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    <title>Convergence Culture Consortium (C3@MIT)</title>
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   <id>tag:www.convergenceculture.org,2009:/weblog//3</id>
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    <updated>2009-11-09T22:37:34Z</updated>
    
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    <title>Practical Geographies: Understanding How Cultural Practices Shape Social Media Usage</title>
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    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3746" title="Practical Geographies: Understanding How Cultural Practices Shape Social Media Usage" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3746</id>
    
    <published>2009-11-09T19:23:49Z</published>
    <updated>2009-11-09T22:37:34Z</updated>
    
    <summary> For the past few months, I have been glad to work with a solid team of friends (and now, colleagues) over at the Web Ecology Project. Earlier this year, the dozen of us teamed up to see if we...</summary>
    <author>
        <name>Alex Leavitt</name>
        <uri>http://convergenceculture.org/aboutc3/people.php#aleavitt</uri>
    </author>
    
        <category term="Alex Leavitt" />
    
        <category term="Social Networks" />
    
        <category term="Spreadable Media" />
    
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        &lt;p&gt;&lt;img src="http://icanhascheezburger.files.wordpress.com/2007/04/pew-pew-pew.jpg" width="375" height="281"&gt;&lt;/p&gt;

&lt;p&gt;For the past few months, I have been glad to work with a solid team of friends (and now, colleagues) over at the &lt;a href="http://webecologyproject.org"&gt;Web Ecology Project&lt;/a&gt;. Earlier this year, the dozen of us teamed up to see if we could research -- quantitatively &lt;i&gt;and&lt;/i&gt; qualitatively -- online culture and the communities that shape it. However, what I've come to realize as the months have flown by is that what we're trying to study is in fact online cultures (plural) and how communities shape &lt;i&gt;them&lt;/i&gt;.&lt;/p&gt;

&lt;p&gt;Conveniently, the major trends of the Internet seem to have evolved in easy-to-remember decades. If we want to talk about the social history of the Web, popular definitions have already been laid over these decades: the '90s represent Web 1.0, while 2000 to present equates to Web 2.0. Obviously, these monikers are overgeneralizations of the actual directions in which Internet use has moved, and I will not even approach explanations of what they &lt;i&gt;might&lt;/i&gt; mean. Instead, I want to ask: &lt;b&gt;What are we looking at in the coming decade in Internet culture?&lt;/b&gt; Or, more generally, Where do you go to find cool, interesting things online?&lt;/p&gt;
        &lt;p&gt;In relation to the Internet, &lt;b&gt;globalization&lt;/b&gt; remains a buzzword even today, but when it hit the academic market as the next new fad, it inspired quite a few interesting theoretical and lexical developments. In response to globalization, a number of critics responded that as large businesses were moving toward global chains and marketplaces, individuals were congregating in considerable factions at the &lt;b&gt;local&lt;/b&gt; level. The Internet, then, became a new use case in understanding the solidification of neighborhoods and small-interest groups (eg., &lt;a href="http://en.wikipedia.org/wiki/The_Long_Tail"&gt;Long Tail&lt;/a&gt; demographics). Following the "local" craze, we eventually saw some rather entertaining bastardizations, such as the &lt;a href="http://en.wikipedia.org/wiki/Glocalisation"&gt;&lt;b&gt;glocal&lt;/b&gt;&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;The Internet has long been a debate about destroying physical geographies in favor of &lt;a href="http://en.wikipedia.org/wiki/Transnationalism"&gt;transnationalism&lt;/a&gt;. As we move into 2010, though, we are seeing new boundaries being drawn around the cultural elements that have for the most part ultimately defined these nations: everyday practices, tastes, and languages. &lt;/p&gt;

&lt;p&gt;The problem encountered in understanding the implications that culture has on online social networks is one of breadth: when talking about "culture," we're talking about &lt;i&gt;a lot&lt;/i&gt; of different things. Initially, our research at the Web Ecology Project attempted to simplify the problem: How do the platforms we use (eg., Twitter, Facebook, Friendfeed) affect how we use the platforms to interact with others, share information, learn? The simplification drove forward two aspects of social networks: platform and use.&lt;/p&gt;

&lt;p&gt;Given the potential for multiple uses, though, we run into a few barriers: linguistics, for example. Jon Beilin, one of my colleagues, most recently published code to delineate multiple languages for one of the networks on which we work, Twitter (which is available here: &lt;a href="http://www.webecologyproject.org/2009/09/code-release-google-language-tool/"&gt;http://www.webecologyproject.org/2009/09/code-release-google-language-tool/&lt;/a&gt;). &lt;/p&gt;

&lt;p&gt;But moving past the basics of approaching multiple languages, I have slowly realized that linguistics online have been shaping their own communities. &lt;/p&gt;

&lt;p&gt;The problem, then, is &lt;b&gt;conflating community with geography&lt;/b&gt;.&lt;/p&gt;

&lt;p&gt;When I speak about geography, I want to emphasize that there are certain areas of the Internet with emerging barriers to participation. Earlier in the decade, the discourse revolved around the technological barriers to online participation (literally, physical difficulties like broadband, cheap computing for poorer demographics, or the appropriate knowledge to understand the basics of using a computer). However, now that this initial barricade is being lowered, a seemingly unintentional barrier is being erected: the formation of communities based around linguistic entities. One might argue that these linguistic geographies have always existed, in part because the primary geography was an English-speaking one. Of course, one might also argue (and it is probably more correct) that our personal understanding of our communities, then the outlying networks, and then the Internet as a whole is wholly shaped by our individual perspectives of inclusion (basically, it's hard to notice the grand scheme of the world if you're living on an island). Still, it's interesting to note, at least now, that the Web might be moving toward islands of language that require years of knowledge to enter. At the end of October, the Associated Press &lt;a href="http://hosted.ap.org/dynamic/stories/A/AS_TEC_INTERNET_NAMES?SITE=AP&amp;SECTION=HOME&amp;TEMPLATE=DEFAULT&amp;CTIME=2009-10-26-05-58-34"&gt;reported&lt;/a&gt; on the approval of the use of non-Latin characters in Web addresses. So far, English has been the mediating language　(as Jay Walker demonstrates in his TED talk, embedded below), but perhaps other languages will mediate separate spaces from the English web, as they do now but topped off with Latin-character domain names.&lt;/p&gt;

&lt;p&gt;&lt;object width="560" height="340"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Z5TUpNZqjM8&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/Z5TUpNZqjM8&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;But linguistics, at the point in time, still seems to be a bit far away for worry. Instead, how can we look at a well-used system (eg., Twitter) to understand the cultural practices the emerge from it?&lt;/p&gt;

&lt;p&gt;I ask the weird question, Where do you go to find cool, interesting things online?, half as a joke (an audience member asked me this while I spoke on a panel at &lt;a href="http://sxsw.com/"&gt;South by Southwest&lt;/a&gt; 2008), but in half-seriousness as well. Henry &lt;a href="http://henryjenkins.org/2009/08/the_message_of_twitter.html"&gt;has written before&lt;/a&gt; about how Twitter's attitude promotes two general practices: But if we update the question of "What and where do we share?" via online social networks to "What networks require certain or specific contextual uses of sharing given their communities or geographies?," then we can begin to discuss the cultural attitudes that overlay the coded frameworks we interact with every day.&lt;/p&gt;

&lt;p&gt;So, let's take Twitter as the example. Initially, Twitter started out as a service to say something easily (type and post), quickly (less than 140 characters), and to anyone (on the Web or even to your phone via SMS). People started talking to their friends, their acquaintances, and even complete strangers. Content was retweeted in celebration of good or respected information. But around all these practices, communities were formed. Now, it's a bit easier to see where these communities exist: recently, Twitter created "lists," where a user can add another user to a group defined by one word or phrase. For an example, you can check out the lists that feature me (click &lt;a href="http://twitter.com/alexleavitt/lists/memberships"&gt;here&lt;/a&gt;), such as "researchers," "academic nuts," or "anime-and-japan." Even before the integration of lists, an external Twitter application called &lt;a href="http://www.tweetdeck.com/beta/"&gt;TweetDeck&lt;/a&gt; let users delineate their own user groups. But the general trend towards understanding and identifying these communities means that users are creating hierarchies of information, which has inspired us at the Web Ecology Project to ask, Is it possible to recognize which communities are noticed? Or, more specifically, can you determine which followers a Twitter user &lt;i&gt;really&lt;/i&gt; follows?&lt;/p&gt;

