and outro bumpers on video clips and corporate footers on websites don't damage the heart of the experience.

Classic Hollywood developed principles of redundancy so that every detail that mattered was repeated multiple times -- they sometimes talked about the Law of Threes. Does redundancy become more or less important in a transmedia text? What are some strategies that are effective for building redundancy into the text without boring your most dedicated fans? Are there other principles which should be used to insure the accessibility of a transmedia story?

As with many parts of transmedia creation, there's no one right answer. It depends on what works best for the project you're trying to make. Outright repetition could be necessary in some works and not others.

The one hard rule I'd put is this: if you're providing multiple entry points to your story, then you need to provide enough context for the audience to understand what's going on at exactly that point. If that means you have to repeat important details, then so be it, but a more elegant solution might be to provide easy access to that information in an out-of-story reference source. It might also be possible to include certain key information in entry pieces of content and then never repeat them. If you're making a sprawling Star Wars-style venture, you probably don't need to explain what a Jedi is in every new book or film; you can assume a certain amount of canon knowledge in your audience.

There is one more consideration, though, and that's the effect of fandom on a work. In an emergent and adaptive narrative, you may not even know what details will be important ahead of time. You simply choose the things your audience has focused on and reward that focus to the best of your ability.

Some communities thrive on explaining the story to one another, as well. Homestuck comes to mind -- it's recently been described as the Ulysses of the internet by the Idea Channel. It's nominally a web comic, but there are strong game influences and even outright games, music, and heavy audience influence over the events of the story. At this point, there are dozens of characters and an incredibly convoluted universe that operates under some very specific rules. The story can be nearly inscrutable in places if you aren't active in the fan community one way or another.

But if the creator, Andrew Hussie, were to repeat important details in the way that Hollywood might suggest, it would disrupt the flow of the story, limit its scope to what could be planned ahead of time, and it would remove the need for a sort of social grooming that happens in the fan community, of sharing common knowledge about the story and world. I don't think that fandom would be as robust if Homestuck itself wasn't as opaque.

 

Some argue that elements built into a transmedia story in order to intensify fan engagement can seem overwhelming to a more casual consumer who wants to just sit back and be entertained. Is this tension inevitable around a transmedia work or can we, as Christy Dena has argued, created different forms and levels of participation for different segments of a transmedia audience?

We can design for different levels of participation, and in fact for the most part we do. But there is a point of diminishing returns. If only ten people in the world will ever see a piece of content, perhaps you're better spending your budget on something else. You do in general have to choose between providing a very rich and deep experience for very few people, or providing a somewhat shallower experience to a much broader audience.

The fashionable solution right now is to make each platform a self-encapsulated narrative, completely accessible to casual audiences. Star Wars works just as one movie. Lizzie Bennett Diaries works just as a web series. Lance Weiler's Pandemic works just as a short film, and so on and so forth. But there are varying degrees of immersion available if you're motivated for all three of these. For Star Wars, you get entire other stories. For Lizzie Bennett, you get just a little characterization and depth.

And again, the issue of fandom rears its head. In a classic alternate reality game, most people will never actually solve a serious puzzle or pick up documents in a secret meeting at midnight. But the players who do jump through those hoops actually become a part of the entertainment for more passive audience members. The experience becomes something akin to a spectator sport.

Andrea Phillips is an award-winning transmedia writer, game designer and author. Her book A Creator's Guide to Transmedia Storytelling is published by McGraw-Hill. Her work includes educational and commercial projects such as The Maester's Path for HBO's Game of Thrones with Campfire Media, America 2049 with human rights nonprofit Breakthrough, Routes for Channel 4 Education, the independent commercial ARG Perplex City, and The 2012 Experience for Sony Pictures. These projects have variously won the Prix Jeunesse Interactivity Prize, a Broadband Digital award, a BIMA, an IVCA Grand Prix award, the Origins Vanguard Innovation Award, and others.

Creating Transmedia: An Interview with Andrea Phillips (Part Two)

By now, we have enough experiments to start to develop some core insights about what kinds of stories work best in a transmedia context. How would you define the goals and properties of a good transmedia story?

 

The core goal should always be to create a compelling story. Every facet of the work would reflect that, in a perfect world. But it's interesting to think about what elements of a story will actually sustain it, and what won't.

A lot of great transmedia works share certain surface characteristics: intricate mythologies or story worlds, a thread of the mysterious unknown, and some form of group identity the audience can relate to and imagine being a part of. Science fiction and fantasy are of course the main stock of transmedia so far, both because those genres easily fit those criteria, and because their fans tend to both interrogate their fiction relentlessly and sit early on the tech adoption curve. But we also see a lot of thrillers and mysteries, because those provoke seeking and solving behaviors; the audience actively wants more angles to the story and is motivated to seek them out.

There are a few genres that haven't yet been explored very well, though, and so I think we've found only a few things that work. How I Met Your Mother is pioneering the extended transmedia punch line. We'll definitely see more and more of that. And MTV's Valemont and now Lizzie Bennett Diaries tap into a potentially rich vein of complex social drama, for example. I think there's potentially a thriving market for soap-style transmedia relationship drama, but there haven't been as many efforts in that direction so far.

There's a related question: Is there anything in transmedia guaranteed not to work? I think very internal, literary stories might struggle to carry an expanded treatment without transforming into something entirely different. The Old Man and the Sea, for example, is a moving piece of writing, a work of classic literature, absolutely worth your time. But not really a great candidate to create a transmedia property. If you were to fracture it into pieces or expand the core of the story, you'd inevitably lose the power of the work as it stands. That's a huge part of being a transmedia creator, too; knowing when to leave well enough alone, because applying your tools will make the story worse, not better.

 

You describe yourself as a “big fan of physical artifacts” which help expand the world of the story. So often, transmedia is associated with digital media in popular discourse. What are some rich examples of projects which brought tangible and tactile media experiences into the mix? What do you see as the value of doing so?

 

Tangibility is a profoundly powerful thing. It's why we bring back souvenirs from trips, and why we cherish old concert t-shirts, why we buy replicas of rings and swords from movies we love. It's almost like locking all of the feelings and memories about a certain time and place into that object for safekeeping. I couldn't begin to explain the neuroscience, but I know the tool is that compelling. As an artist, of course I want to use that tool for the benefit of my story! And as a businesswoman, if people are willing to pay for that depth of experience, then I should definitely make it available.

Of course the HBO Game of Thrones campaign The Maester's Path is a great example of physical artifacts in transmedia marketing. The scent chests and food trucks dreamed up by Campfire were beautifully executed and well received (and I say this as someone who was on the team but definitely not the genius who dreamed up the strategy). Alternate reality games as a whole have an enormous history or providing tangible goods, to such an extent that the annual conference ARGfest sets up a museum every year so people can see and touch that history for themselves.

I'm working on an indie project right now called Balance of Powers, and just a few weeks ago, Kickstarter backers were sent an eight-page newspaper from the story world. It had display ads, classified ads, horoscopes, political news, a crossword puzzle -- just like a real newspaper, but all slightly altered to give information about the alternate-history universe where the story is taking place. The audience loves it, we have a way to make a little more revenue, and the story world expands in breadth and depth. It's a winning proposition all around. I am determined at this point to make a tangible element for every project I make, if I can manage it -- it's that powerful.

But as with many of the tools we place under the transmedia umbrella now, it's not even a very new practice! Video games used to use tangibility all the time. I loved Infocom text adventures, back in the day. The games themselves had no sound or graphics, but the boxes they came in were works of art. I remember letters and postcards, a swizzle stick shaped like a palm tree, a plastic evidence envelope with "cyanide" pills inside, maps and journals. Ultima games did it, too: coins and tarot cards and cloth maps. These objects both helped to evoke the game world right off the bat, and became cherished objects long after you'd finished the game. Games still do some of this, but they've switched to the revenue model, as well. You only get Master Chief's helmet if you shell out for the premium edition of Halo III.

I am a naysayer and don't consider all licensed objects to have that power, though. For me, there has to be an element of touching the story world. A toy light saber? Absolutely yes. Action figures and bed sheets? Maybe not so much. Those may be important sentimental objects, but they don't feel like objects from a fictional world that have materialized in our universe the way a replica of The One Ring might.

One common misunderstanding in transmedia is that because the information is dispersed across media, it can be consumed in any sequence and thus the story is essentially nonlinear. What roles do you see sequencing of information playing in shaping the transmedia franchise and what are some strategies people are using to influence to order in which we engage with the different segments they have produced?

This is one of the big structural challenges we deal with again and again. You can make entirely nonlinear experiences, but they're the exception, not the rule. That said, it is common for a minor component of a project to become a vector for introducing people to the greater work -- one wonder how many new people gave How I Met Your Mother a chance after the Robin Sparkles "Let's Go To The Mall" video. So you can certainly make discrete pieces that don't have much bearing on the chronology of the overarching storyline.

There are several possible solutions to the problem, though. One is to make it very obvious what your intended sequence of consumption is.  Reading or viewing guides, for example, for finished works. It's also good design to account for that in your structure; to make entry points obvious and numerous. Everybody knows where to get started with Star Wars -- you watch the movies.

For an experience that plays out in real time, finding a way to catch up new audience members is an enormous challenge, but an important one if you want to keep your audience growing. One of the things I'm most impressed with from The Lizzie Bennett Diaries is their recap model. Of course viewing order for the web series is obvious from looking at the YouTube channel. But there's also a handy reference page where important Tumblr posts and Storified social media exchanges are archived.

And then there's the Fourth Wall Studios approach with Dirty Work -- there's a main linear narrative with a distinct and obvious path through it. Other elements add to that, but it's not strictly necessary to consume them at all -- and they're all anchored in the main video so that it's literally not possible to access them from the wrong spot.

I think, though, that all of this is still a little clumsy. This is one of those elements of transmedia narrative where I feel like we haven't yet established the right conventions and vocabulary. In film, you know how to interpret a montage or a scene with calendar pages dropping to the floor. One day, we'll have simple and agreed method for showing an audience the best and intended way to navigate a transmedia experience, even if we're not quite there yet.

You use the example of “Chekhov’s Gun” to describe a particular kind of storytelling, where everything introduced must have a clear function within the narrative. Once you introduce a gun into the story, at some point you have to have a character fire it or otherwise what's the point. Yet, transmedia expands the potential range of functions which a device or detail might serve. For example, it might simply tell us something about the world which goes beyond the demands of a particular story, or it might be a rabbit hole which opens up places for the audience to explore beyond what’s explicitly on the screen. How, then, do transmedia producers know when to stop adding details? How do you answer the core question which many game designers learn to address early in their creative process -- what’s not in the game?

That's a particularly pertinent question in light of the reaction to Prometheus. The film centered around explaining a mystery from the first Alien film -- at least in part; there were a few points of conflict between the two accounts. But many viewers of both films were very unhappy with how that mystery was answered. They felt that by spelling out the origin of that first alien, the original work lost some of its impact.

When you're writing a complex work of fiction, it's often the case that you'll have a lot of information about backstory that you aren't going to pass on to your audience. It might seem like a waste to generate that knowledge and then not use it as content. But sometimes it's crucial to get your story straight about events and motivations you never want to spell out -- you're creating a negative space, and that space has to remain consistent. In order to preserve consistency, though, you have to be completely clear about what occupies that space.

I think, though, that part of this is simply the art of storytelling. The act of telling a story is implicitly the act of choosing a frame. There will always be things that happen before your story begins, and after it's over; there will always be things that occur during the story that you choose not to include. The art of narrative is to curate what you include in order to create the most satisfying possible story. Unfortunately, that's one of the hardest skills for a writer to learn.

The best (but still imperfect) advice I'd have is to understand what parts of your story are absolutely immutable, and which you can change. If you can cut something out of the story and still have a comprehensible story, then that element has to go through a harder vetting process. What is it adding? If you can't put your finger on a rock-solid reason to keep it in, maybe that's your signal that you shouldn't include it at all.

 

Andrea Phillips is an award-winning transmedia writer, game designer and author. Her book A Creator's Guide to Transmedia Storytelling is published by McGraw-Hill. Her work includes educational and commercial projects such as The Maester's Path for HBO's Game of Thrones with Campfire Media, America 2049 with human rights nonprofit Breakthrough, Routes for Channel 4 Education, the independent commercial ARG Perplex City, and The 2012 Experience for Sony Pictures. These projects have variously won the Prix Jeunesse Interactivity Prize, a Broadband Digital award, a BIMA, an IVCA Grand Prix award, the Origins Vanguard Innovation Award, and others.

 

 

Creating Transmedia: An Interview with Andrea Phillips (Part One)

Over the past few years, there has been a minor publishing industry emerging around books which seek to explain the aesthetics and economics of transmedia or crossmedia entertainment production. Among them: Drew Davidson (from Carnegie Melon University’s Entertainment Technology Program) contributed Cross-Media Communication (2010); Wired Magazine’s Frank Rose (2010) published The Art of Immersion; Nuno Bernardo (2011), a Portugal-based transmedia producer who has done work in Canada, Europe, and the United States, published A Producer’s Guide to Transmedia; the similarly titled A Creator’s Guide to Transmedia Storytelling: How to Captivate and Engage Audiences Across Multiple Platforms  is the work of Andrea Phillips (2012), whose clients have included HBO, Sony Pictures, and Channel 4, and Max Gionavagnoli (2011), an Italian based transmedia producer and teacher who has organized the Ted X Transmedia events, recently published a more theoretical work, Transmedia Storytelling: Imagery, Shapes, and Techniques. It is not simply that these books come from both industry and academic sources or that they come from both the United States and Europe, but the individual authors also often straddle borders, as creative producers who work sometimes in academic settings, or as producers who work in multiple national contexts. These books engage in what might be described as speculative aesthetics, theorizing future directions in transmedia, alongside pragmatic advice for would be producers.  

As someone who teaches courses in this space (and regularly hears from other faculty who are developing such classes), it is great to have such a rich array of texts to use to instruct and inspire our students. I am committed to using this blog to run interviews showcasing this projects: so far, I have run interviews with Davidson and with Rose, and now, I am happy to share this exchange with Andrea Phillips.

Phillips is one of the most thoughtful writers working in this space today: she manages to hit the right balance between pragmatism and vision, between describing the conditions under which transmedia producers work today and spelling out the long term potentials of this still emerging form. She has the weight of hard experience behind her, but she is also deft at exploring theoretical and aesthetic dimensions of her project. I learned a ton from reading her book, and I learned more from her response to some potentially challenging questions I threw her way. I hope you enjoy this interview which I will run across the next few installments. I am very much looking forward to meeting her in person at the Futures of Entertainment conference at MIT next week. (And, shameless plug, it's not too late for you to register to join us there.)

 

I was delighted to see such a strong emphasis on the audience in the title of your book. Many people want to see transmedia as centrally about textual practices or about technological affordances. What model of audience underlies the approach you take in your book?

I come to the creation of transmedia narrative as an audience member myself, first and foremost. As a result, I'm absolutely militant about making sure that the story has value to my intended audience, even across a spectrum of consumption styles. This approach arguably has as much in common with software design as with other kinds of storytelling: use cases and user flows become just as important as emotional texture and pacing.

There's an interesting piece of mental gymnastics required when you're thinking explicitly about your audience. On the one hand, the audience is made of multiple individuals who will each have different experiences of the narrative, depending on factors like mood and context you have no control over. And for many people, that individual experience is all they'll have.

On the other hand, your audience is made up of individuals who talk to one another -- on forums or other digital communities, on social media, in person. Just as your work is hopefully greater than the sum of its parts, so too is the audience. It's smarter than the single smartest person. It's a living organism that makes decisions about how to engage with your story on behalf of a huge share of your audience.

You have to be able to hold both of these ideas in your head, and plan both for the individual and for the hive mind simultaneously. That can be a tricky maneuver. It's easier to design simple for a single-player experience or assume every audience member will be experiencing your story through the lens of a collective. But it's much better practice to take both angles into account.

 

Your first sentence tells us, “there’s never been a more exciting time to be a storyteller.” Why? 

 

We're in the middle of an epochal shift in how human beings communicate with each other. There have been other disruptions in the past, of course. The printing press and television were both incredible disrupting technologies that totally altered our communications landscape. But the internet and the mass availability of the tools of production have for the first time put the power of one-to-many and many-to-one communications in the hands of just about everyone. (Gibson's unevenly distributed future notwithstanding.)

The result is a revolution in how we view and consume news, in how we engage politically, how we promote and fund businesses, how we spend our leisure time. And more to the point, it's completely altered the landscape of the possible for art and for artists. We have new tools and new ways to reach audiences -- and that's amazing.

But the part that gets me incredibly excited is that we're experimenting with new forms, too, or changing old ones into something breathtakingly novel. We're making new kinds of art that can exist only in the intersections between media, not just taking old media to new places. It's not every generation that gets to feel like you're shaping a whole new art form.

 

You write in the book about the East Coast and West Coast Schools of transmedia design philosophy. How important do you think these geographic distinctions have been in the ways transmedia has evolved over recent years? And what happens when we open transmedia to a more global perspective? Surely, East and West Coast mean something different if we are talking about Europe, Latin America, or Australia, each of which has made innovative transmedia properties.

In a way, I regret codifying that West Coast vs. East Coast ideology in the book, because the distinction I was addressing has much more to do with philosophy than with geography -- it's meant to underline a cultural difference created by different underlying industries and mechanisms of productions. Of course Los Angeles transmedia is heavily influenced by Hollywood and the TV industry that exists out there -- many of the people coming into transmedia in that region happen to come in already having that skill set, and it's wise to use the skills you have.

Meanwhile, New York has a very strong live theater community, and a strong network supporting independent film. So it makes perfect sense that works in that region would be influenced by proximity to those artists.

I find it extremely frustrating that a perception exists that big franchise-style intertextual works and very personalized independent works can't both be transmedia at the same time. It doesn't need to be a value judgment. Removing either one cheapens the whole of transmedia and what's possible under that umbrella.

Of course there are tremendous transmedia works coming out of Canada, Australia, the UK, Scandinavia -- and it's not easy to slot those into East Coast vs. West Coast. They all have their own distinct style and flavor, because of varying local factors. Canada, for example, has a world-class presence for transmedia documentary and nonfiction, as a side effect of how its funding bodies operate.

As we open our eyes to even more work being done globally, we'll find more interesting variations in approach than even that. In fact, I'd put down money that distinctions in that work already exist, but they haven't yet been thoroughly documented in English. What's the state of transmedia in Bollywood? What strides are occurring in the Korean MMO community?

It would be remarkably arrogant to just assume there are none -- it's a better bet to imagine there are marvelous works being created that the English-speaking transmedia community simply hasn't encountered yet. This is doubly true when you consider how many creators in English have independently stumbled into transmedia by making it before they ever heard the term.