&lt;p&gt;However, only until these communities are identified can we continue on to ask, What are the cultural practices that shape the conversation to these communities on online social networks? I want to focus this question into a single idea: &lt;b&gt;practical geographies&lt;/b&gt;. By practical geography, I mean a network of users that is defined by 1) base of familiarity (be it knowledge, language, etc.), and 2) borders of inclusion and exclusion. Therefore, it is the practices of communicating with these communities and entering different geographies that will shape the future of social networks.&lt;/p&gt;

&lt;p&gt;Cross-network analysis will also prove to be an interesting feat, as social networks solidify their user bases in the near future. Will we run into problems as we conflate sharing on Twitter as the same compared with sharing on Facebook? Facebook boasts the "Like" button, as does Google Reader, but I retweet it on Twitter. Currently, I can change the way the retweet is presented to my followers, but Twitter is planning to implement a new system that automatically replicates the original tweet. &lt;/p&gt;

&lt;p&gt;And with whom do I even want to share my information? Again, Where do you go to find cool, interesting things online? Or, for me, Where should I go to post the interesting things I find online? My sharing usage tends to be through Twitter, but I could easily do the same (and catalogue it much easier with tags on Delicious). Only a few weeks ago, I decided to disconnect my Twitter account from my Facebook feed, because my friends just didn't care much about what I was posting. My realization was that most of those I follow on Twitter aren't even my friends, so that there now exist two communities of contacts: one for conversation on Twitter, and one of personal interrelationships on Facebook.&lt;/p&gt;

&lt;p&gt;Ethics too seem to play into these networked relationships, even stronger and (as strange as it sounds) more philosophically than before. It's not uncommon to "unfriend" people you don't know on Facebook today, even though it was a ubiquitous trait of early users to friend anybody that you had met in real life. The cultural uses of Facebook seem to have shifted from an archive of arbitrary acquaintances to a network for maintaining close connections. Also in October, danah boyd &lt;a href="http://www.zephoria.org/thoughts/archives/2009/10/25/some_thoughts_o_2.html"&gt;wrote an article&lt;/a&gt; comparing the semantics of status updates on Twitter and Facebook and argues that they are different because the systems have evolved based on the communities. &lt;/p&gt;

&lt;p&gt;I could go on about how privacy acts as a passport further solidifying these geographies, or how &lt;a href="http://blogs.law.harvard.edu/mediaberkman/2009/11/05/992/"&gt;walled gardens&lt;/a&gt; are both intellectually fulfilling but shaping the Internet in a way that destroys the ubiquity of information. No longer, perhaps, will people find interesting things by pure serendipity. And then there's the issue of governmental restrictions and censorship.&lt;/p&gt;

&lt;p&gt;What does the future of Internet culture look like? I'd love to hear your thoughts. Comment, or send a message to &lt;a href="mailto:aleavitt@mit.edu&gt;aleavitt@mit.edu&lt;/a&gt;.&lt;/p&gt;
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<entry>
    <title>Confessions of an Aca-Fan Crosspost: Strange Overtures: Vodaphone, Tchaikovsky, Ernie Kovacs and the "Wowness" of New Media</title>
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    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3729" title="Confessions of an Aca-Fan Crosspost: Strange Overtures: Vodaphone, Tchaikovsky, Ernie Kovacs and the &quot;Wowness&quot; of New Media" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3729</id>
    
    <published>2009-11-05T19:42:56Z</published>
    <updated>2009-11-05T19:50:21Z</updated>
    
    <summary>Yesterday, Henry posted a new article to his blog, entitled Strange Overtures: Vodephone, Tchaikovsky, Ernie Kovacs and the "Wowness" of New Media, in which he takes a look at an interesting commercial by Vodaphone which utilizes a thousand cell phones...</summary>
    <author>
        <name>Henry Jenkins</name>
        <uri>http://www.convergenceculture.org/aboutc3/people.php#henry</uri>
    </author>
    
        <category term="Henry Jenkins" />
    
        <category term="Spreadable Media" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;Yesterday, Henry posted a new article to &lt;a href="http://henryjenkins.org/"&gt;his blog&lt;/a&gt;, entitled &lt;u&gt;Strange Overtures: Vodephone, Tchaikovsky, Ernie Kovacs and the "Wowness" of New Media&lt;/u&gt;, in which he takes a look at an interesting commercial by Vodaphone which utilizes a thousand cell phones to play &lt;a href="http://en.wikipedia.org/wiki/1812_Overture"&gt;Tchaikovsky's 1812 Overture&lt;/a&gt;. Henry explains the convergence of new and old media with a straightforward argument: &lt;i&gt;New media seeking to gain recognition often signal their cultural ambitions by drawing on works which we already respect from older media traditions.&lt;/i&gt; It's a good read, so we've reproduced the article after the cut below.&lt;/p&gt;

&lt;p&gt;Also, as a reminder, the Consortium's own Joshua Green will be participating in a &lt;b&gt;free&lt;/b&gt; webinar with Henry Jenkins (USC) and Sam Ford (Peppercom) &lt;b&gt;tomorrow at 12:00 pm&lt;/b&gt;. Registration is free, and you can still sign up &lt;a href="https://www2.gotomeeting.com/register/505779482"&gt;here&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;b&gt;Moving from "Sticky" to "Spreadable": The Antidote to "Viral Marketing" and the Broadcast Mentality&lt;/b&gt;&lt;/p&gt;

&lt;p&gt;Based on years of researching how and why people spread news, popular culture, and marketing content online through the Convergence Culture Consortium for the past several years , our speakers are currently working on a book entitled Spreadable Media. This Webinar will look at what "spreadable media" means, why the concept of "stickiness" is inadequate for measuring success for brands and content producers online and ultimately why marketers and producers should spend more time creating "spreadable material" for audiences than trying to perfect "viral marketing." In this one-hour session, the speakers will share the ideas and strategy behind "spreadable media" and a variety of examples of best--and worst--practices online for both B2B and B2C campaigns.&lt;/p&gt;

&lt;p&gt;This panel will address:&lt;/p&gt;

&lt;p&gt;-- The concept of "stickiness" and why it cannot solely be used as a way to measure success online;&lt;br /&gt;
-- How and why viral marketing does not accurately describe how content spreads online;&lt;br /&gt;
-- Why a "broadcast mentality" does not work in a social media space;&lt;br /&gt;
-- The strategy companies should undertake when creating material for audiences to potentially spread online;&lt;br /&gt;
-- Companies that have learned difficult lessons and/or gotten the idea of "spreadable media" right;&lt;br /&gt;
-- Trends in popular culture/entertainment one which brands should keep a close eye;&lt;br /&gt;
-- How "spreadable media" might apply to B2B audiences.&lt;/p&gt;
        &lt;h1&gt;Strange Overtures: Vodephone, Tchaikovsky, Ernie Kovacs and the "Wowness" of New Media&lt;/h1&gt;

&lt;p&gt;										&lt;p&gt;One of the great joys of our present moment is waking up to some delightful gift -- a compelling bit of media content -- sent to you by friends, family, or in this case, a former student (Eric Schmiedl). Several years ago, I wrote &lt;a href="http://henryjenkins.org/2006/11/youtube_and_the_vaudeville_aes.html"&gt;a blog post&lt;/a&gt; about the ways that YouTube has brought back many aspects of the vaudeville aesthetic that I discussed in my first book, &lt;em&gt;What Made Pistachio Nuts?: Early Sound Comedy and the Vaudeville Aesthetic&lt;/em&gt;:&lt;/p&gt;&lt;/p&gt;

&lt;p&gt;The video below is a great example -- an advertisement produced in New Zealand for Vodephone which offers us a spectacular technological performance, one which calls attention to the emerging properties of our media environment in several ways.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;
&lt;object width="560" height="340"&gt;&lt;param name="movie" value="http://www.youtube.com/v/R3nSoEhY8SM&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/R3nSoEhY8SM&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;First, of course, the video demonstrates some of the expressive potentials of mobile phones, not to mention the prospects of using digital media to coordinate signals within a complex structure. This is a compelling example of technological virtuosity. My first response was to go "Wow" and in our modern age, "wowness" is a hard earned quality. Here's what I wrote about it in my recent book,&lt;em&gt; The Wow Climax: Tracing the Emotional Impact of Popular Culture:&lt;/em&gt;:&lt;/p&gt;

&lt;blockquote&gt;Consider the singular beauty of the word 'Wow.' Think about the pleasure in forming that perfectly symmetrical phrase on your tongue. IOmagine the particular enthusiasm it expresses -- the sense of wonderment, astonishment, absolute engagement. A 'Wow' in something that has to be earned, and in the modern age we distribute standing ovations far too often when we are just being polite, but we have become too jaded to give a wow. The term takes on a certain irony, as if it can only be uttered in quotation marks.&lt;/blockquote&gt;

&lt;p&gt;This immediate, visceral response makes this the kind of content you want to&lt;a href="http://henryjenkins.org/2009/02/if_it_doesnt_spread_its_dead_p_5.html"&gt; "spread" to others&lt;/a&gt; in your social network. Eric forwarded it to me; I'm posting it on my blog and sending it out through my Twitter feed; and perhaps you will like it well enough that you will pass it along further. This is at the heart of what we are calling "spreadable media." And trust me, the folks at Vodephone are not going to be heartbroken at our circulation of their commercial message. They no doubt think this video has gone "viral" -- It didn't, god forbid. But a bunch of us did decide, for our own reasons, to keep it in constant and varied circulation.&lt;/p&gt;

&lt;p&gt;One of the ways that Vodephone has found to extend our engagement with this video has been to create a "Making Of" segment which is in many ways just as fascinating as the original. That's the great thing about technological virtuosity -- we can admire it even when the magician invites us behind the red velvet curtain and shows us how he does his tricks. I am reminded of what the French media theorists Christian Metz wrote about "trucage" or what we Americans call "special effects." That they are "artifaces" that are not so much hidden as proclaimed. When we all watch Avatar in a few weeks, we are not going to simply be immersed into the world of the film; we are going to stand back and gasp at the spectacular breakthroughs in special effects which have been publicized around the making of the film. And this fascination with how they did it will in no way diminish, may in fact increase the emotional impact of what we are seeing.&lt;/p&gt;

&lt;p&gt;&lt;object width="560" height="340"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Qyeko65vL7Q&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/Qyeko65vL7Q&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;This being the age of participatory culture and interactive media, Vodephone takes this a step further on &lt;a href="http:///www.vodafone.co.nz/symphonia/"&gt;the webpage &lt;/a&gt;they've constructed around this advertisement, which allows us to take the basic building blocks behind this spot and remix them towards our own ends. This thus completes the process of technological amazement -- allowing us to experience first hand the delights of expressing ourselves through ringtones.&lt;/p&gt;

&lt;p&gt;When I first saw the Vodephone spot, though, I was reminded of a much earlier moment of technological virtuosity and the vaudeville aesthetic. Take a look and you will see why.&lt;/p&gt;

&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/7Qe21fEFdvY&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/7Qe21fEFdvY&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;Ernie Kovacs was a spectacular visual comedian who worked in the early days of American television. Kovacs exploited for comic effect our heightened awareness of the visual properties of this new and emerging medium. Television was not yet ambient; we had not yet started to take the visuals (which, after all, are what separated television from radio) for granted. Kovacs counts on us not being able to take our eyes off the screen. &lt;/p&gt;

&lt;p&gt;So, why do both of these artists draw upon Pyotr Ilyich Tchaikovsky's 1880 composition, 1812 Overture, as the basis for their spectacular performance. I suspect there are many reasons, starting with the fact that the 1812 Overture embodies the high art status we ascribe to classical music. New media seeking to gain recognition often signal their cultural ambitions by drawing on works which we already respect from older media traditions. They do Shakespeare or Mozart or Tchaikovsky. Second, these works at the same time poke fun at the cultural hierarchies they seek to transcend -- there's something really profoundly silly about the ways they are performing or illustrating the 1812 Overture in these segment. And finally, at least in the case of the Vodephone ad, they respect the complexity of this particular composition as a way of demonstrating their own mastery over the new technologies involved. The Vodephone ad would not be nearly as absorbing or engaging if the phones were playing Chopsticks or Twinkle, Twinkle Little Star.&lt;/p&gt;
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<entry>
    <title>Participation and Crowd Control: Stephen King's Under the Dome promotional puzzle</title>
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    <id>tag:www.convergenceculture.org,2009:/weblog//3.3689</id>
    
    <published>2009-10-29T11:46:21Z</published>
    <updated>2009-10-29T02:50:24Z</updated>
    
    <summary><![CDATA[In build-up to the release of his much anticipated new novel, Under the Dome, Stephen King's UK publishers Hodder &amp; Stoughton have launched what they're calling "the biggest ever game of literary hide-and-seek." For the game, fans across the UK...]]></summary>
    <author>
        <name>Xiaochang Li</name>
        
    </author>
    
        <category term="Advertising" />
    
        <category term="Cross-Platform Distribution" />
    
        <category term="Xiaochang Li" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;In build-up to the release of his much anticipated new novel, Under the Dome, Stephen King's UK publishers &lt;a href="http://www.hodder.co.uk/news_events/news.aspx?ArticleID=100"&gt;Hodder &amp;amp; Stoughton&lt;/a&gt; have launched what they're calling "the biggest ever game of literary hide-and-seek." For the game, fans across the UK are enlisted to help both hide and find the 5,196 excerpts that makes up the 335,114 word novel both online and in the real world. The found pieces are then posted to &lt;a href="http://www.stephenking.co.uk/home"&gt;Stephenking.co.uk&lt;/a&gt;, where people can take a crack at piecing all the parts together.&lt;/p&gt;

&lt;p&gt;While the initial description of the project reminded me of Nick Montfort and Scott Rettberg's &lt;a href="http://nickm.com/implementation/description.html"&gt;Implementation &lt;/a&gt;-- a novel that was distributed across the globe on a series of stickers that was then reassembled online -- the commercial promotional focus of the Stephen King effort seems to have elements intended to control and curb certain types of participation even as it hopes to incite fan engagement and interactivity.&lt;/p&gt;
        &lt;p&gt;&lt;br /&gt;
&lt;h3&gt;Promoting Participation&lt;/h3&gt;&lt;br /&gt;
The project has two main activity sets -- the hiding/seeking of the story pieces and the actual piecing together of the story once pieces have been found. The "hide-and-seek" portion is well-scaffolded for participation with forums, twitter feeds, facebook groups, and all the other social media implements to bring participants together to create and solve clues, as well as discuss the novel snippets they find. It works because, in addition to a prize to the most ingenious hider and prolific finder, the process itself is an incentive for participation. The game activity is based in what fans already desire -- getting glimpses of a highly anticipated work -- and therefore rewards and encourages with more than just a prize.&lt;br /&gt;
&lt;h3&gt;Exercising Control&lt;/h3&gt;&lt;br /&gt;
The second part of the activity, however, is intriguing. While the site suggests that the ultimate goal is to "piece [the excerpts] all together and discover Stephen King's new masterpiece," participation at the level of content assembly isn't supported structurally within the project. The web interface is not designed to actually facilitate piecing together the excerpts. When you click begin, random excerpts enter the screen on floating semi-translucent panels that move around, turn, spin, and overlap, making reading them difficult. It's unclear whether what you see on screen is all the excerpts that have been found thus far, or merely a random selection. My assumption would be the latter, since this kind of interface would be completely impossible to navigate with more than a handful of text pieces at a time. When you go to save any work you've done in piecing parts together, the page generates a link where you can view your saved work. However, when you follow the link, you no longer have access to the excerpts you have not yet used, so that you can't add to the work you've saved.&lt;/p&gt;

&lt;p&gt;More than making it difficult for individual participants, this part of the game also doesn't include any easy way to share and collaborate with others. This seems like an effort to curb collective intelligence behaviors that would likely lead to effectively piecing together the novel in the short time before its release. Moreover, most of the pieces start and stop mid-sentence, which strongly emphasizes that there is a correct order, and deters more inventive or unconventional assemblies of the content. Additionally, without the ability to share and collaborate, the social aspect of fan activity is minimized, which significantly lowers the incentive to try and actually put together the novel.&lt;/p&gt;

&lt;p&gt;These control mechanisms built into the structure of the game make sense when you consider that the publishing house has a vested interest in discouraging fans from actually being able to piece together and share online a complete or close to complete version of the novel, since they want to move printed units. There's little that's interesting about breaking the novel into pieces on the narrative level, since the structure of the game itself doesn't leave room for the participatory involvement in shaping the content itself, as we see in ARGs, hypertext novels, and &lt;a href="http://www.convergenceculture.org/weblog/2008/11/distributed_collectivity_story.php"&gt;other forms of non-linear or distributed storytelling&lt;/a&gt;. Which, in the end, doesn't come as a surprise. After all, the goal here is to sell a novel, not innovate the novelistic form.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;This was originally posted at &lt;a href="http://canarytrap.net/2009/10/participation-and-crowd-control-stephen-kings-under-the-dome-promotional-puzzle/"&gt;canarytrap.net&lt;/a&gt;&lt;/em&gt;&lt;/p&gt;
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<entry>
    <title>Futures of Entertainment 4 - Transmedia Tacos? You Bet!</title>
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    <id>tag:www.convergenceculture.org,2009:/weblog//3.3679</id>
    