From the start, transmedia has been caught in the competing pulls of marketing and storytelling. But, is this really different from any other form of commercial or popular entertainment form, which have historically been described in terms of the tension between Art and Commerce? What’s at stake in seeing transmedia as a form of storytelling as opposed to a form of marketing?

It's not a brand new thing, or unique to transmedia, not at all. This is the same old song and dance that early film went through, in particular. We have to navigate a tangled web of issues ranging from the credibility of art and artists, the need to make a living, public perceptions of the form, and the filters that audiences use to view any given work. The net result, though, is that being viewed solely as a potential marketing vehicle is very definitely a huge risk to the development of transmedia storytelling as an independent industry.

These risks are threefold. First, it means transmedia is on the hook to produce successful marketing outcomes in order for ongoing production of new projects to continue. This is problematic because transmedia isn't inherently a particularly good or efficient marketing vehicle. Transmedia marketing campaigns projects have created some amazing press buzz, to be sure, but the efficacy of a transmedia marketing campaign varies tremendously. And even in the areas where transmedia marketing excels (creating depth of engagement, for example) it's notoriously hard to measure how A few high-profile, expensive failures could chill any client's appetite for transmedia work. It would be a tragedy for something like that to smother the industry in the cradle.

And it means that audiences approaching a transmedia work will always be trying to ferret out the hidden brand message. Worse, it means that the creators are beholden to stay on message, limiting the scope of possible work enormously. A marketing client may place limits ranging anywhere from a mild "no swearing" to something as confining as "no responding to Tweets or comments." These limitations can hinder the viability of individual projects. But they're invisible to the public -- all they'll see is a transmedia marketing campaign that just doesn't quite work, and before you know it, transmedia itself is written off as an unviable mode of creation.

But equating transmedia with marketing, not storytelling, also means that independent artists have a more difficult time with winning grants, for example, or even generating press coverage. This does rise from that tension between art and commerce you mention; there is a myth that real artists don't sully their hands with concerns about mere money, the romanticizing of the starving artist in a garret producing purer work. Meanwhile, some of the finest art of our time is created as design work for advertisements. But it's not considered "art" in the purest sense because it was commissioned for a commercial purpose.

Ultimately, the credibility of transmedia as an art form is on the line, and therefore the willingness for programs to permit it as a course of study, for funding bodies to award money, or for investors to contribute will all suffer.

Andrea Phillips is an award-winning transmedia writer, game designer and author. Her book A Creator's Guide to Transmedia Storytelling is published by McGraw-Hill. Her work includes educational and commercial projects such as The Maester's Path for HBO's Game of Thrones with Campfire Media, America 2049 with human rights nonprofit Breakthrough, Routes for Channel 4 Education, the independent commercial ARG Perplex City, and The 2012 Experience for Sony Pictures. These projects have variously won the Prix Jeunesse Interactivity Prize, a Broadband Digital award, a BIMA, an IVCA Grand Prix award, the Origins Vanguard Innovation Award, and others.

 

 

 

 

 

Batman and Beyond: An Interview with Will Brooker (Part One)

Since 2001, Will Brooker has emerged as one of Great Britain's top thinkers about cult media, having tackled Star Wars (Using the Force: Creativity, Community and Star Wars Fans), Alice in Wonderland (Alice's Adventures: Lewis Carroll in Popular Culture), Bladerunner (The Blade Runner Experience: The Legacy of a Science Fiction Classic) , and Batman (Batman Unmasked: Analyzing a Cultural Icon). Brooker's work starts where Tony Bennett and Janet Woollacott's Bond and Beyond: The Political Career of a Popular Hero (1987) or Roberta Pearson and William Uricchio's The Many Lives of the Batman (1991) left off. Both of these earlier works sought to explore difference and continuity in the ways "popular heroes" or "migratory characters" evolve over time, across media, and across media audiences. Brooker's work has pushed this tradition to a whole new level -- his writing moves fluidly between history, textual analysis, media theory, and audience ethnography, tracing the ways media franchises (old and new) have left their traces upon popular culture. Such an approach is interested in issues of authorship and fandom, in both how formulas emerge and how elastic they are in responding to shifting tastes and interests. For me, this represents one powerful model for how we can take a comparative media studies approach towards the texts which matter most in our lives.

This summer, I ran into Will Brooker in London where we were both speaking at the Symposium on Popular Media Cultures: Writing in the Margins and Reading Between the Lines, which was being hosted by the Center for Cultural and Creative Research at the University of Portsmouth and by Forbidden Planet, London’s best known comic book shop. Brooker shared some reflections on the construction of Christopher Nolan as an author around the then impending release of The Dark Knight Rises. Anticipating the cultural significance of the film, I asked him if he'd be willing to conduct an interview around the release of his new book, Hunting the Dark Knight: Twenty-First Century Batman, and he agreed. Will being Will has been tweeting to the world about the difficulty of my questions, so now you have a chance to see for yourself what I asked him and how he has risen to the challenge.

What neither of us could know at the time we started this process was the degree to which the opening of this new film would be linked to an act of unspeakable violence. So, this first part of the interview offers some of his thoughts about the tragedy, while subsequent parts will dig deeper into the theoretical issues around multiplicity and seriality in the Dark Knight series.

Let’s start with the elephant in the room. In what ways did the Aurora shooting impact the meaning of the Dark Knight film franchise? Conversely, how did the intertextual construction you discuss in the book play into the ways that this news story was covered?  

 

It’s hard to say, a month after the shooting (at the time of writing), how that event has affected the way Nolan’s Dark Knight trilogy is framed and discussed. The intertextual nature of Batman, as a ‘mosaic’, did shape the news response to the Colorado events, in that reporters dug back through the archive of Batman texts to find any possible echoes or precursors that could be foregrounded as ‘causes’ of the violence. So a single page from Frank Miller’s 1986 Dark Knight Returns, depicting a shooting in a cinema, was identified as a possible influence.

It’s ironic and unfortunate, I think, that it takes a violent tragedy to prompt reporters to treat comics seriously and study them so closely.

My sense is that the Colorado shootings are currently seen as a footnote to discussion of the third and most recent movie, and that this news story serves as a kind of tag or hypertext link, a postscript that is still pulled into view when we talk about Dark Knight Rises.

It would be impossible not to acknowledge that the shooting is now part of the broader intertextual matrix of meanings that both surrounds and constitutes the Dark Knight trilogy.

That trilogy is essentially a construction and circulation of texts, including the feature films themselves, the stories about Ledger’s death and the ‘Jokerised Obama’ images, the comic book adaptations and the DVD extras. The Colorado shootings, on one level, join that cluster of meanings around the three films.

I think the question is how closely this story will stick and how significant it will seem, over time: whether it will drift to the wider outskirts of what Nolan’s Dark Knight Trilogy signifies, as a more distant footnote, or whether it will play a more major, longer-term role in shaping how the film is discussed and remembered.

I’m hoping for the former, for a range of reasons.

Firstly because I would rather not see a criminal given the notoriety he seeks; second, because the discussion around the shootings and the film seems to fall into a ‘media effects’ category, which I don’t find especially useful; and third, because I think those involved in the Colorado event, and their families, would probably rather not have their loss trivialised as a ‘Batman shooting’, and have their own personal tragedy permanently associated with a movie.

The shootings were not the first tragedy associated with these films. In what ways did the death of Heath Ledger become part of the meaning of the Dark Knight franchise and how have the producers sought to manage the morbid associations with Ledger's death in handling this current situation?

 

My impression is that these two tragedies were managed by the film’s producers in very different ways. Ledger’s death can be understood within the already-established context of Brandon Lee’s accidental death during The Crow and Oliver Reed’s during Gladiator, and if anything I think it was seen as adding poignancy and mystery to Ledger’s performance and his role as Joker, and in turn, did the film’s publicity no harm.

I don’t believe any connection was explicitly made in reviews and production materials, but the rumour (circulated by fans and journalists) that Ledger’s intense preparation for and immersion in the role led him to emotional torment, drug abuse and possible suicide echoes the movie’s association with brutal ‘realism’ that was articulated in production discourses through foregrounding of Bale’s physical training regime, the dangerous stunts, the avoidance of CGI, and the military hardware.

I don’t think there was any attempt on the part of the producers to exploit Ledger’s death, but I equally don’t recall any obvious attempt to contain or limit the stories surrounding it, whereas my sense is that the producers aimed to disassociate the film text from the Colorado shootings, and to short-circuit the interpretations of negative cause-and-effect between the two, as quickly and efficiently as possible.

The idea that The Dark Knight could have been so ‘realistic’ and absorbing that it consumed and possessed one of its lead actors was, I think, allowed to circulate because of its exceptional, isolated nature and because of the way we perceive Hollywood stars as unique and distinct from ourselves.

That it could have influenced a previously unknown individual to murder other ‘regular’ people in a suburban cinema carries quite a different meaning, because it is too close to the everyday lives of the average viewer and comes across as a reproducible event, rather than an isolated exception.

Will Brooker is currently Director of Research in Film and Television at Kingston University, London, and incoming editor of Cinema Journal. His books include Batman Unmasked, Using the Force, Alice's Adventures, The Blade Runner Experience, the BFI Film Classics volumeStar Wars, and Hunting the Dark Knight (I B Tauris, 2012).

How I Spent My Summer Vacation: Turkey, Greece, and Italy (Final Leg)

  Istanbul, Turkey

 

 

http://www.youtube.com/watch?v=JeQ-wjDH4F4

Ok, guys, repeat after me: "Istanbul (Not Constantinople)!"

We were never planning on going to Turkey at all on this trip. In fact, we had several groups from Turkey invite me to speak there and I had to turn them down because it was just one more country than it seemed realistic to reach on our already over-crowded, overly ambitious speaking schedule.

 

But, then, well, we discovered the only cheap way to get from Bologna to Athens was via Turkish Air, and they offered you the discount only if you had a layover in Istanbul -- no doubt a scam they have worked out with the local tourism bureau but okay, if we are going to be there anyway, we might as well extend the time a little and try to take in some of the local culture. So, we were in Istanbul for a good deal less than 24 hours, but we didn't actually sleep very much while we were there. :-)

And, the fun started just down the street from our hotel, where we saw this factory outlet store that sold discounted Magic Lamps (apparently) and also fez. We had to bring back a bright red fez for our son because we have it on very good authority (Matt Smith's Doctor, no less) that "fezzes are cool," and of course, they are.

 

 

And then, of course, we felt an urgent need to eat Turkish Delight on a moonlit night (hearing a certain set of song lyrics echoing in our heads), and we discovered the enormous range of different kinds of Turkish candies on offer, most of which come in long strips, which the candy butchers snip, snip, with scissors before dropping chunks into custom-selected sampler boxes.  By now, my sweet tooth is legendary all over Europe, so I was certainly not going to resist this kind of temptation.

 

 

 

 

And everywhere we went in Istanbul, we would encounter these roaming carts which sold nuts and sunflower seeds. I am a closet sunflower seed fanatic -- a "seeder" as they call us on the bags that I buy in the States -- but the process of biting open seeds and spitting out the shells is not something I'd ever consider doing in public. So, I was fascinated to see so many people wandering the streets, consuming those salty little devils, and dropping their shells where-ever they happened to be standing. It would seem Seeders in Turkey enjoy many of the same rights that smokers used to enjoy in the United States. I suppose it's only a matter of time, though, before people start to protest second-hand shells.

As we continued our walk, it took us through the grounds on the edge of the Topkapi Palace, the primary residence for the Ottoman Sultans and their Harem. At dusk, the Palace proper was closed, but the park grounds enjoy heavy foot traffic as families and young lovers had pick nicks on the grass, and as people wandered around enjoying the cool(er) summer night air.

From there, our walk took us along the rocky shores of the Bosphorus River, which forms the boundary between the part of Istanbul which is in Europe and the part which is Asia.  Some people were fishing along the river, some were roasting corn or meats, and still others were stopped to watch the sunset over the opposite shore.

 

But, everywhere you looked, there were stray cats, many of the adorable kind, who no doubt live off the scraps all of those other activities left behind, especially the fishing. Of course, if they could convince the cats to eat the sunflower shells... but that's another story. Anyway, some one told me that cute cat pictures were popular on the web, so I decided to share a few of them here.

 

 

After a late night dinner in a local cafe, as we watched the closing Euro-Cup game, we grabbed a few hours sleep and then we were at it again the following morning, when we visited the Sultan Ahmed Mosque (popularly known as the Blue Mosque), one of many outstanding examples of Islamic architecture to be seen in this historic city.

 

 

 

 

And, while we were exploring, we stumbled onto several more examples of the kind of warning sign slapstick we've been tracking across the trip. Here, for example, is a sign which seems to be warning us to beware of people who have really big black hands.

 

While this image would appear to either warn us that hooks will come from the sky and carry us away, or perhaps, the sign is meant to suggest that it is a trapeze artist crossing zone.

But, then, I might be misunderstanding something. I've been told for years by European that their more concrete signs, which take advantage of a universal pictorial language, do not require specific cultural knowledge, unlike our more abstract American signpost. Is it possible that, in fact, these pictures do require a certain amount of interpretive work before they make sense to people who do not come from that culture?

We lingered as long as we dare, taking in as much of Istanbul, as our very limited schedule allows. I promise my friends in Turkey that we will find a way to get back there again before much longer, and this time, we will actually let you know we are coming so we can schedule some talks.

KEA,GREECE

The thing you need to know about that day was that we had to be at the Lavrio docks by a certain time in order to take a ferry out to Kea, a small island off the coast of Athens, where my friend and colleague, Andrew Horton, owns a cottage. (Horton is among other things a media scholar who writes about Greek cinema, screenwriting, and especially film and television comedy. I wrote an essay about Mel Brooks which will come out in A Companion to Film Comedy Horton edited with Joanna Rapf, which is due out in November. Horton runs an exchange program which brings American screenwriting students to Greece to learn from some of the country's leading filmmakers, having made Greece a home away from home for most of his professional life.)

They only run the ferry a few times a day and this was going to be the last one for the night. Cynthia, my son, and I enjoy watching The Amazing Race together, so the program had become a key reference point for us all trip. The cameras on the program never show the contestants having to go through customs, opening up space to describe all of the other aspects of international travel they don't tell you about on American reality television. This day proved to be a particularly challenging one, full of obstacles of all kinds. There was a mad rush to the airport, followed by a huge line, flight delays, a flight to Athens, delayed bags, struggles to change currency, and then, by this point, it looked like there was no way we were going to get to the ferry on time. So, we sat in the back of a cab, which was racing towards the waterfront many miles away at a breathless speed, and my wife and I were rehearsing our confessionals. It's a staple at such moment on Amazing Race for contestants to reassure each other about how much it has meant to them to share this time together and see the world, even if they were unable to complete the race, and we were making jokes about being eliminated the minute we stepped outside the cab. As it happened, thanks to the reckless disregard for human life displayed by our taxi driver, we made it to the ferry station with minutes to spare.

Let's just say that Kea was everything I might have ever imagined a Greek fishing town to be like: the waters of the Aegean Sea are as blue, the churches are as white, the people are as friendly, the terraces are as steep,as anything I've ever seen in a travel brochure or a movie about coastal Greece.

We had Andrew's cottage to ourselves for several days, during which, for the most part, we slept. I have joked that our experience on this Greek island was very much modeled on the Lotus Eaters sequence in Homer's The Odyssey.  Grapes grow off his roof, and we could see the fishing village spread out below us.

 

 

We would walk down the hill twice a day to eat, then climb back up the steep, winding, path, and plop back down in the bed again.

Sometimes, we read or watched movies from his large dvd library, but to be honest, we mostly slept. By this point in the trip, I was that tired and the island was that restful.

ATHENS, GREECE

For much of the trip, we had been speculating about what the political and economic state of Greece would be by the time we got there. The Greek elections had only just occurred, and depending on the outcome, there had been much speculation about whether the Greeks might abandon the Euro, unwilling to accept the austerity measures being proposed by the leadership of the European Union. Greece had been one of the countries hit the hardest by the economic crisis, and it was not hard to see the signs of their desperate conditions everywhere you looked. Basic city services seemed to have been cut to the minimum, with the result that streets were lined with garbage and buildings were becoming overwhelmed with graffiti.

 

There were jobless and homeless people everywhere, and their plight was summed up for us by a particularly vocal old woman who seemed to be declaiming about the fates in an oratorical style that would have done her ancient ancestors proud. I have no idea what she was saying, but she hit my heart strings pretty hard, just with the rising and falling pattern of her voice, as she shouted and shouted into the face of a seemingly indifferent city.

Athens was hot -- hot as Hades! Even first thing in the morning, the sun bears down mercilessly on the Acropolis, and the reflections off the white marble of the Parthanon are blinding.

There is a classical legend about a battle between Athena and Poseidon to determine which God would rule over the Acropolis. Poseidon smote the rock with his trident and out sprang a fresh water spring. Athena, however, made olive trees grow and won the competition. We've argued that Poseidon got cheated: the olive trees really do not provide much shade on a hot day and everyone we saw on top of the mountain was carrying bottles of water. But, then, it looks like Hades rules over all, at least in the summer.

 

Here, you see the Temple of Hephastus and the Greek Agora, the other essential site for the tourist wanting to experience the world of Ancient Athens.

By the way, a funny thing happened to us on the way to the Forum. Cynthia and I were sitting on a bench in the shadow of the Temple of Hephastus, who, you will recall, was the blacksmith and engineer of Olympus, when all of a sudden we hear someone calling my name. It turned out to be Andy Lipmann, Michael Hawley, and a bunch of other faculty, staff, and students from the MIT Media Lab. I learned later that they were in Greece to attend Nicholas Negroponte's wedding. This was somehow the least likely and the most likely place to run into folks from MIT on the entire trip!

In a museum on the grounds of the Greek Agora, which some have described as the birthplace of democracy, we were intrigued to see some examples of the kinds of ballots used for voting in classical Athens. As you can see, they are little clay discs onto which were scratched the name of the candidate that each voter supported. Candidates, we were told, often created many such discs and passed them out to the voters as part of the campaign process.

These other two artifacts were found inside the National Archeological Museum. The first is an example of the kinds of masks worn by performers in the greek theater -- in this case, this is a grotesque buffoon of the kind who might appear in a Greek comedy.

 

And this is a marble statue of Hermes found in Siphnos. The sign explains, "Hermes was, among other properties, the patron of travelers, therefore herms were erected at roads and crossroads. The Phallus carved not the front face of the pillar is both a symbol of pleasure and an apotropaic element." In case you are wondering, apotropaic means that it was designed to ward off harm and evil influences, or to bring good luck.