    <published>2009-10-28T16:33:27Z</published>
    <updated>2009-10-28T16:54:27Z</updated>
    
    <summary>Continuing with the weekly Futures of Entertainment theme of transmedia, we'd like to call your attention to the most recent essay posted to Henry's blog, "Transmedia Tacos? You Bet!" Written for Henry's Transmedia Entertainment &amp; Storytelling class, this essay was...</summary>
    <author>
        <name>Henry Jenkins</name>
        <uri>http://www.convergenceculture.org/aboutc3/people.php#henry</uri>
    </author>
    
        <category term="Henry Jenkins" />
    
        <category term="Transmedia" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;Continuing with the weekly &lt;a href=""&gt;Futures of Entertainment&lt;/a&gt; theme of transmedia, we'd like to call your attention to the most recent essay posted to Henry's blog, "Transmedia Tacos? You Bet!"&lt;/p&gt;

&lt;p&gt;Written for Henry's &lt;a href="http://www.convergenceculture.org/weblog/2009/09/transmedia_storytelling_and_en.php"&gt;Transmedia Entertainment &amp; Storytelling&lt;/a&gt; class, this essay was composed by Ben Burroughs, a current student in the Masters program at the Annenberg School for Communications and Journalism, USC.&lt;/p&gt;

&lt;p&gt;Burroughs, as Henry puts it, writes about how "transmedia tactics are moving from the entertainment industry to other sectors - in this case, the food industry." Whether we can consider the &lt;a href="http://kogibbq.com/"&gt;Kogi&lt;/a&gt; taco truck to be a transmedia experience in itself or if the truck merely represents similar strategies employed to a non-entertainment industry, this essay represents original thought on the topic, which helps us at least understand how to craft transmedia design in novel ways. As Burroughs explains, "It is important to note that we are not looking at a mature transmedia franchise but are looking for where this my take us in an attempt to synchronize the transmedia model to more seamlessly sew together online and offline disjunctures as well as multiple media platforms."&lt;/p&gt;

&lt;p&gt;Perhaps one of the novel takeaways from this essay is the clash and combination of culture and technology:&lt;/p&gt;

&lt;blockquote&gt;Kogi's uses of new mediated technology and multiple platforms of this technology have attempted to bridge the gulf between the producer and consumer. No longer is the chef a distant 'other' in the back of a large restaurant but is now in close proximity and spatially there is the perception of closeness...

&lt;p&gt;The truck is speaking to an age of increased mobility, flexibility (flexible specialization), and fluidity in our culture. Can we not read the taco as a text that speaks to the hybridity of a culture and society where Korean kim chi and Latino tacos are representative of larger forces of cultural fusion?&lt;/blockquote&gt;&lt;/p&gt;

&lt;p&gt;If you're interested in taking a look at Burrough's essay, we've reproduced Henry's original post after the jump. Enjoy!&lt;/p&gt;
        &lt;h1&gt;Transmedia Tacos? You Bet!&lt;/h1&gt;

&lt;p&gt;&lt;br /&gt;I recently asked the students in my Transmedia Entertainment and Storytelling class to write short analytic papers on examples of transmedia extensions. I ended up with papers on amusement park attractions, mobisodes, web sites, comic books, computer games, and a range of other media which have been used to expand our experience of popular media franchises.  I was impressed across the board with my students's grasp of core transmedia concepts which have proven elusive in public discussion of the concept.  &lt;/p&gt;

&lt;p&gt;Of these papers, this one by Benjamin Burroughs caught me by surprise, since it is exploring the way that transmedia tactics are moving from the entertainment industry to other sectors - in this case, the food industry. Here, Burroughs describes the ways that a local LA vendor has become the source of fascination for highly wired local residents, creating a mystique and perhaps even a mythology around the migrations of a taco truck. Indeed, as this paper suggests, I started to hear rumors of this truck before I even moved to LA, suggesting that the spread of this information extends well beyond the local community. &lt;/p&gt;

&lt;p&gt;I would be curious to know whether readers can point to other examples where transmedia strategies are being deployed to create or promote local brands. &lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Transmedia Tacos: Hybridity, New Media, and Storytelling &lt;br /&gt;
By Benjamin Burroughs&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The first way I ever heard about the legend of &lt;a href="http://kogibbq.com/"&gt;Kogi&lt;/a&gt; begins with two ever-present facets of my life, hunger and late nights.  While deliberating on where to possibly satiate this beastly hunger at such an hour a group started talking about food and re-telling experiences of recent adventures in dining.  This is where I was told about the Kogi myth. &lt;/p&gt;

&lt;p&gt;Uncle John (no relation, a local Hawaiian title for esteemed family friend) told my wife and me about his first trip in tracking down an elusive Kogi kimchi taco.  He explained that the truck stops at different areas and, despite being hesitant, he agreed to go with his friend to get this taco he heard so much about.  He said when his friend took him to the spot there was a really long line.  He waited in the line for a half an hour and then an hour and just as he was going to get a taco they ran out.  &lt;/p&gt;

&lt;p&gt;I was not only puzzled but stunned that an engineer like Uncle John was going to wait that long for just a taco.  He said they go to a place and serve until they are out of meat.  I found it silly to a certain degree but promptly looked at my wife as if to say, 'I got to get me one of those kim chi tacos' (and I don't even remotely like kim chi).  &lt;/p&gt;

&lt;p&gt;That began our first foray into searching out the 'Kogi dragon'.  I googled the thing, read the website, looked up its twitter feed, jumped in the car and literally tracked its movement to a place in Little Tokyo not far from our apartment.  Uncle John would no longer be the only privileged purveyor of information.  When we arrived I was awed, a huge crowd of people--a diverse cross section of Los Angelenos had converged on this taco stand at just after 11 pm at night.  We waited in that line for what seemed like hours (because it was!) and I tasted the forbidden elusive fruit for the first time.  I hate kim chi and cilantro but oddly enough I really like these tacos, especially the short rib tacos and kim chi quesadillas.  Seriously, you should go try some.     &lt;/p&gt;

&lt;p&gt;So what could be remotely transmedia about a taco?  How can a taco be conceptualized as an integral part of the transmedia storytelling process?  It's just a taco not a new medium, right?  &lt;br /&gt;
   &lt;br /&gt;
We begin by diagramming some of the transmedia components that construct this particular transmedia franchise built around food before moving on to its theoretical justifications.  What exactly is this Kogi I was hearing so much about?  Kogi has not been around for very long.  The company started with one truck last November and has since spawned what some have called a mobile eating revolution.  Kogi has gone from one truck to many trucks, including a stationary sit-down restaurant.  Awards have come pouring in, along with plenty of media coverage, as Kogi has been reported in every major newspaper from the &lt;em&gt;Los Angeles Times&lt;/em&gt; to &lt;em&gt;the New York Times&lt;/em&gt;, even being listed as one of Jonathan Gold's 99 top LA eating experiences.  &lt;/p&gt;

&lt;p&gt;As we unpack the buzz surrounding this purported new media innovation, we hope to uncover through our own personal familiarity how this tiny truck stand is blazing a path for transmedia possibilities in food distribution and consumption.  It is important to note that we are not looking at a mature transmedia franchise but are looking for where this my take us in an attempt to synchronize the transmedia model to more seamlessly sew together online and offline disjunctures as well as multiple media platforms.  &lt;/p&gt;

&lt;p&gt;&lt;u&gt;Transmedia Mechanics&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;Kogi is first and foremost a truck and it is safe to understand the stand and its food content as the 'mothership'.  Trucks are one of the oldest modes of food distribution and taco trucks have a particularly rich tradition.  With a truck you can constantly be advertising and the truck can construct a unique dialogue with the consumer saying--look, we are one of you, we drive around to the same places and serve you food in your own locales.  We are not different, abstract entities or identities but part of the community.  &lt;/p&gt;

&lt;p&gt;However this form of appeal has seemed limited, trucks as the primary form of food distribution as a business model have largely been untenable, especially in terms of franchising and expanding a company beyond a particular locality.  Kogi's uses of new mediated technology and multiple platforms of this technology have attempted to bridge the gulf between the producer and consumer.  No longer is the chef a distant 'other' in the back of a large restaurant but is now in close proximity and spatially there is the perception of closeness.  &lt;/p&gt;