I was hoping that Hermes would watch over us as we began to get ready for our return to the United States.

I mentioned last time that I was starting to spend more and more time hanging out in Mickie D's in Europe. As I did so, I started to develop some interest in the processes of localization and the ways that the franchise has begun to adjust its menu to reflect cultural differences in regions around the world. Here, for example, is a sign for the Greek Mac (spotted in Athens). As you can see, if you look closely, the Greek Mac consists of two hamburger patties wrapped in Pita bread, with yogurt sauce, tomato slices, and onions.

Below it, there's a sign for  Il Mac (as seen in a fast food establishment in Rome.) which uses parmesan cheese.

 

And in Paris, we saw people eating the McBaguette  -- the name tells the whole story, but here's a news clip announcing its debut, which I found on the web.

So, maybe Quentin Tarantino was onto something when he has his gangster protagonists in Pulp Fiction exploring the cultural nuances of what's on the fast food menus of Europe. Just thought you'd want to know.

 

ROME, ITALY

http://www.youtube.com/watch?v=zwmSMwXIkZQ

It used to be said that all roads lead to Rome. In our case,our entire grand tour of Europe ended up there. Cynthia and I had been boning up for this leg of the trip by working our way back through our boxed set of dads from HBO's Rome, not to mention Audrey Hepburn in Roman Holiday,  at night in our hotel rooms. Rome is of course much to vast and diverse a city to do justice to within a few days time, and its culture spans most of written history. We made a conscious decision that this trip we were going to focus primarily, if not exclusively, on Ancient Rome, and would hold off on Renaissance and Catholic Rome for future adventures.

But, first, I need to do two final presentations. First, I gave a live webcasts to librarians and information officers working in U.S. Embassies around the world as part of their "Window on America" series. After some brief opening remarks, the program's host asked me to respond to questions sent by Twitter from many different countries, primarily focused on the impact of new media on learning and literacy, on books publishing, and on civic and political participation.

Later in the trip, I had a chance to sit down and talk with David H. Thorne, the current U.S. Ambassador to Italy, and a key member of the Obama 2008 campaign, where we had a great exchange about the impact of new media on American electoral politics.

The U.S. Embassy also underwrote my talk at the European Institute for Design, which was hosted by Max Giovagnoli. Max has run the Ted X Transmedia conference in Rome. Here's a video of Max talking about his own work as a transmedia designer.

http://www.youtube.com/watch?v=zmsXIGwEQz8

He is also the author of Transmedia Storytelling: Imagery, Shapes, and Techniques, which takes a theoretically informed perspective on the challenges designers face in seeking to construct a transmedia narrative.  Max was a most agreeable host who, even after listening me drone on for several hours about my research, and taking us out to dinner, was nice enough to take Cynthia and I for a midnight tour, which offered us an amazing vista of the ancient Roman ruins.

The school had hired a translator who was used to working with diplomats and so was incredibly slow and precise, which drug out my talk past the breaking point, probably for everyone involved, but the audience was incredibly polite and patient, leaving quietly if they needed to do so, but a high percentage of them stuck it out to the end of the presentation.

While we were visiting the design school, I had a chance to review some of the amazing works being done by their students, who are working with games, transmedia, comics, and video/film production, and often making playful use of images and techniques from global popular culture. If you follow this link, for example, you can see a dynamic public art project developed in collaboration with Warner Brothers to mark the release of the Amazing Spider-Man movie in Rome.  After all of the many Spider-Man sightings on this trip, I am convinced that Spidey represents the modern day equivalent of Hermes, the Patron of Travellers. I also did a video interview which recently made its appearance on the web.

http://www.youtube.com/watch?v=LLe_VWsqS9o&feature=youtu.be

http://www.youtube.com/watch?v=kuwFDnDC4bI&feature=youtu.be

Getting into the spirit of my ongoing exploration of slapstick signs in Europe, Max recently shared with me this especially vivid "No Entry" sign located near the entry to the IED.

We then had two days, more or less, to play tourists in the ancient Roman empire, and we decided to split it between seeing the sights in Rome proper and taking a day trip out to Pompeii. Here, you see me standing in front of what is probably Rome's most recognizable landmark -- the Colosseum.

 

We quickly discovered that warning signs in the ancient world are as hysterically funny as their modern day counterparts. Here's a sign, for example, inside the colosseum, which I suspect was intended as a warning for visitors not to try to feed or pet the Tigers.

And here's a mosaic which Cynthia saw at an exhibition on glassblowing in the ancient world which seems to be offering a similar message about the risks of trying to get too friendly with crocodiles.

 

And finally, here's a "Beware of Dog" mosaic from the entry way to a house in Pompeii. It actually says "Beware the Dog" in Latin, though the letters are hard to see here, as they have faded through time.

 

The message I took from all of this was that the ancient world was encountering creatures from all over the world, but they had not yet figured out that a great many of them bite.

While we are talking about animals, here's another gratuitous cat picture, this one taken amongst the ruins of the Baths of Diocletian.

We saw brides and grooms wandering around a good chunk of Europe, including in front of the Eiffel Tower in Paris, on the grounds of Versailles, under the bridge of Sighs in Venice, and I could have filled an entire blog post just with pictures we took of loving young couples, but somehow, this image of a bride and groom walking in to the future together, captured near the Roman Forum, was too special to resist.

I have always been interested in Trajan's Column since Scott McCloud described it in Understanding Comics as an important predecessor of the sequential arts. A series of carvings depicting the he epic wars between the Romans andDacians (101–102 and 105–106 AD) spiral around the 98 foot tall column. It's hard to tell from what vantage point anyone could actually process the sequence of images, but McCloud argues, convincingly, that they break the action into a series of panels, which then are laid out sequentially, so that we are invited to read across them to construct the narrative.

 

 

This memorial is not from ancient Rome, but it's a great illustration of the ways that subsequent Italian governments sought to mobilize the glory that was once Rome to create its own powerful myths of national origins. Constructed between 1885 and 1911, on the northern slope of the Capitoline Hill, Il Vittoriano manages to take every cliche about ancient Rome and pile them together to create one massive spectacle.

While wandering around the various museums dedicated to antiquities, we stumbled upon this wonderfully complicated looking Coffee vending machine. We all know how much the Italians love their coffee, but this seems to be a coin-operated equivalent of Starbucks, allowing you to order an astonishing array of hot caffeinated beverages.

 

POMPEII, ITALY

The following day, we made our way by train out to Pompeii. Somewhere along the way, my pocket was picked and my wallet was stolen, which I only discovered while I was wandering around inside the ancient ruins, so we ended up having to sit up most of the night before we left to head back home on the phone canceling credit cards (or trying to do so) and dealing with various bureaucracies, and then, trying to figure out how we were going to pay for our hotel room and our cab to the airport. It was needless to say not the most fun we had on the trip. Ironically, we made it all the way across Europe without losing a bag, only to have our luggage get significantly delayed flying into LAX, and we only had to deal with robbers our last day abroad. We must have done something to cross Hermes (or Spider-man, depending on which is now the operative deity for international travelers.)

It's hard to imagine a better last place to visit in the grand tour than Pompeii, this ancient Roman city, which was partially burried by the eruption of Mount Vesuvius in 79 AD. It has both haunted (and titilated) visitors for several hundred year's now, and it offers us a unique window into the everyday life of the ancient Roman empire. Ironically, given the massive destructive force the volcano unleashed on its residents, Pompeii remains much better preserved than the ruins in Rome or Athens, both of which were subjected to human vandals through the years. Nothing I had read about Pompeii prepared me for the scale.

 

We spent an entire day wandering its streets, walking into one house or business establishment after another, from the fast food restaurant depicted here (with its multiple ovens for cooking food for commercial dining) to the public baths and the brothels (with the very explicit erotic art which scandalized the Victorians and has been tourist bait ever since.)

Part of what I will carry away with me are the brightly (even garishly) painted walls

and the well preserved murals, which give us a taste for the aesthetic sensibilities of the different classes which lived together in Pompeii.

As we were leaving Pompeii, we walked past a warehouse where the archeologists store some of the assorted old artifacts they are working with -- including a large number of Amphora, and in this case, one of the plaster bodies left behind by the city's human inhabitants. These casts were created by pouring plaster into the large number of air holes left in the volcanic ash around Pompeii, which turned out to be the airspace left behind when the victim's bodies decayed. These casts offer us an incredible glimpse into the human pain and suffering that the eruption wrought on the residents of this once great city. I had seen Voyage in Italy at the Bologna Film Festival, which has a remarkable sequence showing the casting process, which gave me an even more vivid understanding of what we were looking at here.

And this concludes Henry and Cynthia's Excellent Adventures. We will  now return you back to our regularly scheduled blog posts.

 

THE END

 

 

 

 

How I Spent My Summer Vacation: Spain

Madrid, Spain My time in Madrid was one of the most intense legs of the trip: I delivered five talks in three days and most of the time in between was spent doing interviews with the local media. As a consequence, I had very limited time to see this great city and my exposure to its culture mostly consisted of quick meals in between talks.

While in Madrid, we stayed in a really luxurious grand hotel, the aptly named Westin Palace, just a few blocks away from the Prado Art Museum, thanks to the generosity of Telefonica, which was sponsoring my big public talk here.

After checking in, we wandered over to the Prado to soak up a little culture. Personally, what drew me here was the chance to see Hieroymous Bosch's Garden of Earthly Delights, a work which has fascinated me since I first wrote a paper about it in high school: I still can't figure out how to place Bosch in the context of his times. Where did this guy come from? Almost as astonishing to us were some of the religious paintings -- such as one where milk shoots out of the breast of the Virgin Mary and across the room into the mouth of a praying saint. (We found that there was a consistent fascination with this particular bodily fluid in religious art across Europe.)

Not surprisingly, Spanish artists, such as El Greco, Goya, and Velazquez, were especially well represented in the collection, and it was breathtaking to experience the size and intense colors of some of these works. Perhaps my favorite discovery on this visit was Velazquez's Christ in the House of Mary and Martha.

 

First, I was intrigued by the way the picture manages to combine three genres -- the still life, the domestic portrait, and the religious painting -- within a single image. Second, I was fascinated by the ways that the picture juxtaposes and contrasts two very different spaces of action -- the foreground in the kitchen, the background in the dining room -- and links them thematically to the core Biblical story of the two sisters, Martha busily preparing the meal, while her sister, Mary, sat at Jesus's feet and listened to his word. I have been spending lots of time thinking, especially about still life paintings, but also other works which include a strong attention to material culture, in relation to my new Comics and Stuff project. I ended up grabbing a picture off the internet and incorporating this work intoa talk I gave in Madrid about this project.

The following morning, Pilar Lacasa picked me up at the hotel and drove me out to the University of Alcala to present "The Samba School Revisited: Play, Performance, and Participation in Education. Lacasa has been a frequent visitor to the Comparative Media Studies program through the years, where she sat in on classes, participated in conferences, and contributed to our research. I've featured her own work on games-based learning and new media literacies through the blog before. It was meaningful for me to finally get a chance to visit her at her host institution and interact with her students. The talk was adapted from this blog post, which I wrote about the ways my own thinking about participatory culture was influenced by Seymour Papert's classic essay about the Samba School as a site of informal learning. The talk started with my own observations about how one of Rio's Samba Schools encouraged multiple forms of participation in the creative process.

Here, you see Pilar sitting next to me on the podium during the talk:

and me interacting with some of her students in the coutryard afterwords.

That evening, I paid my respects to another friend, Nacho Gallego Perez, who asked me to present my Future of Content talk at the Campus of Leganes, organized by Research Group about Television, Cinema, and Culture at Universidad Carlos III. Perez, who does work on grassroots use of digital radio and podcasting in Spain, had given a guest lecture in my New Media and Culture class at USC and participated in a workshop my Civic Paths group organized for MacArthur's Digital Media and Culture conference.  Nacho and Luis Albornoz took me out afterwards to enjoy Tapas.

After a morning of interviews organized by Telefonica, I went out to give a talk about "Comics..and Stuff" at Universidad Rey Juan Carlos, hosted by Jose M. Alvarez-Monzoncillo, who is a leading thinker about the cultural industries. I featured Alvarez-Monzoncillo's book, Watching The Internet: The Future of TV? on my blog shortly before I left for the trip.  You can see me here trying to reach up high enough to point out some details on a Richard Outcault comic page.

 

 

No sooner did I arrive back at my hotel, then another host, the international media literacy advocate Roberto Aparici, arrived to pick me up. I met Roberto years ago at MIT, when Textual Poachers was first coming out and he was in residence working on an early interactive media project.  Roberto and I sat down in a studio at a local educational television station to record a most enjoyable conversation which explored our shared interests in new media literacies and participatory politics.

And then, I talked about Play and Pedagogy as the final speaker at the Seminario internacional Redes sociales, educacion mediatica y apprendizaje digital, an event which brought together practicing teachers and educational researchers.

 

 

My talk was preceded by a presentation on the affordances of social media by Gunther Kress (University of London). Kress's work on "Multimodal Literacy" offers some valuable conceptual tools for thinking about transmedia learning, and so I was honored to have a chance to chat with him, however briefly. Here's a video interview with Kress I found on YouTube.

http://www.youtube.com/watch?v=nt5wPIhhDDU

 

And, then, after a full day of talks, I arrived back at the Telefonica Foundation's headquarters in time to join a group tour of the old sector of Madrid and a wonderful dinner with my fellow speakers.

 

 

Telefonica's Transmedia Living Lab had pulled together some of the top thinkers about transmedia in Europe for a three day event, which tackled its implications for storytelling, learning,  and social change. My other commitments kept me from attending most of the events, but I very much enjoyed getting to chat with my fellow speakers over dinner.

I was especially taken with Lina Strivastava, a transmedia consultant who has been developing a tool kit for transmedia activism, inspired by her experiences developing a campaign around the Born in Brothals documentary, and Bill Boyd, a educational consultant and teacher working in Scotland, who has been doing some serious thinking and writing about new media literacies through his blog. Boyd has shared some interesting thoughts about the Madrid conference. You can find video and slides from the conference here.

My talk, "'Occupying' the Transmedia Landscape: Spreadable Media, Fan Activism, and Participatory Learning”  used the Occupy Wall Street movement as a point of entry into thinking about how activists are embracing grassroots practices which combine remix, transmedia, and spreadability, to get their messages out to the widest possible audience. The talk was partially inspired by this blog post on the discursive and visual tactics of Occupy.

 

 Barcelona

My main professional reason for coming to Barcelona was to participate in a dissertation defense for Manuel Garin, a gifted PhD student in Humanities and Audiovisual Communication at Universitat Pompeu Fabra, Barcelona. I first became aware of Garin's work on The Visual Gag, when he shared with me this remarkable video that juxtaposes a sequence from Buster Keaton's silent film, Seven Chances, and footage from the Super Mario Brothers games, to help construct an argument about the ways that classic stunts and gag structures have traveled across time and across media.

 

http://www.youtube.com/watch?v=bEyfaM9pQBE

 

Garin presented some of his preliminary ideas about games and silent cinema through  this blog post and he had spent some time in California doing research through the USC Cinema School for his project. Garin has an encyclopedic knowledge of the history and aesthetics of gags, not the mention to read across a range of European languages, and thus, to make connections between different theoretical traditions which have sought to understand the place of the gag in media history. Across the dissertation, he explores thousands of gags from films, television, comic strips, games,and popular theater, moving fluidly across national traditions and criss-crossing divides between popular culture and avant grade practice.

The process of the dissertation defense was very different from my experiences in American universities. For one thing, the defense is public -- in this case, very public, since it was attended not only by Garin's family and friends, but also by the attendees of a conference his university was hosting that day on the cinematic gesture, and thus, we conducted everything in front of a packed auditorium. For another thing, it is a highly performative. The candidate gives extensive remarks presenting the core ideas from his project -- in this case, complete with power point and video clips. Then, each committee member speaks about the project for 10-15 minutes and finally the candidate gets to offer a formal rebuttal/response to what has been said. There is no chance for back and forth exchange between the parties involved, as I might have expected back in the States. In this case, each person who presented spoke a different language -- Spanish, Catalan, Italian, and English. I was told in advance that there would be no translation, since it was less important that the committee members understand each other than that what they had to say was understood by the candidate, but we were able to take advantage of the translation services organized by the conference.

 

 

 

Afterwards, I was approached by Robert Figueras and Gemma Dunjo, who are responsible for Panzer Chocolate, which is being billed as the first major transmedia project in Spain. I had been told about it multiple times by this point in the trip. This horror story is told across a feature film, a video game, a motion comic, an alternate reality game, mobile interactivity and "an Internet surprise.'  Here is a trailer they have produced which gives some sense of their approach.

http://www.youtube.com/watch?v=31Ed4pz8sXc

My other formal business in Barcelona involved a meeting with Felipe G. Gil, a digital artist, theorist, and activist, based in Seville, who has been promoting the concept of "CopyLove." Inspired by feminist theory and modeled on the idealized concept of maternal love, this approach seeks to imagine what copyright regimes would look like if they were shaped by ideas of reciprocity, caring, nurturing, and sharing, rather than property, mastery, control, and profit.    I had shared on my blog some of Gil's reflections on transmedia and digital literacy, which drew on the remix practices of his young cousin, a few years ago.  Here's a Ted video where Gil explains some of his concepts in Spanish.

http://www.youtube.com/watch?v=K8msyNpPQRM

Afterwards, we were free to explore the city. Perhaps it was simply that my schedule had been so intense for the past week, perhaps it had to do with the considerable charms of Barcelona, but I felt giddy and liberated, and fell pretty madly in love with this city.  I suspect I am far from unique in saying that my fascination with Barcelona is to a large degree shaped by my engagement with Antoni Gaudi's amazing buildings. Gaudi is perhaps the best known exemplar of what has become known as Catalan Modernism, creating a series of remarkable residences, apartment buildings, churches, and public parks, especially in Barcelona, in the first part of the 20th century. Gaudi took certain tendencies in the Art Nouveau movement and pushed them in other worldly directions. The sensuousness of his structures have to be seen and experienced to be fully understood, but they are such a wonderful play with shape, color, light, and texture, that I found utterly seductive. Here, Cynthia's photographs only give you a taste.

 

 

 Gaudi's work is strongly informed by his close study of structure in nature -- Above, for example, you see some of the windows from Casa Batllo, a residence, which are clearly inspired by bones, where-as below, you see some details from the same building's roof, which are organic in their shapes, if not in their colors.

 

 

At the same time, there is a strong geometric pull in Gaudi's work, which elaborated on gothic traditions of architecture in order to explore arches in ways that open up radically different kinds of spaces within his buildings.