&lt;p&gt;Taking the food to the streets takes on a form of renaissance--a return to a perhaps mythic, forgotten age when food was more interactive and participatory.  The truck not only gives a sense of 'street cred' and raw authenticity associated particularly with Mexican taco stands (eating 'real' Mexican as opposed to Taco Bell, although Taco Bell has now gotten into the mobile taco stand game as well, mimicking the perceived success of these start-up franchises).  Kogi also has a certain novelty about it because of its manipulation of new technology.  Mobile food stands are not new to the cultural food landscape, but this recent re-articulation has been acclaimed as such because it is not just building a relationship with one community but enables a linkage to the cultural heartbeat of an entire city, even one as vast and diverse as Los Angeles.  &lt;/p&gt;

&lt;p&gt;If we understand transmedia as the reading of multiple texts that help to tell a larger story can we not see the truck as a text not only in its self promotion and banners but in its very form?  The truck is speaking to an age of increased mobility, flexibility (flexible specialization), and fluidity in our culture.  Can we not read the taco as a text that speaks to the hybridity of a culture and society where Korean kim chi and Latino tacos are representative of larger forces of cultural fusion?  &lt;/p&gt;

&lt;p&gt;Lastly, as we learned on the very first night of our taco pilgrimage, there is a sociality present in these long lines.  These crowds identify and interact with each other, relating experiences with the food--what one should try, particular favorites, where else one could eat in a great blending and sense of communal participation inherent in any vibrant, lasting transmedia franchise.  These sorts of informal media channels can and perhaps should be included to enlarge our understanding of transmedia.  In our Kogi example this form of knowledge exchange and 'encyclopedia capacity' (Murray 1999) exists less in mediated spaces than other transmedia franchises but there is certainly potential for future transmedia food projects to explore more deeply how to connect consumers in the purely online context.  Again, however, it seems important that we not de-value the informal gift exchanges of information that happen in specific communal contexts such as the public practice of waiting in line.     &lt;br /&gt;
        &lt;br /&gt;
&lt;u&gt;Tweets and Eats&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;This brings us to the next transmedia component: an online presence.  So we have the taco and the stand and even the line as transmedia extensions but what ties these together is the utilization of new media technology. '&lt;/p&gt;

&lt;p&gt;First you have the Kogibbq.com website run by the sister of one of the founding members, Aliiiice (this is how her screen name is presented on the blog).  Interestingly enough, she lives in New York.  She has her brother send her pictures of the food as she updates the community on what is going on with Kogi, portraying an interactive story of the growth and some of the inner workings of the company.  She makes things very participatory, engaging the audience by allowing the community to help decide on the names of the new trucks, introducing the personalities of the staff, and explaining the stories behind new foods coming out.  This is where Kogi adds a level of seriality (Haywood 1997). &lt;/p&gt;

&lt;p&gt;Not only is seriality built into the food process, wanting to eat more after chowing down on a tasty morsel but Alliiice gives you the latest creation from chef Roy Choi so you have a reason to go back every week.  People like what they have already eaten so when presented with a new concoction they are hooked into coming back.  This is also the logic behind the majority of food advertising but such grand productions lack the intimacy and trust that Alliiice has massaged by being close to the community.  She participates quite deeply with the readers of the blog, often commenting herself in the comments section of the blog in a very personal and 'real' manner.  &lt;/p&gt;

&lt;p&gt;What is most compelling however, is not only the intimacy, but the descriptions of the food.  I have on more than one occasion sought out the truck because of what I had read.  Sometimes the food is a one day special, so you are literally compelled by the pictures and descriptions to not miss the food served only on that particular day.  I am currently thinking about needing to go and get the 'Ride or Die Sweet and Sour Chicken' I just read about.  &lt;/p&gt;

&lt;p&gt;These are essentially food stories, narratives that shape our encounter with the product and add layers of meaning to that experience.  Recently this story was put on the website about a Cuban pressed pork dish.  &lt;a href="http://kogibbq.com/2009/09/08/que-lastima-no-picturas/"&gt;Alliiice writes&lt;/a&gt;: &lt;br /&gt;
&lt;blockquote&gt;"Once upon a time, there was a bun of Pan BLanco.  A piLLow-soft, innocent loaf of angeLs' bread fresh from the warm confines of a simpLe baker's oven.&lt;br /&gt;
::SLiiiiiiiiiiiCE!!::&lt;br /&gt;
It was a quick and siLent death.  Witnesses caught but the quick fLash of a cook's knife and two, snow-white ovaLettes faLLing away from the unforgiving bLade of the kitchen guiLLotine. &lt;br /&gt;

&lt;p&gt;Two hands grabbed the symmetricaL, soft remains of Pan BLanco and shoved them face down on a redhot griLL.  Fat sLices of juicy red summer tomatoes and spicy pork gathered 'round to mourn her death.  But before they couLd pay their proper respects, the Hands of Death snatched her from her grave and sLathered her insides with fatty, unctuous gLobs of chiLi mayo."&lt;/blockquote&gt;&lt;/p&gt;&lt;/p&gt;

&lt;p&gt;It is hard not to get hungry just reading that.  But this is not the only level of storytelling that is going on.  The use of Twitter has moved these stories from static places online to dramatic emotion laden episodes that one can act out as adventures.  &lt;/p&gt;

&lt;p&gt;A series of youtube videos sprung up around the beginning of Kogi as part of its marketing strategy but also spontaneously as active audiences filmed and put on the web their own personal treks to find the Kogi tacos. &lt;/p&gt;

&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/W8uixe7DMhA&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/W8uixe7DMhA&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;
One of the first to do this was a local area DJ named akaider, the title was called "Chasing the Dragon (The Kogi BBQ Adventure)", who was later invited to start performing alongside some of the trucks stops in Little Tokyo in response to his video.  &lt;/p&gt;

&lt;p&gt;The twitter feeds make this very participatory.  There is an emotional resonance when people are given a space to play and perform as audiences feel empowered to collect the information and connect the dots of where the truck will be at any given place and time.  There is a certain degree of prestige in uncovering the buzz, but also great pleasure in sharing that gift in and through social exchanges.  &lt;/p&gt;

&lt;p&gt;This is mobile hypersocial technology (Ito 2008), as twitter allows for a conversation never before possible.  Twitter feeds and tweets tell about the truck coming to an area, if it is stuck in traffic, if the cops made them move to a new area, or if they ran out of food for the day.  People want to collect this information and have that 'insider' information on the next big eating thing.  This knowledge is especially valued in eating circles as a form of status and coolness associated with the pooling of privileged information.    &lt;/p&gt;

&lt;p&gt;&lt;u&gt;Transmedia Futures and Cosmopolitan Aesthetics&lt;/u&gt;&lt;/p&gt;

&lt;p&gt;Food is compelling; it is an integral part of our lives.  Although not being altogether obvious, it is not too far a stretch to contextualize the purchasing, eating, dining--the consumption practices of food as interwoven in the very fabric of our lives.  Food is conducive to good stories.  Food is universal and ubiquitous; we all eat (although economic and cultural stratification are prevalent and important processes beyond the scope of this paper).  The consumption of food is often a highly public, commercial enterprise.  Food consumption is a hypersocial activity.  &lt;/p&gt;

&lt;p&gt;Living in an age of convergence culture (Jenkins 2006) where consumers are the point of convergence, appropriators and re-mixers of form and meaning, how will this shape our relation to something as recurrent as eating?  A convergence culture is participatory and demands for the reorganization of production.  &lt;/p&gt;

&lt;p&gt;Kogi is a small example of the new spectatorship that creative artists can maneuver to empower a deeper synergy between production and consumption (or future prosumption) as chefs and diners, food critics and passive consumers can all benefit from the increased connectivity and emotional resonance afforded through transmedia productions.  What is going on is the sharing of privileged knowledge and information conveyed as a narrative construction.  &lt;/p&gt;

&lt;p&gt;Perhaps we really are what and how we eat.  Kogi can be representative of larger shifts and cultural trends.  It is a Korean and Latin fushion cooking driven by new mediated technologies and platforms that allow for increased sharing and participating.  Transmedia has a certain cosmopolitan aesthetic and democratic participation that should be cultivated as we move further into the hybridity and diversity of a networked world.   &lt;/p&gt;

&lt;p&gt;&lt;u&gt;Sources&lt;/u&gt;&lt;br /&gt;
Jennifer Haywood, " Mutual Friends: The Development of the Mass Serial," &lt;em&gt;Consuming Pleasures: Active Audiences and Serial Fictions from Dickens to Soap Opera&lt;/em&gt; (University of Kentucky Press, 1997), pp. 21-51&lt;/p&gt;

&lt;p&gt;Ito, Mizuko. 2008. "Networked Publics: Introduction." Pp. 1-14 in &lt;em&gt;Networked Publics&lt;/em&gt;, edited by K. Varnelis. Cambridge, MA: MIT Press.&lt;/p&gt;