 

 

 

 

 

Every room in a Gaudi building is a surprise -- most of them, breathtaking. Here, you get a sense of how consciously he plays with light, exploring the relationship between interior and exterior spaces, to create a series of thresholds which we pass through as we move from room to room. Here, also, one gets a sense of the subtle and expressive use of color throughout his designs.

 

 

We spent more time with Gaudi's residences -- Casa Batllo and La Pedrera -- rather than his public buildings. But here, you see Sagrada Familia, his massive cathedral, which has been under construction for the better part of the past century. Given the centrality of the Cathedral to any visit to Europe, it was fascinating to see how Gaudi brought his idiosyncratic touches to this genre.

 

 

 

We also made our way out to Park Guell, a public space and gardens, which is enriched by Gaudi's sculptural and architectural elements. This park is a very active element in the public and everyday life of Barcelona, so while the residences now have the feel of museums, and are cut off from their original use, here, you can see contemporary Catalans interact in casual and everyday ways with his designed environments.

 

 

OK, by now, I have demonstrated why I chose to enter media studies and not architecture. My relationship to this work is largely emotional and intuitive, rather than intellectual, and I lack the basic vocabulary to describe what I saw when I visited these buildings. I should note that from time to time in these photographs, you will see me wearing a white baseball cap. I actually purchased it at one of the Gaudi gift shops. I was looking for something to protect my bald head from the sun and couldn't decide on what to advertise on my pate. The hat features simply the letter, J, as rendered in a font which Gaudi designed.

We were consistently amused by the vividness with which European street signs conveyed the many risks that surround us in the modern world. Sign after sign depicted what could happen to us if we make a single misstep in navigating a world of danger. I came to see them as a kind of conceptual humor, or perhaps the pictorial equivalent of slapstick comedy. I am going to share some in future posts. This sign, spotted in Barcelona, might be suggesting "slippery when wet," or more imaginatively, "please do not jump rope on these stairs," or perhaps, "beware of snakes." In any case, you should try to avoid this poor sucker's fate.

 

We spent the better part of two days playing tourists in Barcelona, taking advantage of the red hop-on, hop-off buses to sample many different sectors in the city. And as the day started to turn into night, we visited the Aquarium and then walked along the water front.

 

 

And, as the night continued, we took a lively midnight walk up La Rambla, where we stopped to watch street gambling, a range of live performances, and simply the back and forth bartering between visitors and merchants. As someone who is a  bit of a night owl by temperament, it was exciting to be some place where there is so much public life still being conducted in the wee hours of the morning. We were exhausted from an intense day of sight-seeing and pretty much limping back to our hotel, but you had a sense that many of these people were just getting started.

 

 

NEXT UP: ITALY AND SWITZERLAND

 

How I Spent My Summer Vacation: Paris

 

I am embarrassed to admit that I made my first visit to Paris in my mid-50s, after being told my entire life that Paris is the most romantic city in the world and after having my fascination with the French capital roused all over again by two great films produced last year – Martin Scorsese’s Hugo and Woody Allen’s Midnight in Paris. It would be hard to say that Paris surprised me, when you consider how many very particular images of the city have been etched in our imagination. I had many friends send along their recommendations for things to do while in Paris, many of which sounded very interesting and worthwhile, but ultimately, they were all things you should/could do on one’s second trip to Paris. The itinary for my first trip to Paris had been set in my head since I was 14 and taking a high school French class. As it was, despite pretty aggressive tourism, we still did not get to everything on our “Must See” list.

 

In the course of two action-packed days, we managed to visit Notre Dame Cathedral, eat lunch on a barge on the Siene River, walk along the Rive Gauche, stand underneath the Eiffel Tower and the Arch De Triumph, do some shopping along the Champs Elysees, stroll through the Jardin du Luxemboug, eat a croissant (actually, several), pay our respect to Shakespeare and Company, and gawk at the Paris Opera House (Home of Erik, the Phantom of Opera, though I could find no sign of an entrance to the sewers). We did not manage to get inside the Louvre, or visit the Arcades, or catch a performance at the Moulin Rouge or visit the cinema museum or take tours of the Paris sewers or the catacombs, all attractions which more or less insure that we will be coming back for more. We walked our legs off, but in the end, we saw very little that has not been seen by every other American tourist visiting the City of Lights over the past half century or more. It is hard to figure out what it is that I can say here that has not been said before.

 

This photograph, one of the few featured here which I took (as opposed ot my wife, who is by far the more gifted photographer) captures the festive spirit with which I embraced Paris. I thought it should be run with the caption, “Having a wonderful time. Wish you were here.” (I don't know, but I feel a certain family resemblance to the central figure here.)

 

 

By contrast, this image of a couple outside the Musee D’Orsay captures the way we felt at the end of each day – completely worn down by the onslaught on our senses and physical exhaustion from walking miles through the crowded city.

 

 

The Musee D’Orsay was one of the few places we visited in Paris which would not have been on my list in high school.  This art museum was built inside the old train station which was so beautifully reconstructed (digitally) by Scorsese in Hugo,  perhaps my favorite film last year. You can get a sense of the atmosphere of the museum from this photograph, which we shot illicitly, since shortly afterwards, we learned that photography was prohibited in this area. Shucks.

 

And behind the great clock, such a central feature of the Hugo promotional materials, there is a charming café where we stopped to have an Éclair and drink some orange juice.

 

 

 

We arrived late enough in the day that we had very limited time to study the artworks, though we did have time to pay our respect to the room devoted to the works of Vincent Van Gogh, a stop -- I hesitate to confess -- motivated as much by the role  this room played in a episode of Doctor Who asby my serious appreciation of the great modernist painter. (What can I say, I am a fan boy to my core!)

 

 

In previous posts, I've shared with you snapshots of the junk food culture of Europe. I offer here, without comment, an image of a delightful little candy shop we encountered in Paris. Whatever else you want to say about the French, they bring Style to everything they do.

A highpoint of our time in France was a visit to Versailles, organized by Melanie Bourdaa (Bordeaux 3 University) ,who has been a major promoter of transmedia narrative in her country. Here, you see Melanie and I sitting together on the Palace grounds.

 

 

 

Again, I suspect Cynthia’s photographs can speak much more powerfully than I can about the epic scale and beauty of this grand palace and its extraordinary grounds. I had visited this palace many times before in my imagination, but I was still overwhelmed by experiencing it in reality.

 

Note the fireplace: one of my many visits to this place in my fantasies was sparked by another Doctor Who episode, "The Girl in the Fireplace."

 

Here, and everywhere else I went in Paris, I found myself confronting the degree to which elements drawn from stories – history, mythology, literature, scripture – were dispersed across every available surface.  In many of the rooms in Versailles, one can stand and look up into paintings intended to evoke the heavens .

 

 

Many Paris buildings have architectural details (such as the gargoyles outside Notre Dame

 

or the lamp posts outside the Opera House) which are intended to evoke figures from myths and legends.

 

 

And Notre Dame manages to proclaim the Christ story from the sculpted doorways outside

 

 

to the stain glass windows inside.

I was especially intrigued by the ways Jesus’s life unfolds through a sequence of panels, which almost seem to predict comics.

 

 

I am convinced that someone smarter and more literate than me could develop a whole essay on immersion and dispersion in contemporary transmedia based on lessons learned from a more systematic study of the ways story elements are evoked around every corner in Paris.

 

For a more contemporary example of the ways the French embed their love of stories into the landscape, consider the love locks which have appeared, since the early 2000s, along bridges and fences in the city. Cynthia and I were unfamiliar with this relatively new practice, but a little time online suggests that it was inspired by the enormous popularity of the best selling novel, I Want You by Italian author Federico Moccia,  which was later adapted into the film, Ho voglia de te.  But even without a source text to refer back to, these locks each tell their own stories of the romances that they were designed to commemorate. The French government has struggled with how to respond to this truly grassroots phenomenon, which they see as obscuring their national monuments, but which resurfaces again as quickly as they are removed.

 

 

We made our way to the Pompidou Center several hours before my big public event and spent some time exploring this (in)famous building. Again, the debate about this space has become so entrenched that we all know the script by heart. Yes, it looks like “it is still under construction” and yes, it looks like “The Future.” Next question.

 

Before the main event, I spent some time being interviewed for a forthcoming documentary being made for French television called Call Me Kate, which uses Castle as a case study of a contemporary fan culture. The producer Emanuelle Wielezynski-Debats had brought along a range of French fan fiction writers, several of whom had participated in efforts to translate some of the key posts from this blog into French as resources for their community.  There has been an explosion in recent years of documentaries about specific fan communities, which seek to avoid the anti-fan clichés that characterized much of the media coverage of the past. Emanuelle was using this production to “come out” as a Castle fan and saw the film as an opportunity to help inform the French public about fan cultural production.

 

My lecture, “Engagement, Participation, Play: The Value and Meaning of Transmedia Audiences,” was promoted by Sorbonne Nouvelle-Universite Paris 3 and supported by Orange’s Transmedia Lab. The program was introduced by Melanie Bourdaa and Eric Maigret (Sorbonne Nouvelle). This was perhaps the most heavily publicized talk in my lecture tour and there was a massive number of people more or less filling up the auditorium. I came out and delivered a few sentences of clunky high school French, before reverting to English.

Here you will find a video of the entire program, including a panel discussion afterwards where I was joined by Orange’s Morgan Bouchet, who had spoken at this year’s Transmedia Hollywood event. Orange has made a major investment in transmedia, including joining as a sponsor of the Annenberg Innovation Lab, where I am the chief advisor.

Bourdaa and her graduate student,  Aurore Gallarino, wrote a very thoughtful summary of the event, which is worth reading.  They write:

“In Jenkins’ view, five logics are contributing to the emergence of transmedia and the phenomenon of increased fan participation (‘fandom’):

-       The logic ofentertainment, as evidenced by the presence in the US TV schedules of TV series and reality shows;
-

-       The logic ofsocial connection, highlighted by votes and discussions on social networking sites;

-       -    The logic ofexperts [Mastery], symbolised by the collective intelligence (Levy, 1994true) brought to bear by fans for the purposes of creation, production and discussion. Henry Jenkins cites the examples of the creation of Twin Peaks fan sites and the Lost Wiki (Lostpedia), which both collate articles written by fans to offer greater insight into both series;
-

-       The logic of immersion, which encourages participation. For example, on Oscars night fans could use a number of interactive tools to immerse themselves in the ceremony and form a community;
-

-        The logic of identification, which enables fans to establish an identity depending on what they watch.”

Just to be clear, these are not my categories. I was building on a framework my graduate student, Ivan Askwith, deployed as the frame for his Comparative Media Studies thesis a few years ago as part of a case study of the models of engagement around Lost. I have been experimenting with this model lately to think about the very different models of engagement shaping online extensions of American television series. You can read Askwith’s thesis here.

And here’s an interview I did with the French blogger Miss TrollMedia where I shared some reflections about what transmedia might mean in the context of French culture.

“Of course, the rich contents of French culture lend themselves to transmedia, although the desire to defend and close off those contents from outside influences also create challenges, since transmedia is at its roots participatory and generative. I would argue that some of the contents of French culture are already deeply transmedia. We could talk about the church culture which produced Notre Dame as one which was seeking every available channel from which to proclaim God’s Word and which embraced artists who remixed core icons and stories of their culture to create new works.

We could look at writers such as Hugo or Balzac as master world builders, who incorporated many existing stories into their works. So, Hugo sets his Hunchback inside the world of Notre Dame, thus extending the story it tells in new directions, where-as another author sets Phantom of the Opera in the basement and sewers of the Paris Opera House.

So, French culture has a long history of transmedia extensions and explorations, and there’s time for a new generation to enter into this process. But, in a networked culture, transmedia is not simply a conservative force, not simply about transmission, so having gone there, French culture can not work with a logic which treats the original author as a god or which seeks to police the borders of who wants to participate. You can transmit French culture to the world, but then, paradoxically, it will become world culture.”

My final event in Paris was a dinner with a circle of French academics, artists, and intellectuals who get together periodically to discuss game design and game study. I was invited to the dinner by Alexis Blanchet, whose data on the relationship between films and games I had featured on this blog several years ago. We were joined by Etienne Armand Amato, Sebastien Genvo, Vincent Berry, David Peyron, Nicolas Rosette, Olivier Mauco, and Marion Coville.

 

The group represented a broad mix of disciplines and perspectives, ranging from the aesthetics of interactive design to the place of computer games in the history of toys and play, from the political use of multiplayer games to the sociology of geek culture. Game studies has struggled to find an academic home in the French universities, but this multidisciplinary group of young scholars is bringing rigor and passion to the topic, teaching classes, writing both academic and journalistic games criticism and organizing and curating exhibitions for French cultural institutions.

 

As the sun sets slowly over Paris, we say goodbye to this romantic country, its gracious people, and its beautiful cityscape.

Coming Soon: Madrid and Barcelona.

 

How I Spent My Summer Vacation (Part Three): England and Ireland

England has always felt like a mother country to me -- not simply because (depending on who you ask) Jenkins is either an Irish or Welsh name, but also because Birmingham is the intellectual birthplace of the Cultural Studies tradition from which my work on participatory culture can claim its intellectual roots. So, while most of the other legs of the trip took me to places I had never been before, the British leg was a chance to reacquaint myself with old friends and especially to meet the next generation of British scholars who are working on fan studies or transmedia topics.

London

Our visit to London fell just about a month before the Queen’s Diamond Jubilee and a few months before the city would host the Summer Olympics. As this photograph of a British street scene suggests, she was already spruced up and flying her colors.

 

 

On May 15th, I delivered a talk about our forthcoming Spreadable Media book  in the Regent’s Street Cinema, which has been hailed as the Birthplace of the British Cinema, since it was the location of the first public exhibition of motion pictures in London.

 

The talk was hosted by David Gauntlett, whose work on grassroots creativity I showcased on this blog not long ago. Gauntlett's  critiques of media effects arguments had helped to inform my writings around the Columbine Shootings more than a decade earlier. We had corresponded off and on through the years but this was the first time we met in person.  While the official video from the event has not yet been posted, someone in the audience captured and has posted the second part of the talk, including the question and answer session with the audience, and it will give you a good taste of how well Jenkins and Gauntlett played opposite each other. Here's a blogger's take on the event.

Immediately after the talk, I went backstage where I was interviewed by an Irish radio reporter, and you can again got some taste of the presentation from the version he shared through his podcast.

 

Nottingham

Cynthia and I then traveled by train to Robin Hood country -- Nottingham, for a conference, Contemporary Screen Narratives: Storytelling’s Digital and Industrial Contexts, which was organized by Anthony Smith.  Jason Mittell and I were the two keynote speakers for the event. Jason gave a really provocative presentation, drawing on his current book project dealing with complex television narratives. In this case, he used Breaking Bad to elaborate a theory of television characters. Jason has been posting chapters from the book via Media Commons for feedback, and so you will find the text of his remarks here, and given the interest in my readership in all things transmedia, here’s a link to his chapter on transmedia entertainment, which discusses Lost and again, Breaking Bad. My own remarks centered around “Engagement, Participation, Play: The Value and Meaning of Transmedia Audiences,” and was a dry run of sorts for the presentation I gave at the Pompidou Center in Paris a week or so later. (Watch for video of the Paris version).

For me, the highlight of this event was getting to sample the rich strands of work on fandom, cult media, games, and transmedia entertainment being done by the emerging generation of British and European academics, many of whom were students of my many old friends here:

  • Bethann Jones (Cardiff University), a contributor to our issue of Transformative Works and Culture, shared her perspectives on the fanmix as an emergingcreative practice: the fanmix is a compilation of songs (something like a mix tape) which is intended to explore the psychological journey of a particular character (or character relationship), sometimes inspired by a work of fan fiction, sometimes informed by the fan’s reading of an episode or the series as a whole.
  • Matthew Freeman (University of Nottingham) provided an important historical corrective to a day heavily focused on contemporary transmedia experiments, exploring the kinds of commercial intertexts and paratexts constructed around Superman in the late 1930s and 1940s. For comic buffs, some of the examples used was familiar ground, but what made the talk exceptional was the ways  he examined the specific industrial contexts of each of the production companies involved in developing Superman for comics, radio, live-action serials, and animation, and the contractual relations  the publishers deployed to insure some degree of integrity and consistency across them.
  • Aaron Calbreath-Frasieur (University of Nottingham) traced the history of meta-media and transmedia explorations by the Jim Henson Corporation and the Muppets franchise, suggesting the ways that our awareness of the characters and their personalities inform our response to their performances across multiple media platforms.
  • Feride Cicekoglu, Digdem Sezen, and Tonguc Ibrahim Sezen (Istanbul University/Istanbul Bigli University) reflected on the ways transmedia could be deployed to generate civic awareness and political participation, including both examples from the highly topical Valley of the Wolves series for Turkish television and recent efforts to use alternate reality games for social change, such as the British Red Cross’s Traces of Hope and Play the New .

 

Sunderland

Our next stop was Sunderland, an industrial city in North East England. Sutherland  is the home of British comic book artist and author, Bryan Talbott, whose graphic novel, Alice in Sunderland, will be the focus of a chapter in my planned Comics...and Stuff book project.

Reading Bryan Talbot’s Alice in Sunderland is an overwhelming experience -- not simply because of its epic scale whether judged by its 300 plus page length or by its historical scope, which traces the history of a town in Northwest England from the Age of Reptiles and the era of St. Bede through to the present moment.  Talbot shows how Sunderland has functioned as a crossroads for many of the cultural currents that have shaped British history. But, even on the level of the single page, Sunderland is overwhelming because of the way that Talbot has built it up primarily through techniques borrowed from photocomics and especially through the use of collage.

Each page may feature dozens of images Talbot has collected from archives -- old photographs, documents, woodcuts, carved marble, stained-glass windows, film stills, cartoons, and printed books, all jockeying for our attention, each conveying separate bits of information relevant to the historical narrative he is developing, but each gaining far greater meaning when situated within the book’s gestalt.   At the center of this narrative, as its title might suggest, is the story of Lewis Carroll, the author of Alice in Wonderland, who lived for a time in Sunderland and met Alice Liddell, his young muse, for whom his fairy story was dedicated. On the surface, the book can be read as an obsessive argument for the priority of Sunderland over Cambridge as the site from which to understand the origins of Carroll’s Wonderland. In the process of making such claims, Talbot goes further, linking Alice and Carroll to a much broader array of stories (from ancient mythology to music hall comedy) which have sprung from the same geographic and cultural roots.