&lt;p&gt;Henry Jenkins, "Searching for the Origami Unicorn: &lt;em&gt;The Matrix&lt;/em&gt; and Transmeda Storytelling," &lt;em&gt;Convergence Culture: Where Old and New Media Collide&lt;/em&gt; (New York: New York University Press, 2006), pp. 93-130.&lt;/p&gt;

&lt;p&gt;Janet Murray, "Digital Environments are Encyclopedic," &lt;em&gt;Hamlet on the Holodeck: The Future of Narrative in Cyberspace &lt;/em&gt;(Cambridge: MIT Press, 1997), pp. 83-90.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;
&lt;em&gt;Ben Burroughs is currently completing a double degree Masters program from the Annenberg School for Communications and Journalism and the London School of Economics and Political Science in Global Media and Communications.  He has authored several publications including "Kissing Maccaca: Blogs, Narrative, and Political Discourse "(2007), and is hoping to pursue a PhD in the coming fall.  His research interests include: civic transmedia, politics, emergent fandoms, and media anthropology.  Ben is a former high school French teacher, who grew up on the North Shore of Oahu.  He and his wife presently reside in Los Angeles. &lt;/em&gt;&lt;/p&gt;
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<entry>
    <title>World Building as Design: Exploratory Video Games</title>
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    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3669" title="World Building as Design: Exploratory Video Games" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3669</id>
    
    <published>2009-10-27T17:25:48Z</published>
    <updated>2009-10-28T02:45:17Z</updated>
    
    <summary>Recently, I've been trying to think about the aesthetic and emotional balance of transmedia works. Many have written before that transmedia flourishes when each individual part of a transmedia experience utilizes the strengths of its respective medium. For example, if...</summary>
    <author>
        <name>Alex Leavitt</name>
        <uri>http://convergenceculture.org/aboutc3/people.php#aleavitt</uri>
    </author>
    
        <category term="Alex Leavitt" />
    
        <category term="Transmedia" />
    
        <category term="World Building" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;Recently, I've been trying to think about the aesthetic and emotional balance of transmedia works. Many have written before that transmedia flourishes when each individual part of a transmedia experience utilizes the strengths of its respective medium. For example, if a movie is paired with a video game, is it beneficial to incorporate cinematic aesthetics into the video game, or should the producers focus on the interactivity that video games afford (and most films do not)? There are certainly arguments for both sides. Whatever the final decisions of the production team, the individual parts of the transmedia experience will affect and impact the transmedia narrative's audience in specific ways.&lt;/p&gt;

&lt;p&gt;Henry has written before that "the core aesthetic impulses behind good transmedia works are world building and seriality" (&lt;a href="http://henryjenkins.org/2009/09/the_aesthetics_of_transmedia_i_1.html"&gt;The Aesthetic of Transmedia [Part 2]&lt;/a&gt;). Although Henry states that he wishes to see transmedia narratives flourish in genres beyond "fantasy and science fiction franchises", he concedes, "[T]he transmedia approach enhances certain kinds of works that have been udged [sic?] harshly by traditional aesthetic criteria because they are less concentrated on plot or even character than more classically constructed narratives."&lt;/p&gt;

&lt;p&gt;While this article will avoid issues of transmedia, I want to explore more the idea of world building (Henry's first core &lt;i&gt;aesthetic&lt;/i&gt; of transmedia works) as possessing successful &lt;i&gt;emotional&lt;/i&gt; potential for an audience.&lt;/p&gt;

&lt;p&gt;In the same article, Henry writes, "It's long been a charge directed against science fiction works that they are more interested in mapping complex environments than in telling compelling stories," but I would argue that complex environments can give rise to a well of emotional response that in turn create the foundations for compelling stories.&lt;/p&gt;

&lt;p&gt;After the jump, I'll be exploring three video games that utilize world building and exploratory participation to craft complex stories out of very simple aesthetics.&lt;/p&gt;
        &lt;p&gt;I had the pleasure this past weekend of playing a handful of single-player video games, namely:&lt;/p&gt;

&lt;p&gt;1) &lt;b&gt;Small Worlds&lt;/b&gt;, a simple Flash game.&lt;/p&gt;

&lt;p&gt;2) &lt;b&gt;Knytt&lt;/b&gt;, a 2D side-scroller for the PC.&lt;/p&gt;

&lt;p&gt;and 3) &lt;b&gt;Flower&lt;/b&gt;, available on the Playstation 3.&lt;/p&gt;

&lt;p&gt;The theme that binds these three games together is &lt;i&gt;exploration&lt;/i&gt;: each games thrives in its own right because it pushes the player to explore as much of the world as possible. In fact, exploration is inherent to each game, and by exploring, the player essentially builds the world. Of course, each world is prefabricated, but the act of exploring each uncharted land creates a wonderful feeling of mystery combined with victory as the world unfolds in front of the player. &lt;/p&gt;

&lt;p&gt;&lt;img alt="smallworlds.jpg" src="http://www.convergenceculture.org/weblog/smallworlds.jpg" width="500" height="281" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /&gt;&lt;/p&gt;

&lt;p&gt;Small Worlds is a wonderful introduction to exploratory gaming, particularly because you can &lt;a href="http://jayisgames.com/cgdc6/?gameID=9"&gt;play it for free online&lt;/a&gt;. It's also very short, only taking about fifteen (15) minutes to beat all the way through. &lt;/p&gt;

&lt;p&gt;The game opens with one line, "There is too much noise," and transitions into a world of large pixels. You are a "man" in "red clothes": in other words, one pink pixel over two vertical red pixels. And you appear in what seems to be a dome, amidst ambient background music.&lt;/p&gt;

&lt;p&gt;Again, the objective is very simple: move around with arrow keys, jump occasionally, and explore. Immediately, you realize that you can't go outside the dome, so you must explore below ground. But as you move, the world zooms out, opening up a dozen paths to travel down. Eventually the world expands, becoming infinitely larger. You encounter a flickering light, a glowing red alarm, and many more structures.&lt;/p&gt;

&lt;p&gt;What they all mean is hidden, until you keep exploring. And it is through exploration that the world is built and the "story" unfolds. Well, if there is even a story to be told. Any narrative seems to be up to the player to create out of all the landmasses and buildings encountered. All you come to realize is that the world is much bigger than you ever imagined.&lt;/p&gt;

&lt;p&gt;Like an RPG without any dialogue or non-playable characters, Small Worlds exists to explore, well, small worlds (which, I suppose, are actually Big Worlds). The game reminds me, perhaps due to the music and coloration, of Square's &lt;a href="http://en.wikipedia.org/wiki/Chrono_Trigger"&gt;Chrono Trigger&lt;/a&gt; for the Super Nintendo. Aesthetically, these two games are not comparable -- clearly, Chrono Trigger possesses more advanced graphics, music, etc. But emotionally, the act of exploring both these worlds produces the same sense of awe, surprise, and intrigue. &lt;/p&gt;

&lt;p&gt;&lt;img alt="knytt.png" src="http://www.convergenceculture.org/weblog/knytt.png" width="320" height="239" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /&gt;&lt;/p&gt;

&lt;p&gt;&lt;a hre="http://en.wikipedia.org/wiki/Knytt#Knytt"&gt;Knytt&lt;/a&gt; is similar to Small Worlds in that its aesthetics are very toned down. In fact, it's style could very well fit that of the Nintendo or Gameboy Advance families, and if you've played a number of these games in the past, you'll notice that Knytt oddly resembles the &lt;a href="http://en.wikipedia.org/wiki/EarthBound_%28series%29"&gt;EarthBound&lt;/a&gt; series (also known as Mother in Japan). &lt;/p&gt;

&lt;p&gt;The premise of Knytt is that your playable character is abducted by an alien, who then crashlands on an unknown planet. To reach the skies again, you must explore this new world to retrieve pieces of the space ship for its repair. Like Small Worlds, you can explore with arrow buttons and jump around, but also climb up walls and buildings. Additionally, you're equipped with a light beam of some sort, which you'll just have to figure out how to use by yourself!&lt;/p&gt;

&lt;p&gt;Knytt's world is expansive like a traditional side-scroller: the screen moves directionally in frames (unlike Small Worlds, where it zooms out to display the rest of the world). And to retrieve all the parts of the ship, the player must explore as much of the world as possible. Knytt relies, again, on exploration, but also thrives in storytelling because there is no story. Along the way, different beings and buildings are discovered, but it seems that ultimately no interaction is possible, which allows for Knytt to ask an infinite number of unanswerable questions, further duplicating a burdening sense of intrigue.&lt;/p&gt;

&lt;p&gt;Because the mode of exploration is transitory (as in, you cannot see the world as a whole; versus Small Worlds, which is permanent once you explore each region), Knytt begs the question: what exactly is this world? Therefore, it allows for &lt;i&gt;re-&lt;/i&gt;exploration, continually returning to questions from the past. Obviously once the game is complete, such actions are impossible, but I wonder if this introduces another question: Is it possible for a transmedia experience to succeed past its initiative? Does an extensive narrative have potential for people to revisit it beyond the initial target experience timeline?&lt;/p&gt;

&lt;p&gt;These questions might be unanswerable until we see actual case studies, but Knytt succeeds in those areas where it does not have to do much work: the questions that create a sense of mystery. And perhaps the target of the game -- rebuilding the space ship -- is ultimately less important than the action of attempting to understand what the world of Knytt is all about.&lt;/p&gt;

&lt;p&gt;Knytt is available for &lt;a href="http://nifflas.ni2.se/index.php?page=1002Knytt"&gt;free download&lt;/a&gt;, but you can only play it on a Windows operating system.&lt;/p&gt;

&lt;p&gt;&lt;img alt="Flower.png" src="http://upload.wikimedia.org/wikipedia/en/d/dd/Flower.png" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /&gt;&lt;/p&gt;

&lt;p&gt;&lt;object width="560" height="340"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ZaarlDOnKyk&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/ZaarlDOnKyk&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;Like Knytt and Small Worlds, &lt;a href="http://en.wikipedia.org/wiki/Flower_%28video_game%29"&gt;Flower&lt;/a&gt; is an ordinary game of exploration that opens up worlds of beauty (just watch the gameplay trailer above to see how beautiful this short game really is). Flower was produced by &lt;a href="http://en.wikipedia.org/wiki/ThatGameCompany"&gt;thatgamecompany&lt;/a&gt;, an independent American video game developer, also known for its developers' work on a game with similar foundations, &lt;a href="http://en.wikipedia.org/wiki/Flow_%28video_game%29"&gt;flOw&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;The premise of Flower is -- as strange as it sounds -- that a flower in a dull city dreams of life in a vibrant field. The player takes control of a petal and guides it through vast levels, awakening other flowers and bits of nature in a wonderful crescendo of color. If this does sound weird, Jenova Chen (designer) stated during production, "When we started, we didn't know what we were making. We just had this concept that every PlayStation is like a portal in your living room, it leads you to somewhere else. I thought, 'Wouldn't it be nice if it was a portal that would allow you to be embraced by nature.'"&lt;/p&gt;

&lt;p&gt;Going along with the theme, the player in Flower is allowed to explore the world, controlling the city's evolution into a wild garden. Flower perhaps more applicable to my initial thoughts on transmedia, however, because it's a recent game that takes advantage of modern aesthetics preferred by contemporary audiences, and perhaps special effects along the lines of what we would see from a recent transmedia narrative. The novel element of Flower, though, is that it evades any sort of fantasy of science fiction theme. Actually, I'm not sure if it fits into any stereotypical themes at all -- which is perhaps why it was received so well.&lt;/p&gt;

&lt;p&gt;Flower is also similar to the other two games in that it strongly utilizes ambient music to move its narrative. However, maybe it's the &lt;i&gt;act of exploration&lt;/i&gt; that moves this game rather than its story, since it seems to avoid possessing a story altogether (unlike the former games, which at least hint at one). &lt;/p&gt;

&lt;p&gt;While the game only costs $10 for a download, Flower might be out of range for most folks (upwards of $200 to buy the Playstation 3, without even purchasing a nice television on which to use the system). &lt;/p&gt;

&lt;p&gt;So, in the end... What can we learn about transmedia, aesthetics, and world building from these (not-transmedia) video games? &lt;/p&gt;

&lt;p&gt;First, world building takes on roles two-fold. Obviously, a world must be crafted by the producers of the transmedia experience for it to be, well, experienced. However, when put into the hands of an audience (the participatory half), the world further evolves as fans explore the franchise to its depths. Companies have already started to expand the experience of films, for example, by implementing social media strategies to extend the characters' interaction with audiences. But the question remains: Does the success of transmedia lie in the ability for the franchise to extend beyond the primary medium (eg., when the audience interacts with a film through Flickr or Twitter), or does it rely on the exploration of the franchise through its primary mediums (should the experience in a film and video game be interactive to a wild extent that audiences will remain intrigued beyond the initial viewing/playing)? Also, though there are not many test cases, we have yet to see a transmedia franchise utilize the maximum potential of world building &lt;i&gt;by fans&lt;/i&gt; through the development of a story beyond that created by the industry. In the future, how exactly will the relationship between industry and audiences play out in the grand scheme of building a transmedia world or universe?&lt;/p&gt;

&lt;p&gt;Second, world building can comprise the experience, but only to the extent that audiences retain interest. Perhaps the interactive nature of video games espouses exploration and therefore can kindly draw from world building as a primary source of attention. Given the Star Wars films, for example, it can be argued that most of the exploration resides in the engrossing &lt;a href="http://www.amazon.com/gp/product/0345477634/ref=pd_lpo_k2_dp_sr_1?pf_rd_p=486539851&amp;pf_rd_s=lpo-top-stripe-1&amp;pf_rd_t=201&amp;pf_rd_i=0345402278&amp;pf_rd_m=ATVPDKIKX0DER&amp;pf_rd_r=1E6H8MV1KCFJCPCREKA8"&gt;Star Wars Encyclopedias&lt;/a&gt;. World building, instead of actual construction, might better be understood as the completion of a block or field of knowledge in each audience member's mind. Hence, different world will be built as audiences experience transmedia in different ways. Is it therefore possible for a viewer to "complete" a transmedia experience, if the world is in fact so vast? And how to we avoid conflating different "audiences" if only some have completed partial narratives (eg., those that never played &lt;a href="http://en.wikipedia.org/wiki/Enter_the_Matrix"&gt;Enter the Matrix&lt;/a&gt;, but watched the complete Matrix film trilogy)?&lt;/p&gt;

&lt;p&gt;There are many possible questions over which to ponder, since transmedia is still in early stages of development and discourse. If you too have thoughts, please comment below!&lt;/p&gt;
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<entry>
    <title>Futures of Entertainment 4 - How "Dumbledore's Army" Is Transforming Our World: An Interview with the HP Alliance's Andrew Slack (Parts 1-2)</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/mitcms/c3/~3/1qHJu7vnPLI/futures_of_entertainment_4_-_h.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3647" title="Futures of Entertainment 4 - How &quot;Dumbledore's Army&quot; Is Transforming Our World: An Interview with the HP Alliance's Andrew Slack (Parts 1-2)" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3647</id>
    
    <published>2009-10-22T20:23:21Z</published>
    <updated>2009-10-22T20:33:21Z</updated>
    
    <summary>The Consortium team's moving strongly into November as we gear up for the Futures of Entertainment 4 conference. Of course, registration is still open for the two-day event on November 20 &amp; 21. As we've said before, Friday will be...</summary>
    <author>
        <name>Henry Jenkins</name>
        <uri>http://www.convergenceculture.org/aboutc3/people.php#henry</uri>
    </author>
    
        <category term="Henry Jenkins" />
    
        <category term="Transmedia" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;The Consortium team's moving strongly into November as we gear up for the &lt;a href="http://futuresofentertainment.org/"&gt;Futures of Entertainment 4&lt;/a&gt; conference. Of course, registration is still open for the two-day event on November 20 &amp; 21.&lt;/p&gt;

&lt;p&gt;As we've said before, Friday will be dedicated to issues of transmedia entertainment. The final panel presentation of the day, Transmedia for Social Change, moderated by Henry Jenkins, will feature Stephen Duncombe (NYU, author of Dream: Re-Imagining Progressive Politics in the Age of Fantasy), Andrew Slack (The Harry Potter Alliance), Noessa Higa (Visionaire Media), and Lorraine Sammy (Co-creator, Racebending).&lt;/p&gt;

&lt;p&gt;Asking how transmedia can move beyond promotional and commercial interests, this panel will inquire about the potentials for transmedia to affect social change. What parallels can we draw between the activities fan communities and other sites of collective activity? How does participation in the collectives that emerge around transmedia properties equip young people with skills as citizens? What responsibilities should corporations bear, if any, as they try to court fan communities and deep engagement?&lt;/p&gt;