Sunderland, thus, is a project in radical intertextuality, forging links between dispersed narratives drawn from both history and fiction, mapping them onto a highly localized geography. For all of its historical expansiveness, the core structure of the book is a tour, walking up and down the streets of Sunderland, pointing out various monuments and landmarks, and linking them into the emerging narrative of British history. And on yet another meta-level, Talbot is trying to link his own medium, comics, to a much broader history of artistic practices which combined words and pictures to construct narratives, including a consideration of Carroll’s relations with his illustrator John Tenniel, the Bayeux Tapestry, William Blake, and William Hogarth, as well as patches of many different comics genres.

 

Given the book’s focus on the local history and geography of Sunderland, I was eager to visit some of the depicted sites myself, and to try to get a better understanding of the context within which Talbot works. I was lucky to have established contact via email with Billy Proctor, a scholar of comics and popular narrative who is based in Sunderland, and through him, I made contact with Bryan and his wife, Mary, who invited us to pay them a visit. There, we shared thoughts about our shared fascination with vaudeville and music hall, and I got the chance to see some of the work in progress towards the next book in his Grandville series (which combines steampunk with the funny animal tradition).

 

 

While I was there, I found myself being interviewed for a documentary being produced about Talbot and his work (as well as by a local newspaper reporter eager to find out what would bring an “American visitor” to their city). The documentary producer Russell Wall has since shared with me this short film promoting Dotter of Her Father’s Eye. Dotter was Bryan’s first creative collaboration with his wife, Mary Talbot, a noted feminist scholar, who uses the graphic novel form to explore two father-daughter stories: the first is an autobiographical account of her troubled relationship with her father, a noted Joyce scholar, and the second is the account of Joyce’s relationship with his daughter, Lucia.

http://www.youtube.com/watch?v=cXUKksNjR78&feature=youtu.be

 

And this video documents Talbot’s involvements to get young people more invested in the expressive potentials of comics as a medium.

 

http://www.youtube.com/watch?v=X5t1Chy1sz4&feature=youtu.be

 

After our visit with the Talbots, Proctor and his colleague, John-Paul Green, took me on a brief, brisk walking tour of Sunderland on what had turned out to be a rainy, misty afternoon.

Here, you see a picture of Proctor and myself standing next to a Walrus sculpture which figures prominently in Alice: a stuffed walrus was brought back to England by Captain Joseph Wiggins (an associate of Carroll’s Uncle) and may have been the inspiration for the Walrus and the Carpenter.

 

Here are a few other stops along our walk, each of which plays a central role in the graphic novel:

 

The giant chess pieces in a children’s playground in Mowbray Park, which celebrates Carroll’s ties to the city

 

 

 

The Empire Music Hall, where such legendary British performers as Vesta Tilley, Guy Formby, and Sidney James once played.

 

The Statue of Jack Crawford, a British sailor, known as the “Hero of Camperdown,” who “nailed his colors to the mast” of the H.M.S. Venerable when it shattered during a battle with the Dutch.

Proctor, and his colleague Justin Battin, rode with us by train back to London, and we spent most of the trip totally geeking out about contemporary comics, science fiction, and fantasy franchises.

 London (Round 2)

We were all going to attend the Symposium on Popular Media Cultures: Writing in the Margins and Reading Between the Lines, which was being hosted by the Center for Cultural and Creative Research at the University of Portsmouth and by Forbidden Planet, London’s best known comic book shop.  The event was held in the Odeon Cinema near Covent Gardens.

 

 

 

Organized by Lincoln Geraghty, the conference brought together a who’s who of the top British academics working on cult media and fan cultures, including:

  • Joanne Garde-Hanson and Kristyn Gorton speaking about the online reactions to Madonna as an aging female pop star
  • Cornel Sandvoss examining  the ways that reality television series, such as The Only Way is Essex and Made in Chelsea, played into the local imagination,
  • Mark Jancovich tracing the initial critical response to the Val Lewton horror films,
  • Stacey Abbott analyzing  the title sequences for such series as American Horror Story and True Blood,
  • Will Brooker exploring the construction of authorship around the Dark Knight trilogy,
  • Matt Hills sharing  insights about spoilers and “ontological security” within Doctor Who fandom,
  • Roberta Pearson mapping a new project she is developing about the popular resurgence of interest in Sherlock Holmes.

My talk, “Beyond Poaching: From Resistant Audiences to Fan Activism,” sought to locate my current work on fan activism as a form of participatory politics in relation to much older debates about whether fan culture can serve as a springboard for “real political change”.  Amusingly, during my talk, Will Brooker asked me a question proposed via Tweet from Alexis Lothian, one of my graduate students back at USC, a symptom of the number of friends and associates who were following some of these adventures online.

Here’s a picture of some of the participants, hanging out in a local pub, following the event.

 

 Dublin

The following morning, Cynthia and I flew to Dublin, where I had been asked to speak at the Institute of International and European Affairs, a notable think tank which brings together business leaders, journalists, and policy leaders to discuss some of the challenges confronting the modern world.  Here, I offered some critical perspectives on the ways “content” is being reshaped in the contemporary media environment. As I noted, the word, “content,” has classically been defined as “that which is contained,” as in the contents of a bottle or the table of contents of a book. But, a key characteristic of our current moment is that content (as defined by the “content industries”) is not contained, but rather content flows very fluidly across media platforms, across national borders, often shaped by unauthorized acts of circulation which intensify its meanings and may or may not increase its value.

http://www.youtube.com/watch?v=aAffkJpYnPI&feature=player_embedded

Don’t miss the question and answer session which followed my talk, including some forceful challenges from business leaders and lawyers who felt threatened by the manipulations and appropriations of intellectual property I had depicted and by those eager to understand what Irish media makers might have to gain by embracing spreadable media.

Earlier that day, I had wandered over to a comic book shop, near my hotel, which had a display of Irish comics in the window. When I brought an armful of titles to the cash register, I discovered that the owner of the shop, Robert Curley, wrote and published most of the books I was buying through his Atomic Diner imprint. I thoroughly enjoyed my purchases, which included Jennifer Wilde, a supernatural mystery set in Paris in the 1920s and involving the ghost of Oscar Wilde; Rossin Dubh, which is set in the world of Irish theater in the 1890s and involves the return of an ancient demonic force,  Black Scorpion, a superhero saga set during the first world war; and the League of Volunteers, which created a team of superheros to reflect Ireland’s national identity.  The writing is lively, the characters are well developed, the attempts to tap into local history, politics, and mythology are distinctive, and the artwork is compelling.  Check out their website. http://www.atomicdiner.com/

 

 

 

Everywhere we looked in Dublin, we saw political posters, speaking to the ongoing debates around the European economic crisis and the austerity moves the government was seeking to impose.   Needless to say, almost every conversation we had in Europe turned sooner or later to the current political moment. The fact that we were traveling to Greece near the end of our tour often raised graveyard humor, speculating about what currency the Greeks would be using by the time we reached there and whether it would still be part of the European Union. It became clear that much of Europe was unified behind at least one core idea – their anger towards German banks and institutions which they saw as seeking to impose their will on the other countries. This image offers a sample of the political signage debating these issues.

 

 

 

 

 

And this one reduces the debate to its most basic terms.

Cynthia and I spent many hours wandering around the streets of Dublin, and found ourselves utterly charmed by the city, its architecture, and its local culture.

 

 

Along the way, we visited the Trinity College Library to see the Book of Cells, a beautifully illuminated version of the Gospels produced by Celtic monks around 800 A.D., and regarded as one of the real treasures of the country’s cultural heritage.

 

 

Coming Soon: Paris!

How I Spent My Summer Vacation (Part Two): Portugal

This is the second in a series of digital "scrapbooks" through which I capture and share my impressions of my extensive lecture tour across Europe. Last time, I dealt with Germany. Today, Portugal.   Of all of the stops of my tour, Portugal was perhaps the biggest surprise. Given how little the average American (myself among them) knows about Portugal, it could not help but be a surprise.  I had not expected to be so taken with the culture, the people, and the beauty of Lisbon and its surrounding area. Going into this leg of the trip, I could have told you four basic things about Portugal:

The first would have been what I had learned about Lisbon in the opening narration from Casablanca, which has long been a film favorite. http://www.youtube.com/watch?v=IU_raVGf87g

The movie's plot centers around the struggle to access papers which would allow refuges from Nazi Germany and Vichy France to get entry into Portugal. So, while the film is set in Morocco, it spends a surprising amount of time telling us about what Lisbon means in the context of the Second World War. When I learned I would be speaking in Lisbon, I had an impulse to see if I could retrace the character's route, and thus dip far enough south to visit Casablanca, but when I spent some time looking at my time table and the basic geography, this did not look like a good idea.  I had to tell my wife that we would always have Paris, but we would not yet have Casablanca.

The second thing I knew about Portugal I learned in my high school history classes -- the role this country had played during the age of discovery as one of the key powers which have opened up the world to European exploration and trade. Specifically, I had been a big fan of Henry the Navigator, the Prince of Portugal most associated with this period of exploration and colonization, largely because of the name association, but also because I liked the cultural myth of the king who was also a geek.

We were able to visit a monument in Lisbon to Henry and the age of exploration. Trust me, when cities start erecting monuments to Henrys, they get my attention. But this was a particularly stunning piece of sculpture -- which manages to evoke the plow of a ship pointing out towards the "new world" and at the same time, personify the rugged seamen who went on those first voyages. On the trip, though, I learned from a book called The First Frontier that Basque fishermen had been traveling to the coasts of Canada and the United States for centuries before their government officially "discovered" this part of the world, which complicates this story considerably. What I also learned was the huge impact that this period had on the architectural style of the city -- where the local architecture incorporated iconography associated with ships (such as ropes) into their design

Or, natural images (both animals and plants associated with the New World.) Cynthia captured this architectural detail of a frog from one of their cathedrals

This image resonated with us because Cynthia had spent a lot of time at a park a few blocks from our hotel which had a pond which was overflowing with frogs. This is one of many great bits of nature photography she brought back from the trip.

We also got a sense of Portugal as a once powerful empire through our visit to a museum which housed the gilded carriages which had been used by the Royal family through the centuries.

If I had dug deeper into my historical memory, I might have recalled that this region's culture was also very strongly influenced by its history of interactions with the Moors, with the result that there is a strong Islamic flavor to much of the local architecture, especially in the use of brightly colored tiles with strong geometric patterns, such as the ones you see in this photograph.

The third thing I could have told you was that Portugal was closely associated with Brazil, sharing a common language with its former colony in South America. Almost every person in Lisbon I asked suggested that these links were more historical than contemporary, but my own observations suggested otherwise. A high percentage of the tourists I met in Lisbon came from Brazil. The grocery store I visited had a whole section devoted to Foods from Brazil. This would not be true of American grocery stores, for example, but then, we would almost be unlikely to have sections devoted to salted fish and meat, or for that matter, smoked pork products. We saw multiple posters for concerts of Brazilian music. And one of the first stops on our guided tour of the city was a monument to the first person to fly solo from Lisbon to Brazil. So, my sense was that there remain very strong cultural links between the two countries, even if these links were not always conscious or acknowledged.

Fourth, as a fan of world music, I knew about Fado. which historians believe emerged in Lisbon in the early 19th century. Wikipedia provides this useful definition:

In popular belief, fado is a form of music characterized by mournful tunes and lyrics, often about the sea or the life of the poor, and infused with a characteristic sentiment of resignation, fatefulness and melancholia (loosely captured by the word "saudade", or longing). However, although the origins are difficult to trace, today fado is by many regarded as a simply a form of song which can be about anything, but must follow a certain structure. The music is usually linked to the Portuguese word saudade which symbolizes the feeling of loss (a permanent, irreparable loss and its consequent life lasting damage).

You can get a sense of what Fado sounds like (and almost as importantly, looks like) from these two clips which I found on Youtube.

As the clips suggest, the style of music is associated with certain gestures and postures, with a style of performance, with a structure of feeling (suadade), with a set of traditional themes (including, once again, the sea) and with a specific set of musical structures, all of which are distinct to this region. As the clips may also illustrate, each of these is heavily gendered so there are very different modes for men and women in performing these songs. Cynthia and I were lucky enough to have been taken to Clube De Fado, one of the nightclubs in Lisbon which, as the name suggests, is strongly associated with Fado. We were able to see for ourselves the intensity of this musical tradition and the command it still exerts on the heart and soul of the city.

As much as I enjoyed the music and the company on this particular evening, I also will savor for a long time to come the food, which was one of the best meals I had on my entire trip. I ordered something which roughly translates "the treasures of the Black Pork." This was my introduction to the pleasures of eating Pork-based products in Europe. I was nervous from the name that the "treasures" might be various entrails, which might not match my Americanized aesthetic. In fact, they were simply really savory cuts of fried pork. Consistently in Europe, we were struck by how meat-centric the cuisines were and especially how much more central pork, particularly  hams of many varieties, are to their everyday diets. This image which Cynthia captured at a street fair shows the pride they take in their meats.

For dessert, I had, for the first but scarcely the only time on the trip, the pasteis de nata, small custard pies, which quickly became a personal favorite, and which I sampled at several different bakeries as we were walking around Lisbon.

 

One day, as we were wandering through the Center City of Lisbon, we stumbled onto a street festival which was clearly celebrating the diverse folk traditions of various regions around the country. As a result, we encountered one visually striking set of folk costume after another. Here are just a few examples.

 

 

 

I wish I could place more cultural context around these costumes (and the dances or public performances associated with them), since they really captured my imagination, but we were not working with a guide at that point and any explanation provided would have come in a language I do not understand. If there's any reader out there who can provide us with a fuller explanation, I would really appreciate you sharing it with me and my readers.

Another highlight of our time in Portugal was a day trip we took to Sintra, located in the mountains outside Lisbon. Apart from the natural beauties of this region, it represented such a striking playground of the imagination.

 

For example, we visited the Palacio da Pena, built for Portugal's royal family in the 19th century with an eclectic mix of styles, including Neo-Gothic, Neo-Manueline, Neo-Islamic, Neo-Renaissance, and the key word in each case is Neo. The architects took what they found most exotic and eye-catching from a range of styles to construct a castle that might otherwise have existed only in our feverish imaginations. Everything is brightly colored, epic in proportion, and full of fantastical details, which left one feeling like you were visiting Edgar Rice Burrough's Mars or some equally fanciful location from the space opera of your choice.

By contrast, we also visited the nearby the Quinta da Regaleria, a gothic mansion created for Antonio Augusto Carvalho Monteiro (1848-1920) in conjunction with the talent of the scenographer-architect Luigi Manini (1848-1936). Monteiro was among other things rumored to be an alchemist and a Freemason. There is a haunting, morbid atmosphere about the place, which reminds me very much of the Haunted Mansion at Disneyland or the setting of one of the great Roger Corman films with Vincent Price.

Some of the floors were designed to produce vertigo. The library, for example, was lined with mirrors on the floor, so it looked like it was floating in space and as there were book shelves running below as well as above. As someone who suffers from mild forms of fear of heights, I actually found myself panicking when I had to walk across the floor. But, there's also something playful about the ways the house uses pseudo-Medieval elements throughout, such as the stone boar and other wild game hanging on the wall in this shot.

 

All told, the place is consistently unsettling and "spooky, complete with garden mazes and underground grottos -- what's not to love!

Of course, so far, I've made it sound as if Lisbon was all sight-seeing. I gave three talks in Lisbon. First, I did a presentation on Spreadable Media as one of the two keynotes (along with Andras Balint Kovacs from Budapest) at the conference of the Associacao Investigadores Da Imagen em Movimento (The Association for Investigators of the Moving Image), which is the key professional organization for film and media scholars in Portugal. The day before, my host, Tiago Baptiste, a film historian and archivist who has done work on silent and early sound films in Portugal, took us to see the Cinemateca Portuguesa, the national film archive, which is housed in a beautiful old mansion, and which currently had a great display of the origins of home movie projectors.

The event was being held the same day as filmmakers and stars were marching in protest in Lisbon over the ways that state support for the national cinema was being gutted as part of the austerity moves Portugal was being forced to make in response to the European economic crisis. While my talk ended with some hope for the ways that crowd-funding and surfing models were offering new resources for independent media makers to work outside traditional gatekeepers, I was forced to acknowledge that the filmmakers most at risk today may be those who had thrived under the state-funding models which produced films as national prestige projects for exhibition in international film festivals. Such films are perhaps too idiosyncratic in their vision to be adequately previewed on Kickstarter or to have the solid base of fan support that has surrounded projects like The Cosmonaut or Iron Skies. As we argue in the book, these crowd funding models do hold open opportunities for producers who have courted solid and committed followers -- not simply fans but also racial, ethnic, or sexual minorities or political movements who have reason to want to see certain kinds of films made which are unlikely to emerge from the Hollywood system. However, they may not support the most personalized forms of expression that drove the various New Wave film movements around the world in the 1960s.

 

Following the talk, I had a lively interview with an independent filmmaker, Edgar Pera, who sought my comments about the similarities and differences between cinephilia and fandom for his latest production. As you can see from this trailer for The Baron, his films draw strong inspiration from horror films and other B-movies, and so we had a very enjoyable conversation about monster movies fans

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My second talk in Lisbon, dealing with the Harry Potter Alliance as a model for fan activism (and based on my essay in Transformative Works and Cultures), was presented to faculty and students at t ISCTE - Lisbon University Institute. My host, Gustavo Cardoso, is a sometimes collaborator with my USC colleague Manuel Castells.  As Cardoso was walking us across the campus, we heard cries of surprise and someone raced up to me, urgently asking if I was, indeed, Henry Jenkins. It turned out that this was Kris Hammer, a reader of this blog currently studying in Estonia, who was visiting the campus for totally unrelated reasons. He was surprised to discover that I was about to deliver a lecture. He tagged along with us and engaged actively in the question and answer period.

My third talk was a half day "master class" on news and politics in the digital age, supported by the U.S. Embassy, and given to Cenjor, a school which trains future journalists. I was able to share with the group some of the research being done by Civic Paths and the Youth and Participatory Politics Network, not to mention the thinking which is shaping the Journalism program at USC's Annenberg School. The reporters jumped into the talk quickly and basically, drained me dry, sucking up any insights I could give them about the interplay between professional and citizen journalists, new business models for the future of news, digital and news literacy, and the ways that Spreadable Media might speak to how news circulates through the culture. Something of the tone of these exchanges is captured in this short news report produced by some of the school's students around my visit.

 

Meanwhile back at the ranch: My son sent us frame grabs from this Carl Jr's commercial which was then playing in the Los Angeles market. The commercial features Spider-Man interacting with people waiting outside the Orphan Theater (which is across the street from where I live) before swinging past the Eastern Columbia (which is my building.) So, after years of fantasizing that he really was my "friendly neighborhood Spider-man," the guy drops by my street, no doubt looking to hook up for some late night adventure, and I am half way across the world! Life is not fair! So, Spidey, if you are reading this, please drop back by the Eastern building. I'd really love to hang out with you.

 

Of course, it makes total sense that this version of Spider-Man would have a thing for Downtown Los Angeles, since the new film was directed by Mark Webb, who directed (100)Days of Summer, a film which captures the culture of Downtown Los Angeles about as well as anything I've seen.

Coming Soon: My adventures in England and Ireland.

How I Spent My Summer Vacation (Part One): Germany

This is the first of a series of blog posts which will share images, videos, and impressions from my extensive lecture tour this summer across Europe. I think of these posts as the equivalent of a scrapbook. For me, they are a way of consolidating my impressions on what were truly transformative experiences and encounters. I am hoping for the reader they will function as one part travel guide and one part overview of some key figures and developments in Europe around the topics which I regularly cover here.

 

The Journey Begins

Over the course of ten weeks, I ended up giving more than 30 talks and visited 12 European countries at a moment of tension and transition within the European Union. As someone commented on my Facebook page near the end of the trip, "Now everyone in Europe has had the chance to hear Henry Jenkins speak at least twice."

In almost every case, it was the first time my wife and I had visited those places and so we engaged with each with curiosity and excitement. I had never really been able to spend significant amounts of time in Europe before, having not had the resources to be a foreign exchange student in high school, to do the Junior semester abroad programs as an undergraduate, or to hitchhike across Europe after graduation, all the stereotypical ways Americans get to know Europe.

As Convergence Culture began to be translated into many European languages, I felt a very strong desire to visit Europe in a more substantial and systematic way, to engage in conversation with the people who were reading the book, and to learn more about how its themes were playing out in a European context. But, the trip kept getting put off as I struggled with my decision to leave MIT and then dealt with the transition to USC, and so this summer was the first time I could make this dream into a reality.

The timing could not have been better, since I could also now use the trip to talk about a range of forthcoming projects, each of which build on the foundations of ideas introduced in Convergence Culture, including a special issue of Transformative Works and Cultures on fan activism (which I co-edited with Sangita Shreshtova and the members of my Civic Paths team), Spreadable Media: Creating Meaning and Value in a Networked Culture (Co-authored with Sam Ford and Joshua Green, and due out in January), the 20th anniversary edition of Textual Poachers: Television Fans and Participatory Culture (coming out from Routledge this fall), and Reading in a Participatory Culture (co-edited and co-written with a group of former students and researchers associated with the New Media Literacies Project, due out from Teacher's College Press by the end of 2012.) For me, these projects represent the finalization of many ideas and projects started at MIT and now reaching completion.

Finally, this summer represented a moment of transition as I start really working on book projects which represent the conceptual breakthroughs I have made since starting work at USC, and thus, the summer was a way of clearing my head, refocusing my thinking, as I prepare for some new ventures.

This trip would not have been imaginable without the hard work of Amanda Ford, my ever-resourceful assistant, who coordinated with my hosts at each of these cities to resolve the many, many details involved in pulling off a trip on this scale, certainly the most extensive, exhaustive, and exhausting trip I've ever tackled. I also could not have done it without the partnership of my wife, Cynthia, who acted as the "official photographer" on the trip (almost all of the images I will be running in this series are hers) and also helped to puncture my ego whenever needed to prevent too much swelling of the head.

Marburg

Our trip began in Germany and I recall those first few days through a deep haze -- one part end of term exhaustion, one part jet lag. But one of the more surreal aspects of our first leg was waking up from my sleep in the middle of the afternoon on the first day to the sounds of hail hitting the balcony outside my room and looking down into the streets below, more or less covered with ice. Keep in mind that this was the first week of May and that no one in Marburg could recall having seen a hail storm this late in the year before.

 This is not the best of pictures, but it gives you some sense of what we saw  from the hotel window. I think back on the hail storm as ironic in several senses. First, as any American will tell you, Europe suffers from a severe shortage of ice otherwise. Even when you beg waiters for ice, they return with one or two small slivers, not convinced that it is really healthy to have ice in your drinks. So, the travel gods delivered most of the ice we'd see the whole trip in one dump. And second, by the time the trip was ending, the weather in Europe was sweltering and we were on the verge of melting into the asphalt, so the move from a hail storm in Marburg to 100 degree days in Athens or Rome, says something about just how long we were on the road.

Marburg is a classic medieval German city -- narrow, winding streets, buildings with lots of "gingerbread" decorations -- and it feels as if it were a location in the fairy tales of the Brothers Grimm. This is no accident since the Brothers Grimm spent a portion of their lives here and that many of their visits into the country side to collect local folk tales which form the basis of their narratives were in the region around this town.

As a consequence, my second really surreal encounter in Marburg was seeing this statute of our Friendly Neighborhood Spider-Man hanging outside a very old world looking comic shop.

 My host for this leg of the journey was Malte Hagener, who has recently published (with Thomas Elssasser) Film Theory: An Introduction Through the Senses , which offers an approach to classic problems in cinema studies through a framework that is highly appropriate to those of us working in Comparative Media Studies. I plan to use some of its chapters in my course on Medium Specificity this fall.

First, there was a lively informal conversation with a room full of bright undergraduates (many of whom were doing projects dealing with transmedia entertainment or fan studies or game studies). They had been asked to read my recently published essay on the Harry Potter Alliance and fan activism, which gave me a chance to talk more generally about our work on new media, youth, and political participation, and exchange perspectives on everything from the Arab Spring movement to the ways Occupy Wall Street had impacted current debates around the European economic crisis. Later that night, at the University of Marburg, I delivered the first of the trip's formal lecture dealing with the ideas from Spreadable Media.

After,  Hagener and his colleagues took my wife and I on a walk through the old sector of the city and to dinner. We had arrived at the height of Germany's "cult of the white asparagus," which meant that for a few weeks each year a good chunk of the menu was dedicated to this distinctive vegetable, which was served in various soups or stews, cooked into various pastas, served as the main dish with many different kinds of sauce, or served with ham and other local meats. I had never had white asparagus before but by the time this leg was done, we would have enjoyed it for a number of meals. It is larger than the green asparagus we mostly have in the States, but it was surprisingly not at all tough or fibrous, more or less melting in your mouth, and also very sweat tasting.

Gottingen

From Marburg, we traveled by train to Gottingen, where I was greeted by Jason Mittell, who has been spending his sabbatical year in residence at Georg-August-Universität Göttingen, where he has joined a group of researchers working on contemporary and historical forms of serial entertainment. I have known Jason since he was a graduate student at the University of Wisconsin-Madison and we've worked together many times, especially through the Futures of Entertainment Consortium, and he runs one of the very best academic blogs in media studies, Just TV. Below you can see a photograph of the two of us walking through the streets of his temporary home town.

 Jason, for example, took us for our first of many visits to cathedrals in Europe -- in this case, the St. Jacobikirche (St. Jacoby), which is unexpectedly decorated with candy cane red and white stripes inside. St. Jacoby is called the "dancing cathedral" because the architects used a variety of optical effects in its design which created a strange "buzz" or warping effect on the eye.

 

Here, you see the window of Cron und Lanz, a truly phenomenal bakery and candy shop. There had been a German Bakery in Atlanta near where I grew up, which carries enormous sentimental importance in my childhood memories. I especially associate it with these great gingerbread man cookies which we would get every year at Christmas. I still seek them out if I have reason to be in Atlanta this time of year, and my friend Laurie Baird, until recently with Turner Broadcasting, will bring me a box if we have a chance to meet. I was having fantasies of tasting authentic German gingerbread, but even though it is available year round in Atlanta, it seems to be a seasonal treat here, so no such luck.

 But, Jason introduced us to another seasonal delicacy -- chocolate Maikäfer or May Bugs, which are associated with the celebration of May Day in this part of Germany. It's hard to see them in the window of the bakery, but there was another whole window displaying various sized chocolate bugs. This is a close up of one such creature who I bought at the shop and later consumed in my hotel room (with the apples used just to give you a sense of scale).

 Here we see the two of us, alongside many of Jason's students and colleagues, who were all part of the the Research Unit for "Popular Seriality -- Aesthetics and Practice", shortly after an intense afternoon bull session.

 The discussion was organized around a chapter we shared from Spreadable Media , which dealt primarily with the ways the television industry understands the concept of "engagement", its struggles to adequately measure and capitalize on the value of audience participation in its franchises, and the ways these trends have shaped the push towards transmedia storytelling. But, our discussion was far reaching, covering many different points of intersection between our research projects. This was the first time I had encountered a very German academic practice. Rather than clapping after the end of a presentation, here and elsewhere in Germany, the audience rapped their knuckles on the table top.

Below you see some members of the very engaged audience at my evening public lecture, based on my new book project, Comics...And Stuff, which deals with the ways contemporary graphic novels are helping us think about our relations to material culture and the practices of collecting in an era of eBay and other forms of networked consumption.

 This project combines formal and thematic considerations of the works of nine contemporary comics artists from the Anglo-American world. This was the first time I had done a public presentation of these ideas, which are still very much taking shape in my head, so the talk had an exploratory and improvizational tone (i.e. I was partially making it up as I went along). Gottingen turned out to be the ideal audience for such an early presentation of these ideas, since there were people in the audience from my diverse fields, many of whom were doing work on popular representation, art history, popular memory, material culture, networked consumption, and above all, a surprising number doing work on comics and graphic storytelling.  Among them were Daniel Stein and Alexandre Starre.) The audience was generous and generative in sharing their reactions to my ideas and helping me think out loud about this project which will dominate much of my writing time for the coming year.

Frankfurt

From there, we traveled to Frankfurt by train. Below is the Frankfurt train station, the site of an especially memorable moment of transcultural misunderstanding. As I was walking through the train station, I spotted a sign advertising Berliners. I have always been bemused by the story of John F. Kennedy's trip to Berlin where he sought to express solidarity with the German people by claiming he was also a Berliner, but ended up, via a mistranslation, announcing to the world that he was a jelly doughnut. So, I had to have a Berliner, and my wife wanted them too, so I went to the counter, only to find that the sales woman did not speak any English and I spoke no German. So, I pointed at the doughnuts and held up two fingers. She spoke very fast in German and held up three fingers. But, I only wanted two doughnuts, so insisted on two, and this went back and forth for some time, before some other customer took mercy on me, suggesting that the woman was trying to tell me that the doughnuts were three for the price of two, and so, in the end, I walked away with three.

 I mean this as no insult to the people of Frankfurt, but this city was intended primarily as a bolt hole where I could lock myself away for a few days and finish off grading for my semester at USC. I had left on the last day of classes and by this point in the trip, the papers for my graduate seminar on Fandom, Participatory Culture, and Web 2.0 were coming in electronically, and I needed to take some time out to grade them in a city where I had no local contacts, no scheduled talks, and thus would not be disturbed. You can see me here grading in the hotel room.

 But, ultimately, I could not visit Frankfurt without doing some exploring. Cynthia and I took a break from grading to do a walk through rain soaked city streets and to visit the Deutsche Filminstitut, which has a museum focused on the history and art of motion pictures and is highly recommended. We especially enjoyed spending time on a floor focused around 19th century forms of media. In the past, these materials would be framed as "the prehistory of cinema," but increasingly, there are the source of fascination in their own right. I am a very modest collector of such artifacts of this earlier moment of media in transition. I especially admired the juxtaposition created here between magic lantern shows (which deployed a broad array of special effects and optical manipulations) and the work of Georges Melies, which turns out to have a remarkably similar aesthetic, though these connections have rarely been explored by film scholars. The museum also has a large collection of materials associated with Charlie Chaplin, including toys, advertisements, and other collectibles, showing the transnational fan culture which grew up around his work.

Giessen

Grading completed, we then took a train to Giessen, a small, somewhat sleepy little German village, where I ran a master class for graduate students doing work on various topics in media and popular culture through International Graduate Centre for the Study of Culture (GCSC). The talk had been organized by Joern Ahrens, who I knew from his time as a visiting scholar at Comparative Media Studies, but he was unfortunately called out of town before I arrived. Nevertheless, I found my time with the students cordial and engaging, as might be suggested by these two photographs from the session.  While I was interacting with the students, Cynthia got to explore a quaint old country cemetery which was just on the edge of the campus. This is one of the many beautiful images she captured there.

Stuttgart

From there, we traveled to Stuttgart, where I participated in FMX, a trade-show/festival focused around animation, games, special effects, and other forms of digital entertainment. I was featured on a special track of programming focused on transmedia which was co-hosted by the fine folks at 5-D, which runs transmedia and world building themed events here in Los Angeles.

Today's program included Scott Walker, one of the key organizers of the Los Angeles area Transmedia Meetup, who has done some innovative thinking about audience engagement strategies through his company, Brain Candy; Femke Wolting, who is part of the acclaimed team at Submarine Channel, which has done many transmedia projects in both fictional and documentary storytelling; and Nuno Bernardo from beActive, a transmedia from Portugal producer who recently published The Producer's Guide to Transmedia .

I delivered a talk on the Future of the Content Industries, which would be a core talk I delivered multiple times across Europe. But, for me, the high point was getting to participate in an open-ended conversation about world building and story telling with Alex McDowell, the noted British-born production designer who most recently has been shaping the look and feel of the upcoming Superman movie, and Shekhar Kapur, the Indian born producer associated with The Bandit Queen and the Elizabeth movies, among other projects. We brought very different perspectives to the topic in terms of our professional stakes and our cultural backgrounds. This conversation, and subsequent talks with Kapur at the conference dinner, ranked as one of the  intellectual high points of my time in Europe. The exchange was marked by constant shifts in tone from the philosophical or even "spiritual" to the intellectual to the personal to the professional, each of us circling around some of the most challenging issues surrounding the nature of entertainment in a transmedia and transnational era. I am sharing the video with you here thanks to special efforts by the 5D and FMX staffs, so thanks guys.

5D: The future of Storytelling in Transmedia at FMX 2012 from Dave Blass on Vimeo.

For more about transmedia at FMX, check out Scott Walker's very perceptive blog post, which shares his impressions not only of the day of programming I participated in but also other highlights from the week long festival. See also here an interview I did about transmedia for a German blog as part of the publicity build up for my appearances in his country.

While I was at the convention, I also shot an interview with Klaus Uhrig, a producer for Bayerischer Rundfunk. Uhrig is preparing a documentary for national television dealing with issues of collecting, ownership, and publishing, as phenomenon undergoing profound transition as we move into the era of cloud computing. More and more, we are not going to own the media we consume -- whether television programs, movies, or books -- but rather we will access them (in effect, rent them) from their publishers. As someone deeply invested in collector culture and very excited to own so many of my favorite media texts in DVD, I am a bit concerned about the uncertainities of access such an era is apt to produce. After all, Borders has never gone into my home and removed books I've bought from my bookshelf, but Amazon has been called out several times now for removing or disabling digital books from people's iPads and Kindles. And, where media availability is concerned, what iTunes and Hulu giveth, they can also withdrawal on their whim, something which is going to have serious consequences for media educators who want to predictably show certain core works semester after semester to their students. So, I am not normally cranky about the future, as anyone reading this blog knows, but to me, there are disturbing implications for our current moment of corporate "curation" and cloud based publishing, which we urgently need to be discussing. You see here a photograph of the producers interviewing me for the program.

Next Time: Portugal

Videos from Transmedia Hollywood 3: Rethinking Creative Relations

Sometimes it's easy, sometime's its hard. We've had ongoing success in building a community around the Future of Entertainment Consortium's west coast event, Transmedia Hollywood, which is jointly produced each year through a collaboration between University of Southern California and University of California-Los Angeles (or as they would put it, University of California-Los Angeles and University of Southern California). But, this year's conference seemed to be under some kind of black cloud. We never have had so much difficulty lining up speakers, so much last minute shuffling of presenters. On top of that, the event will be known as the year without Henry, since I ended up in the hospital on the eve of the event, ended up missing most of the day as I fought my way through the bureaucracy to get released. And, then, we faced epic delays getting the videos out to the world.

Well, the videos are finally here and, despite the struggles, we are still very proud of what we were able to produce -- the speakers are, as always, lively and thought provoking, a rich mix of academics and folks from many different sectors of the entertainment industry, and the content remains timely, capturing some of the key transitions shaping the entertainment industry today and bringing an ever stronger transnational focus to the mix, as we are connecting more and more with folks creating transmedia content around the world.

With the growth of transmedia and creative industries/production studies focused classes at universities around the world, we hope these videos will prove to be important resources for use in the classroom or to assist researchers who would not otherwise have access to insider perspectives within the media industries.

Above all, enjoy! And if you find something interesting, help us spread the word.

Transmedia Hollywood 3: Rethinking Creative Relations

As transmedia models become more central to the ways that the entertainment industry operates, the result has been some dramatic shifts within production culture, shifts in the ways labor gets organized, in how productions get financed and distributed, in the relations between media industries, and in the locations from which creative decisions are being made.

This year's Transmedia, Hollywood examines the ways that transmedia approaches are forcing the media industry to reconsider old production logics and practices, paving the way for new kinds of creative output. Our hope is to capture these transitions by bringing together established players from mainstream media industries and independent producers trying new routes to the market. We also hope to bring a global perspective to the conversation, looking closely at the ways transmedia operates in a range of different creative economies and how these different imperatives result in different understandings of what transmedia can contribute to the storytelling process - for traditional Hollywood, the global media industries, and for all the independent media-makers who are taking up the challenge to reinvent traditional media-making for a "connected" audience of collaborators.

Many of Hollywood's entrenched business and creative practices remain deeply mired in the past, weighed down by rigid hierarchies, interlocking bureaucracies, and institutionalized gatekeepers (e.g. the corporate executives, agents, managers, and lawyers). In this volatile moment of crisis and opportunity, as Hollywood shifts from an analog to a digital industry, one which embraces collaboration, collectivity, and compelling uses of social media, a number of powerful independent voices have emerged. These include high-profile transmedia production companies such as Jeff Gomez's Starlight Runner Entertainment as well as less well-funded and well-staffed solo artists who are coming together virtually from various locations across the globe. What these top-down and bottom-up developments have in common is a desire to buck tradition and to help invent the future of entertainment. One of the issues we hope to address today is the social, cultural, and industrial impact of these new forms of international collaboration and mixtures of old and new work cultures.

Another topic is the future of independent film. Will creative commons replace copyright? Will crowdsourcing replace the antiquated foreign sales model? Will the guilds be able to protect the rights of digital laborers who work for peanuts? What about audiences who work for free? Given that most people today spend the bulk of their leisure time online, why aren't independent artists going online and connecting with their community before committing their hard-earned dollars on a speculative project designed for the smallest group of people imaginable - those that frequent art-house theaters?

Fearing obsolescence in the near future, many of Hollywood's traditional studios and networks are looking increasingly to outsiders - often from Silicon Valley or Madison Avenue - to teach these old dogs some new tricks. Many current studio and network executives are overseeing in-house agencies, whose names - Sony Interactive Imageworks, NBC Digital, and Disney Interactive Media Group - are meant to describe their cutting-edge activities and differentiate themselves from Hollywood's old guard.

Creating media in the digital age is "nice work if you can get it," according to labor scholar Andrew Ross in a recent book of the same name. Frequently situated in park-like "campuses," many of these new, experimental companies and divisions are hiring large numbers of next generation workers, offering them attractive amenities ranging from coffee bars to well-prepared organic food to basketball courts. However, even though these perks help to humanize the workplace, several labor scholars (e.g. Andrew Ross, Mark Deuze, Rosalind Gill) see them as glittering distractions, obscuring a looming problem on the horizon - a new workforce of "temps, freelancers, adjuncts, and migrants."

While the analog model still dominates in Hollywood, the digital hand-writing is on the wall; therefore, the labor guilds, lawyers, and agent/managers must intervene to find ways to restore the eroding power/leverage of creators. In addition, shouldn't the guilds be mindful of the new generation of digital laborers working inside these in-house agencies? What about the creative talent that emerges from Madison Avenue ad agencies like Goodby, Silverstein & Partners, makers of the Asylum 626 first-person horror experience for Doritos; or Grey's Advertising, makers of the Behind the Still collective campaign for Canon? Google has not only put the networks' 30-second ad to shame using Adword, but its Creative Labs has taken marketing to new aesthetic heights with its breathtaking Johnny Cash [collective] Project. Furthermore, Google's evocative Parisian Love campaign reminds us just how intimately intertwined our real and virtual lives have become.

Shouldn't Hollywood take note that many of its most powerful writers, directors, and producers are starting to embrace transmedia in direct and meaningful ways by inviting artists from the worlds of comic books, gaming, and web design to collaborate? These collaborations enhance the storytelling and aesthetic worlds tenfold, enriching "worlds" as diverse as The Dark Knight, The Avengers, and cable's The Walking Dead. Hopefully, this conference will leave all of us with a broader understanding of what it means to be a media maker today - by revealing new and expansive ways for artists to collaborate with Hollywood media managers, audiences, advertisers, members of the tech culture, and with one another.

Once the dominant player in the content industry, Hollywood today is having to look as far away as Silicon Valley and Madison Avenue for collaborators in the 2.0 space.

Moderator: Denise Mann, UCLA

Panelists:

Nick Childs, Executive Creative Director, Fleishman Hillard

Jennifer Holt, co-Director, Media Industries Project, UCSB

Lee Hunter, Global Head of Marketing, YouTube

Jordan Levin, CEO, Generate

In countries with strong state support for media production, alternative forms of transmedia are taking shape. How has transmedia fit within the effort of nation-states to promote and expand their creative economies?

Moderator: Laurie Baird, Strategic Consultant - Media and Entertainment at Georgia Tech Institute for People and Technology.

Panelists:

Jesse Albert, Producer & Consultant in Film, Television, Digital Media, Live Events & Branded Content

Morgan Bouchet, Vice-President, Transmedia and Social Media, Content Division, Orange

Christy Dena, Director, Universe Creation 101

Sara DIamond, President, Ontario College of Art and Design University

Mauricio Mota, Chief Storytelling Officer, Co-founder of The Alchemists

A new generation of media makers are taking art out of the rarefied world of crumbling art-house theaters, museums, and galleries and putting it back in the hands of the masses, creating immersive, interactive, and collaborative works of transmedia entertainment, made for and by the people who enjoy it most.

Moderator: Denise Mann, UCLA.

Panelists:

Tara Tiger Brown, Freelance Interactive Producer/Product Manager

Mike Farah, President of Production, Funny Or DIe

Ted Hope, Producer/Partner/Founder, Double Hope Films

Sheila C. Murphy, Associate Professor, University of Michigan

By many accounts, the comics industry is failing. Yet, comics have never played a more central role in the entertainment industry, seeding more and more film and television franchises. What advantages does audience-tested content bring to other media? What do the producers owe to those die-hard fans as they translate comic book mythology to screen? And why have so many TV series expanded their narrative through graphic novels in recent years?

Moderator: Geoffrey Long, Lead Narrative Producer for the Narrative Design Team at Microsoft Studios.

Panelists:

Katherine Keller, Culture Vultures Editrix at Sequential Tart

Joe LeFavi, Quixotic Transmedia

Mike Richardson, President, Dark Horse Comics

Mark Verheiden, Writer (Falling Skies, Heroes)

Mary Vogt, Costume Designer (Rise Of The Silver Surfer, Men In Black)

For those of you who live on the East Coast, here's the latest news from Sam Ford, who is hard at work planning the next Futures of Entertainment conference:

We have just announced that FoE6 will be Friday, Nov. 9, and Saturday, Nov. 10, in the Wong Auditorium at MIT. Panels will tackle subjects such as the the ethics and politics of curation, corporate listening and empathy, "the shiny new object syndrome," new distribution models in a digital age, and rethinking copyright. We will also look specifically at innovations in storytelling and sports, in video games, in public media, and in civic media.

Information on the tentative schedule, as well as registration, is available here.

Performing Our "Collective Dreams": The Many Worlds of San Diego Comic-Con

So, after ten weeks of speaking and traveling across Europe, my wife and I have finally return to Los Angeles, more than a little road weary and jet-lagged, but eager to share some of the new contacts and insights I've gained through my travel. I hope to share some of my travel experiences before much longer, but in the meantime, I am trying to catch up with a range of other things which have happened since I have been away. Today, I wanted to share with you an article which I wrote about the 2011 San Diego Comic-Con for Boom: A Journal of California, which has finally come out in print -- just in time for Comic-Con 2012. I am not in San Diego this week -- it would have been too much to tackle after my long trip -- but half the people I know are there, so I figured I would prioritize sharing this article with my regular readers. If you would like to read a PDF of the article as it appears in the magazine, including a range of eye-catching photographs, you can find it here:

Boom0202 04
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And you can find the issue itself on the newstand, where-ever quality publications like Boom may be sold in your community.

"Super-Powered Fans": The Many Worlds of San Diego Comic-Con

by Henry Jenkins, written for Boom: A Journal of California

In an "Only at..." moment, the New German Cinema auteur Werner Herzog made a surprise appearance at the 2011 Comic-Con International event. Popping up during a panel focused on the Discovery Channel's Dinosaur Revolution series, Herzog pontificated in a Bavarian accent about how the four-day geekfest represented an epic acting out of the public's "collective dreams." We all applauded with delight as Herzog, known for his art films and documentaries, bubbled with boyish enthusiasm about fandom's ritual practices and shared beliefs as breathlessly as he might have talked about going up the Amazon River to film Fitzcaraldo, or in search of prehistoric art for his more recent Cave of Forgotten Dreams.

A few years ago, another documentary filmmaker, Morgan Spurlock, found himself in conversation with comic book legend Stan Lee at one of Comic-Con's cocktail parties. The pair got excited about possibilities for documenting the festivities. Spurlock's agent connected him to another client in attendance, Firefly mastermind Joss Whedon. Soon, famed blogger Harry Knowles (Ain't It Cool News), also in San Diego for the conference, had joined the dialogue. The team shot a film (Comic-Con Episode IV: A Fan's Hope) at the 2010 convention, and it started playing on the film festival circuit in the fall of 2011. Further, a photo book based on the documentary was selling on the Comic-Con exhibit floor in 2011 with the tagline, "See anyone you know?" For more and more of us, the answer is hell yes! (For the record, mine is one of hundreds of snapshots on the book's cover.)

If you have a single geeky bone in your body (and who doesn't these days?), you have probably heard about Comic-Con, which is held each year at the San Diego Convention Center. Entertainment Weekly does an annual Comic-Con cover story. The Los Angeles Times does a special insert. And trade publications like The Hollywood Reporter also provide extensive coverage. However, for the most part, these reporters rarely get outside Hall H (where most of the film-related programming is held) or Ballroom 20 (where the high-profile television events take place). Mainstream journalists are focused on what the big studios and A-list celebrities are doing. If they do get beyond that, they typically focus on the spectacular costumes. Both are part of what makes this gathering so interesting, but there's much more to the Comic-Con story.

Comic-Con has a history, culture, economy and politics all its own, one we can only understand if we go beyond the celebrities, spoilers, and costumes and explore some of

the many different functions the con performs for the diverse groups that gather there. Comic-Con International is press junket, trade show, collector's mart, public forum, academic conference, and arts festival, all in one.

I have been active in this world for almost three decades. Students who take my classes about comics, games, transmedia entertainment, and science fiction have sometimes called me a professor of "Comic-Con Studies." But, compared to those who have been attending the Con for four decades, I'm still a relative newcomer; the 2011 festival was only my fourth time at the event.

I came to Comic-Con, first and foremost, as a fan--wanting, like everyone else, to see the artists who create the pop culture fantasies I love. By my second year, I was there as an academic, speaking as part of the event's track of scholarly programming and as part of a larger movement to legitimatize "comic studies" as an emerging field. By the third year, I was asked to participate in industry panels, reflecting the degree to which my research on fan cultures and transmedia entertainment has attracted interest from Hollywood. And last year I was there as an embedded journalist or native guide (pick your favorite metaphor), intending to help Boom's readers understand what Comic-Con was all about.

Comic-Con is the center of the trends I describe in my book Convergence Culture: Where Old and New Media Collide. It's the meeting point between a transmedia commercial culture and a grassroots participatory culture, the place where an uncertain Hollywood goes when it wants to better understand its always unstable relations with its audiences. Comic-Con is a gathering of the tribes, a crossroads for many different communities drawn together by their shared love of popular mythology. What follows are a series of snapshots of the many different Comic-Cons, all functioning inside the San Diego Convention Center every year, simultaneously. Each of these vignettes from Comic-Con 2011 tells us something about how we produce and engage with entertainment media in a networked culture.

Comic-Con as Invasion

Organizers estimated that almost 140,000 people attended the 2011 event. To put this into some perspective, that's just a little under the population of Pasadena (147k) or, perhaps more to the point, of Hollywood (146k). Read through a different lens, Comic-Con attendance figures equal roughly half the number of people the federal government estimates have full or part-time employment in the motion picture industry. And Comic-Con's population is roughly one tenth of the population of San Diego itself.

For those five days, fans own the San Diego Convention Center, whose futuristic architecture--all pristine white and glistening metal--mirrors some cheesy 1970s-era science fiction flick (say, Logan's Run). More than that, the fans own downtown San Diego. Imagine this San Diego scene I saw unfold last year: The landscape is dotted with giant inflatable Smurfs, a full-scale reconstruction of South Park, and a building wrapped in Batman promotional material. The 7-Eleven in front of me has posters depicting Steampunk versions of Slurpee machines, courtesy of Cowboys and Aliens. Over there, sitting at a table outside the Spaghetti Factory, are Batman and Wolverine, united by a shared taste for black leather--never mind that they come from fundamentally different universes ("You're from DC; I'm from Marvel"). An armada of Pedi-cabs are passing by, ferrying fans anywhere they want to go. One of the cabs you see pass is a replica of the throne from Game of Thrones (a project from HBO which soon took on mythic status at the event, as I repeatedly heard people say, "Did you see...?" and "Did you hear about...?").

As I walk ahead, every congestion point in the foot traffic, such as the crossing of the trolley tracks, has been transformed into a gathering place for marketers trying to pass out swag and fliers. As we approach the convention center, we are accosted by Ninja Turtles and Captain Americas, by sexy booth babes in fur bikinis, and--perhaps most effectively--by a bevy of retro Pan Am stewardesses giving away vintage-style powder blue flight bags and walking in unison, having mastered the wave and the twirl with stylized femininity.

Comic-Con as Homecoming Party

Science fiction and comics fans have been holding gatherings at least since the first World Science Fiction Convention in 1939 (an ambitious name for a group which at the time probably didn't draw many from outside the Brooklyn area). Some cons are focused around a single media property--historically Star Trek or Star Wars, these days more often Harry Potter. Others are focused on a genre, such as comic books or anime or role-playing games. Many people at Comic-Con attend these other, more specialized, more local gatherings throughout the year, but they all come home to San Diego. Thus, Comic-Con has become the Mega-con, the Con to end all Cons, the gathering place for fans of all varieties (and yes, now, from all over the planet).

Comic-Con started as a small regional comics convention in 1970 with 170 attendees. The organizers sought to broaden their base by including other related interests, including the Society for Creative Anachronisms, The Mythopoetic Society, and, later, gamers and anime fans. By 1980, the convention attracted 5,000 attendees. This was the heyday of comics collecting, when vintage comics discovered in old attics were being avidly sought by wealthy adult collectors. The comics "bubble" eventually popped: vintage comics were valuable because so many mothers had thrown them away, creating artificial scarcity. But by then, genre entertainment had moved from B movies and midnight movies to major Hollywood summer blockbuster status, and the Con kept undergoing growth spurts--15,000 in 1990; 48,000 in 2000; and 130,000 in 2010.The Con so swamped the available hotel rooms in 2011 that my wife and I ended up renting a dorm room at a local college miles away, spending the five days of our stay sleeping in cramped bunk beds.

Today, one of my big ambivalences about Comic-Con is how much it now emphasizes fans as consumers rather than fans as cultural producers. There's a small alleyway tucked in the back corners where fan clubs have booths to attract new members. There are panels where fan podcasts are being recorded, where fan fiction is being discussed, and where costumers trade tips with each other. For the most part, however, Comic-Con International puts the professionals in the center and the subcultural activities the conference was based on at the fringes.

Comic-Con as Publicity Event

Today's television has moved from an appointment-based medium where viewers watch programs at scheduled times to an engagement-based medium where people seek out content through many different media (from Hulu and iTunes to boxed sets of Dvds) on their own time and as their interests dictate. Today's Comic-Con is shaped by the idea of the fan not as a collector, but as an influencer. Most Comic-Con attendees are "early adopters" of communication technologies; they have blogs, Facebook pages, Twitter accounts, etc., and know how to use them. These fans have become the leading edge of the studio's promotional campaigns. Industry research shows that Twitter hashtags represent one of the best predictors of box office success, both because the kinds of folks who see movies on the opening weekend are more often likely to be the type to tweet about their activities, and because these grassroots intermediaries help to inform and shape the ticket-buying habits of more casual audience members.

San Diego seems to be the right place--just close enough to Los Angeles to draw A-list celebrities, just far enough that it makes for a great road trip for those feeling claustrophobic in the media capital. And it's the right time, in the midst of the summer movie madness and less than a month before the launch of the fall television season, to draw maximum attention from the media industry. This is the one time of the year when many Hollywood types directly interface with their audiences, and probably the only place where they are doing so on the fans' terms. Their mission is to "break through the clutter."

Ironically, of course, Comic-Con is perhaps the most media saturated environment you can imagine! Hollywood studios and television networks have to pull out all stops if they want to play, from clips of previously unreleased footage or surprise appearances by crowd-pleasing celebrities to displays of costumes, props, and sets on the floor of Exhibit Hall. In 2010, Marvel introduced the entire cast of the forthcoming Avengers film. In 2011, Andrew Garfield, the new Spider-Man, created a stir--making his grand entrance wearing a "Spidey" Halloween costume, pretending to be a fan asking a question from the floor mic.

My family, like many fans, prepare for Comic-Con as if it were a military operation. By the time we get there, we've mapped and charted our priorities. We know what we most want to see. And we have strategies for the best way to get into the highly attended event. You usually have to awaken and get in line hours early or, more risky, find a point in the schedule which is not a big draw to grab a seat and hold it through a parade of lower-profile panels. The organizers don't "flush" the theater between events, so you can defend your squatting rights. In Ballroom 20, at least, you can get a bathroom pass and come back in without waiting in line.

These practices have their downsides and upsides. Some events draw apathetic and distracted audiences while the true blue fans are locked outside. But attendees get exposed to media properties they might not otherwise encounter. This gives producers who are still struggling to find their audience a unique opportunity to win over new viewers. We lined up outside Ballroom 20, with the primary goal of seeing the Game of Thrones panel, and sat through Burn Notice, Covert Affairs, and Psyche sessions. And it's a good thing we did; more than 7,000 people were turned away from the Game of Thrones panel, presenting at Comic-Con for the first time this year.

A few years ago, the conference organizers were discouraging fans from tweeting about what they heard. Today, exclusivity and secrecy have given way to publicity. Now, Comic-Con's organizers are announcing hashtags (words or phrases preceded by # that allow Twitter users to find others talking about the same topics) in front of every panel. Many speakers are recruiting Twitter followers. And some networks are collaborating with Foursquare, all sure signs the "fan as influencer" paradigm is shaping their branding strategies. We were warned again and again not to tape the clips shown, but, this year, most of them got released in good quality formats to the leading science fiction blogs within days, if not hours, after the event.

Comic-Con as Jury

The myth, at least partially true, was that Comic-Con was key to the early success of such cult television series as Heroes, Lost, True Blood, and The Walking Dead, and that it also crushed the hopes of misguided movie efforts, such as Catwoman and Ang Lee's Hulk, both dead on arrival after negative Comic-Con response. However, Hollywood's fascination with the Comic-Con "bounce" has been deflated by the mediocre box office of Scott Pilgrim vs. the World, Tron, and Sucker Punch, huge buzz-makers at 2010 Comic-Con that failed to deliver months later. In response, some major studios (Warner Bros, Marvel, Disney, Dream Works and The Weinstein Company) opted not to present at the 2011 convention. By then, the prevailing wisdom was that Comic-Con fans will turn out opening weekend for the superhero blockbusters with or without big promotion at the event. On the other hand, genre television programs such as Grimm, Once Upon a Time, Alcatraz, Terra Nova, and Person of Interest require highly engaged viewers to draw in their friends and families week after week. And, in film, the real beneficiaries of Comic-Con have been lower budget, slightly off-beat, and smart genre films, such as District Nine, Monsters, Moon, Paul, or Attack The Block, few of which have been "hits" but most of which might not make it into the multiplex without Comic-Con mojo. In any case, the news that Hollywood was stepping back from Comic-Con turned out to be overstated; 2011 speakers included Steven Spielberg, Francis Ford Coppola, Kevin Smith, Guillermo Del Toro, Jon Favreau, Peter Jackson, and, yes, Werner Herzog.

Normally, I am exhausted by the time late afternoon comes at Comic-Con. The sensory bombardment (the buzz and crackle of massive television monitors, the smell of over-priced hotdogs and nachos, the constant shock of random encounters with people dressed like their favorite cartoon characters) is simply too intense to prolong. Having gotten up at the crack of dawn to wait in line for some high-profile event, by late afternoon parents are getting into red-faced fights with their children, couples seem to be in danger of breaking up, and people are slumped over on the buses, some snoring, others weeping, from the exhaustion.

We stayed late on Friday, hoping to get into a packed hall to watch the pilot of a television series, Locke and Key--a pilot which most fans knew in all likelihood would never reach the air. Fox commissioned this series based on the best-selling horror comics from Steven King's son, Joe Hill, who was recognized that weekend by the Eisner Awards as the best comics writer of the year. Fox decided not to add Locke and Key to their slate. The producers shared the pilot here in hopes of rallying fan support behind either airing it on another network or developing it straight-to-DVD. The pilot was remarkably faithful to the original graphic novel and respected the intelligence of comic book fans. (No wonder Fox didn't pick it up!) But the producer's efforts to rally fan support suggests just how much weight they believe this jury might play in shaping the fate of cult media properties.

By contrast, Grimm, a fairy-tale themed series that made it onto NBC's fall line-up, had trouble finding the love, despite a pedigree that includes top writers from Angel. The Comic-Con crowd snorted over one obvious plot device (a woman who keeps passing out every time she's about to deliver a key piece of information) and rustled their feet over abrupt shifts in tone and style. As my wife put it, Grimm "doesn't know what it wants to be when it grows up." Some fans were already skeptical going into this event because Grimm and Once Upon a Time, both on the fall schedule, seemed so clearly derivative of a long-run Vertigo comics series, Fables. All of them explored the fantasy of storyland characters entering our contemporary reality.

Fans applauded politely when the lights rose, but everyone there knew this screening was, well, grim. (Grimm was picked up for a full season, but its ratings have been lackluster compared to the success of its rival, Once Upon a Time.) Contrary to what some producers might have told themselves, the Comic-Con crowd isn't fickle: it knows exactly what it wants from genre entertainment, and the producers had better deliver it or face our collective scorn.

Comic-Con as Consciousness-Raising Session

The popular vampire series Twilight's stars and producers opened the film program in 2011. Twilight's involvement in Comic-Con has been controversial, with picketers marching outside the theater in years past with signs proclaiming that "real vampires don't sparkle" and "Twi-hards, go home." Throughout the first half of the 20th century, science fiction and comics fandom were dominated by technologically inclined men. However, by the early 1960s, feminist writers like Ursula K. Le Guin or Joanna Russ were drawing more women to fan gatherings, and there have been high-profile conflicts around gender in fandom ever since. Go to some cons, and the attendees are overwhelmingly male. Others are overwhelmingly female. Comic-Con (in recent years at least) has felt a dramatic increase in female attendance that has brought with it some growing pains. The same year that a small number of male fans picketed the Twilight panel, for instance, people were passing out fliers about sexual harassment, suggesting uncertainty about how the fanboys and fangirls were going to interact.

In fact, there were huge numbers of female fans in line outside Ballroom 20--not teenyboppers wanting to hamster-pile Robert Pattison, not girlfriends of male fans, and not exhibitionists trying to see how much skin they could show (all stereotypes of female fans fostered by the news media). These were dedicated fans in their own right, pursuing their own desires and interests. And, by all reports, male fans this year were more worked up over DC's decision to re-launch and renumber all of their titles than about the presence or absence of Twilight fangirls. Comic-Con is featuring more and more women in its programming (including female producers and showrunners who are starting to impact genre entertainment), and they are often peppered by questions about how to survive in an industry still largely dominated by men.

Some have argued that Hollywood's discovery of Comic-Con has inspired the "rise of the fanboy" as a powerful influence on production decisions. The gendered language is purposeful since, apart from the Twilight conflicts, producers and journalists don't seem to have noticed that there are women gathering in San Diego now, too. How long before their tastes and interests become part of the equation, as the media industry seeks to court their most passionate and influential fans?

And something similar is starting to happen around race and ethnicity. Most fan gatherings are heavily Caucasian, while the few minorities in attendance gather by themselves on panels focused on why fandom is "so damn white." But, perhaps as a result of the Southern California location, Comic-Con is by far the most racially and ethnically diverse fan gathering in the country. If San Diego is where Hollywood sends its people to learn what the audience thinks, they encounter a multi-racial mix, often with strong views about the ways minorities get marginalized or stereotyped in popular media. In some ways, genre franchises, such as Lost, Heroes, The Matrix, and Star Trek have done a much better job including people of color than other genres. But they still lag behind an American population that is increasingly becoming a minority majority.

At a panel I attended on diversity and fandom, there was lots of discussion about the Racebending campaign launched by fans of The Last Airbender. These fans protested Hollywood's efforts to take an animated series known for its multicultural representations and make it into a live-action film with white actors cast in most major roles. The fans pushed back, using their online communication skills and partnering with traditional activist groups such as Media Action Network for Asian Americans, to educate their community about the history of "white-casting." They weren't successful at changing the casting decisions, but much of The Last Airbender coverage mentioned their protest, and there are many signs that Hollywood is now running gun-shy, backing off other recent casting decisions (Runaways, Akira) when fans and industry critics, including George Takai, call them out. Fans now represent an important force pushing the industry toward a fuller representation of what America looks like--fans as influencers in a different sense.

Comic-Con as Costume Party

If you've seen a photograph of Comic-Con, odds are that it showed some fan in a costume. Keep in mind that most of us don't dress up (or strip down) for the con. However, for those who do, seeing and being seen at Comic-Con is a big part of the fun.

Why do so many people wear costumes at Comic-Con? For the same reason people dress up in costumes at Carnival in Rio, Mardi Gras in New Orleans, Burning Man in the Black Rock Desert. For that matter, why did you dress up for the office Halloween party last year? Because wearing red, blue, or green spandex frees us from what fans like to call our "mundane" roles and creates a festive environment. Herzog nailed it. Comic-Con is a field of dreams and wearing costumes transforms those "dreams" from something personal and private to something shared and public. Showing a pudgy midriff or pasty white skin amidst fur and feathers allows nerds (typically defined by their brains and not their bodies) to feel sexy. Donning cape and cowl allows children and adults to play together, strangers to find others with the same values, and fans to become micro-celebrities posing for pictures with other guests.

Watching all of these costumed characters creates a kind of intertextual vertigo; the more fanlore you know, the more you take pleasure in seeing incongruous juxtapositions. One of my favorite sightings of the weekend was a bevy of women dressed as Disney princesses ordering Bloody Marys at a mock-up of Fangtasia, the vampire bar from HBO's True Blood. And there were periodic meet-ups where characters from the same universes came together--twenty or so Princess Leia slave girls, an assembly of the Avengers which included someone dressed as Marvel mastermind Stan Lee, and a parade of characters from He-Man and the Masters of the Universe. Out on the streets, I even witnessed a chance encounter between a woman wearing a skin-tight bright blue latex Mystique costume (X-Men) chatting with an equally blue Na'vi from James Cameron's Avatar, suggesting their common identities as, pardon the pun, people of color.

In Japan, they call it cosplay, andevery weekend there are meet-ups of genre-themed cosplayers in Tokyo's YoYoGi Park. But the scope, scale, and diversity of what you can see here supersedes anything that's ever gone down at Harajuku Station.

Comic-Con as Networking Event

A high percentage of Hollywood insiders have emerged from the ranks of fandom. Kevin Smith, Guillermo Del Toro, Joss Whedon, and J. J. Abrams come back year after year because fans accept them as "one of us." Historically, most major science fiction writers published their first works in amateur fanzines. More and more stars and creators of cult films and television series have similar histories and would come to Comic-Con even if they weren't paid. Darren Criss, Glee's hot-stuff Blaine, was making YouTube videos performing Harry Potter songs only a year or two before joining the show.

Because they are all in San Diego for the weekend, industry insiders use the event to do what they do best--pass around business cards, buy each other lunch, and otherwise network. For the industry insiders and wannabes, the challenge is how to "dress for success" in this festive environment, how to hold onto professional standards while looking like you belong and are not simply a Comic-Con poseur, there just to cut deals. Of course, the other challenge is figuring out how to schedule business meetings so they don't conflict with the Doctor Who panel you really want to attend.

There's no question that Comic-Con represents a different kind of trade show environment for corporate networking. If you go to E3, say, you mostly end up talking to other game designers; at ShoWest, movie people; at the National Association of Broadcasters, television folks. But Comic-Con draws from all of the entertainment sectors. Thus, Comic-Con has become the common ground where transmedia deals get cut, yet another reason why it has gained greater importance in an era of media convergence.

Comic-Con as Marketplace

Sooner or later, everyone ends up in the Exhibit Hall, typically multiple times over the weekend. Sometimes it feels like all or most of the 140,000 attendees end up there at the same time. As one fan put it, Comic-Con is the closest thing to Christmas morning you are going to experience as an adult. Again, most media coverage highlights items which fit a mainstream conception of geek culture--ice trays which depict Han Solo in carbonite or sleeping bags which look like the inside of a Tauntaun (both of which, I admit, are pretty cool). But, if you noticed hipsters walking the streets of San Francisco or Los Angles in the fall dressed like contemporary versions of Peter Pan's Lost Boys in big furry hoods, it might be because they got such media attention at San Diego that summer. And Exhibit Hall is where all of the different communities can find "the stuff dreams are made of"--the otaku (fans of Japanese-made media); the connoisseurs of high-priced original comic book and animation art; the collectors of vintage toys and high-end action figures; the dealers in autographs; the furries (whose kink is dressing up like anthropomorphic animals). Many of these interests are so particular and so dispersed that it's hard to find what you're looking for in any given city. Perhaps you can track stuff down on eBay or Etsy, but many hope that it is all at Comic-Con.

For example, my tastes increasingly run toward retrofuturism, a fascination with older imaginings of the future. Steampunk represents one form of retrofuturism and is to Victorian science fiction what Goth is to Victorian fantasy and horror. Steampunk builds outward from the imaginings of Jules Verne and his contemporaries, constructing a technological realm which never existed, built with brass, stained glass, and mahogany. The Exhibit Hall offered everything from handcrafted lab equipment and goggles to high-end steampunk weapons (created by WETA, the New Zealand special effects house responsible for the Lord of the Rings movies.)

In a related vein, I dig mid-century modern images inspired by the "World of Tomorrow" offering at the 1939 World's Fair. I was especially drawn to booths which dealt with "paper"--old posters, comic strip pages, and other printed matter from the early part of the 20th century. More generally, I collect older forms of media--magic lanterns, stereoscopes, and the like. Somewhere in between lies a new project which has captured my imagination--the production and distribution of new low-fi music on old Victrola wax cylinders. Science fiction fans are increasingly drawn to the past, rather than the future, in their ongoing search for alternatives to the present, and you can find such merchandise on display in the Exhibit Hall.

Comic-Con as Life Support

Ironically, the least attended panels at Comic-Con are often those dealing with comics. Many people here love the content of comics, but many of them are not reading the comics themselves. At Comic-Con, both comics industry veterans and emerging talents often discuss their work in half-full rooms. And the massive waves of shoppers pushing their way through the Exhibit Hall often parted like the Red Sea when it came to the tables in Artists' Alley, which was really treated as Artists Ghetto. In 2011, many artists moved offsite, figuring they would see the same interested attendees and have more fun hanging out at a local tavern.

As a result of such apathy, the floppy monthly comic books my generation grew up reading may now be an endangered species. The major comics publishers have been absorbed by larger entertainment conglomerates--as Marvel is now a part of Disney and DC a part of Warner Bros.--which prop up the comics publishing ventures as a research and development wing to help the company incubate new media franchises. Cowboys and Aliens, the story goes, was published as a comic almost entirely because they wanted to see if it could build an audience before being turned into a feature film.

Yet many of the people who care about the survival of comics were gathered in San Diego, and there was lots of talk of "Comics without Borders." A few years ago, this phrase might have referred to the efforts of underground and alternative publishers to escape the constraints of the old Comics Code. Last year it referred to what happens after the bankruptcy of one of the two leading brick and mortar booksellers. Comics used to be available on spin racks in grocery and drug stores. In recent years, however, interested readers have had to seek them out, often stepping down into dark and dank basements where someone who looks and sounds like Comic Book Guy on The Simpsons comments on all of your purchase decisions. The publication of graphic novels and their distribution through chain bookstores brought comics out of hiding again, resulting especially in a dramatic increase of female readers. Now, so-called mainstream publishers (DC and Marvel) sell far fewer titles through comic book shops than the alternative publishers (such as DC's Vertigo offprint) sell through bookstores. And, curiously, Japanese manga outsell American comics by something like four to one in the U.S. market.

Everyone wanted to know what would happen to all of those casual and crossover readers now that Borders was closing operations. Some calmly suggested that they would simply cross the street to Barnes and Noble., Newly empowered, the Barnes and Noble chain is cutting more aggressive dealers with comics publishers. Meanwhile, DC and Marvel rolled out new strategies for increasing the availability of their titles for download on iPads and other digital platforms, a move which would increase their accessibility to fans but might further endanger the specialty stores for whom the big superhero titles constitute their bread and butter.

Meanwhile, there were gatherings of teachers and librarians who have been part of a larger movement to use comics to encourage young readers. The biggest growth in comics sales over the past few years has come from young adult or all ages titles, largely driven by sales to school and local libraries. Over the past few decades, the average age of the comics reader, much as with other print-based publications, was rising, threatening their industry's long-term viability. However, the success of comics in the library offers new hope for the next generation. So, if some seemed ready to hold a wake for comics, there were others who, mimicking Monty Python, protested that they were "not dead yet."

Comic-Con as Classroom

I had breakfast toward the end of the convention with a group of graduate students who were getting credit for attending and researching Comic-Con. This particular extension course has been run since 2007 by Matthew J. Smith from Wittenberg University in Springfield, Ohio, and attracts a diverse collection of students, all pursuing their own projects, using the con as their laboratory or field site. Kane Anderson, a stocky Performance Studies student with flaming red hair from U.C. Santa Barbara, , has spent the past two cons dressed in a range of skin-tight and brightly colored superhero costumes (Captain Marvel and Black Adam, mostly), trying to better understand what motivates the convention's cosplay. Melissa Miller, a Gothy gender studies and public communications student from Georgia State University, was back for a second year camping out with the "Twi-Moms," the mature Twilight fans, to better understand fandom's gender politics.

Throughout the event, I spotted different researchers interviewing people, taking field notes, and, in many cases, "going native" as they abandoned their research to chase after autographs. One of them was on a mighty quest to get Chris Evans to sign his Captain America shield; another was excited to get comic book uber-auteur Grant Morrison to fill out a questionnaire. One academic's artifact is another's swag. In fact, many of the young scholars were collecting gifts to carry back home to appease their restless thesis advisors.

Actually, some of their advisors were across the convention center attending events hosted by the Comic Arts Association, a professional organization for scholars researching and teaching about comics and graphic stories. Even as the comics industry is sputtering, there has been a spurt in college-level comic studies courses, much as previous generations had taken subjects in film appreciation. Inside this space, the big debates focused on whether comics studies should become its own discipline or whether comics-focused research should be integrated across everything from anthropology to

art history, from psychology to media studies. This track of academic programming attracted not only faculty and students but creators eager to think about their industry from a different perspective and fans hoping to learn more about the medium's history and aesthetics.

Comic-Con as Ritual

For the past few years, the formal programming at Comic-Con has ended with a sing-along screening of the musical episode from Buffy the Vampire Slayer, "Once More, With Feeling." However diverse they may be on other levels, a high percentage of Comic-Con attendees are fans of the works of Joss Whedon--Buffy, Angel, Firefly/Serenity, Dollhouse, Doctor Horrible's Singalong Blog, and the forthcoming Avengers movie. And Whedon, as well as others from his casts and crews, was highly visible throughout the convention. Consider all of the Buffy alum, in particular, who were prominently involved in the event: Sarah Michelle Gellar (Buffy) was there promoting her new CBS series, Ringers; Anthony Head (Giles) was speaking on the Merlin panel and trying to lend his support to Grimm; Nathan Fillion (Caleb), now the star of Castle, was there talking one-on-one with his fans; Felicia Day (Vi) was showcasing the fifth season of her web-series, The Guild; and Seth Green (Oz) dropped by to talk up Robot Chicken. David Boreanaz (Angel) was supposed to be here, but the Bones panel got canceled. And Nicholas Brendon (Xander) came out in front of the sing-along screening and tried to remember the words to the song Anya and Xander sing in the episode. Think of this group as the Buffy diaspora.

In this context, "Once More, With Feeling" has attained near-mythic status--not only because of its genre-bending musical numbers but because it represents the last moment when the "Scooby Gang" was more or less together before the series "jumped the shark," according to many of its fans (myself among them). When Dawn, Buffy's kid sister, introduced the plot elements which would lead to the community's disintegration in the episode, she was booed. Everyone knew what was coming, but we all wanted to forestall it a few minutes more.

Many fan favorites center around themes of friendship, whether bonds between partners or a more expansive community fighting to save the universe. Fans use such stories to reflect on their own social connections, the bonds that bring them together as friends and as part of a subcultural community. For many of us, fandom is one of those places where "it gets better," where we find others who share our values and don't make fun of our passions.

We can share some of these same experiences now, year round, in cyberspace. But Comic-Con is the place where communities come together face-to-face, and thus anchor their relationships for the coming year. As Buffy ended, with friends going their separate ways, and as people filed out of the doors of the San Diego Convention Center, I felt a lump in my throat. But I knew that most of us would be back next year, "once more, with feeling."

Comic-Con is a microcosm of the dramatic changes transforming the U.S. entertainment industry.

As media options proliferate, attention is fragmenting and audience loyalty is declining. The entertainment industry depends on its fans like never before. As social media allows fans to connect with each other and actively spread the word about their favorites, fans are exerting an unprecedented impact on decisions regarding which films to finance and which series to put on the air. As more and more stories are being told across media platforms, Comic-Con is the crossroads among entertainment sectors. As comics publishing is struggling to survive, here is where its future will be determined. And, as Comic-Con's own population diversifies to include more women and minorities, this gathering becomes a vehicle through which they lobby for greater diversity within mainstream media.

That all of this takes place in such a giddy atmosphere, full of carnivalesque costumes and grand spectacle, only lubricates the social relations among these groups, making it easier to shed old roles and embrace new relationships. For those five days, the center of the U.S. entertainment industry is not Hollywood, but a few hundred miles south in San Diego.