&lt;p&gt;This panel will also consider the cross-over between the forms of collective activity that mark participation in transmedia narratives and other forms of collective activities that harness entertainment media for social good. Fan communities are increasingly aware of their power as social networks. With the ability to mobilize (often) large and passionate groups of people quickly in response to actions that threaten their values and practices, fan communities constitute collective bargaining units acting on the behalf of consumers. These communities may deploy this power to try to protect a favorite program from cancellation (thus working hand and hand with the interests of producers); they may deploy it to challenge a decision they feel hurts the integrity of the franchise (thus pushing back against a producer's perceived interests); or to resist cease and desist letters which threaten their activities. How do buy-cotts, the tactical deployment of consumption that has emerged as a key strategies for fans to have their voices heard, resemble other forms of consumer activism?&lt;/p&gt;

&lt;p&gt;To talk a bit more to the content of the Transmedia for Social Change panel, we have reproduced an interview conducted by Henry with Andrew Slack (on the Board of Directors for the &lt;a href="http://thehpalliance.org/"&gt;HP Alliance&lt;/a&gt;), who will speak on Friday afternoon. Henry posted this interview to his blog over the summer. You can read it in full after the jump!&lt;/p&gt;
        &lt;p&gt;										&lt;h1&gt;How "Dumbledore's Army" Is Transforming Our World: An Interview with the HP Alliance's Andrew Slack (Part One)&lt;/h1&gt;&lt;br /&gt;
										&lt;p&gt;Last weekend, Cynthia and I drove up to San Francisco where I spoke about "Learning From and About Fandom" at Azkatraz, a Harry Potter fan convention. The key note speaker at this year's event was Andrew Slack of the &lt;a href="http://www.thehpalliance.org/"&gt;HP Alliance&lt;/a&gt;. Slack is a thoughtful young activist whose work is exploring the intersection between politics and popular culture. He's really helped to inspired some of the research I am going to be doing in the coming year about "fan activism" and how we can build a bridge between participatory culture and democratic participation. I interviewed Slack for &lt;em&gt;Journal of Media Literacy&lt;/em&gt; earlier this year and I thought this would be a good opportunity to share that interview with my blog readers. &lt;/p&gt;&lt;/p&gt;

&lt;p&gt;Slack's work is gaining greater visibility at the moment because of the release of the new film, including &lt;a href="http://www.newsweek.com/id/206694/"&gt;a recent profile i&lt;/a&gt;n &lt;em&gt;Newsweek &lt;/em&gt;magazine (warning -- the piece is typically patronizing and ill-informed about things fannish but that it exists at all speaks to the impact this group is starting to have in terms of rallying young people to support political change). At the con, Slack spoke about his "What Would Dumbledore Do" campaign, an effort to help map what the "Dumbledore Doctrine" might mean for our contemporary society. You can read more about it &lt;a href="http://thehpalliance.org/wwdd/"&gt;here&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;The HP Alliance has adopted an unconventional approach to civic engagement -- mobilizing J.K. Rowling's best-selling &lt;em&gt;Harry Potter&lt;/em&gt; fantasy novels as a platform for political transformation, linking together traditional activist groups with new style social networks and with fan communities. Its youthful founder, Andrew Slack, wants to create a "Dumbledore's Army" for the real world, adopting fantastical and playful metaphors rather than the language of insider politics, to capture the imagination and change the minds of young Americans. In the process, he is creating a new kind of media literacy education -- one which teaches us to reread and rewrite the contents of popular culture to reverse engineer our society. One can't argue with the success of this group which has deployed podcasts and Facebook to capture the attention of more than 100,000 people, mobilizing them to contribute to the struggles against genocide in Darfur or the battles for worker's rights at Wall-Mart or the campaign against Proposition 8 in California.&lt;/p&gt;

&lt;p&gt;The &lt;em&gt;Harry Potter&lt;/em&gt; novels taught a generation to read and to write (through fan fiction); &lt;em&gt;Harry Potter&lt;/em&gt; now may be teaching that same generation how to change their society. The &lt;em&gt;Harry Potter&lt;/em&gt; novels depicted its youth protagonists questioning adult authority, fighting evil, and standing up for their rights. It offers inspirational messages about empowerment and transformation which can fuel meaningful civic action in our own world. For example, in July 2007, the group worked with the Leaky Cauldron, one of the most popular Harry Potter news sites, to organize house parties around the country focused on increasing awareness of the Sudanese genocide. Participants listened to and discussed a podcast which featured real-world political experts -- such as Joe Wilson, former U.S. ambassador; John Prendergast, senior advisor to the International Crisis Group; and Dot Maver, executive director of the Peace Alliance -- alongside performances by Wizard Rock groups such as Harry and the Potters, The Whomping Willows, Draco and the Malfoys, and the Parselmouths. The HP Alliance has created a new form of civic engagement which allows participants to reconcile their activist identities with the pleasurable fantasies that brought the fan community together in the first place.&lt;/p&gt;

&lt;p&gt;In this interview, Slack spells out what he calls the "Dumbledore Doctrine," explores how J.K. Rowling infused the fantasy novels with what she had learned as an activist for Amnesty International, and describes how the books have become the springboard for his own campaign for social change. Along the way, he offers insights which may be helpful to other groups who want to build a bridge from participatory culture to participatory culture.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;
&lt;strong&gt; Why don't we begin with the big picture?  Can you just describe what the HP Alliance is, and what it's core goals are?&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The Harry Potter Alliance, or the HP Alliance is an organization that uses online organizing to educate and mobilize &lt;em&gt;Harry Potter&lt;/em&gt; fans toward being engaged in issues around self empowerment as well as social justice by using parallels from the books. With the help of a whole network of fan sites and Harry Potter themed bands, we reach about 100,000 people across the world.&lt;/p&gt;

&lt;p&gt;The main parallel we draw on comes from &lt;em&gt;Harry Potter and the Order of the Phoenix&lt;/em&gt; where Harry starts an underground activist group called "Dumbledore's Army" to wake the Ministry of Magic up to the fact that Voldemort has returned. The HP Alliance strives to be a Dumbledore's Army for the real world that is trying to wake the world up to ending the genocide in Darfur.&lt;/p&gt;

&lt;p&gt;Recently we have expanded our scope, discussing human rights atrocities in Eastern Burma, and we're going to be incorporating Congo into our vision soon.  I'll talk more on exactly what we have done regarding these issues in a moment,  but the parallels don't stop with this notion of Dumbledore's Army waking the world up to injustice. The &lt;em&gt;Harry Potter&lt;/em&gt; books hit on issues of racism toward people who are not so called "pure blooded" Wizards just as our world continues to not treat people equally based on race. House elves are exploited the way that many employers treat their workers in both sweat shops in developing nations and even in superstores like Wal-Mart. Indigenous groups like the Centaurs are not treated equally just as Indigenous groups in our world are not treated equally. And just as many in our world feel the need to hide in the closet due to their sexual orientation, a character like Remus Lupin hides in the closet because of his identity as a werewolf, Rubeus Hagrid hides in the closet because of his identity as a half-giant, and Harry Potter is literally forced to live inside a closet because of his identity as a Wizard. With each of these parallels, we talk to young people about ways that we can all be like Harry, Hermione, Ron and the other members of Dumbledore's Army and work for justice, equality, and for environments where love and understanding are revered.&lt;/p&gt;

&lt;p&gt;The average person we reach is somewhere between the ages of thirteen and twenty-five, very passionate, enthusiastic, and idealistic - but often have very few activist outlets that speak to them. And this is no coincidence. Unfortunately, so much of our culture directed at young people is about asking them to consume.  It's looking at them as dollar signs, as targets for advertising.  But &lt;em&gt;Harry Potter&lt;/em&gt; is a great example of a book that hasn't done that.  Of course there's merchandising and all that kind of thing, but fundamentally the message of the book is so empowering for young people.&lt;/p&gt;

&lt;p&gt;Young people are depicted in the books as often smarter, more aware of what's happening in the world, than their elders, though there are also some great examples where very wise adults have mentored and supported young people as they have taken action in the world. These books represent a very empowering tool for young people, and young people have taken it into their hands - and created Websites and fan fiction, and a whole genre of music called "wizard rock" around&lt;em&gt; Harry Potter&lt;/em&gt;.  And it's been extraordinary.  So we are utilizing all of that energy and momentum to make a difference in the world for social activism. We are essentially asking young people the same question that Harry poses to his fellow members of Dumbledore's Army in the fifth movie, "Every great Wizard in history has started off as nothing more than we are now. If they can do it, why not us?" This is a question that we not only pose to our members, we show them how right now they can start working to be those "great Wizards" that can make a real difference in this world. Whose imprint can have a value that is loving, meaningful, and nothing short of heroic. And the enthusiasm we've seen from young people is just astounding.&lt;/p&gt;

&lt;p&gt;By translating some of the world's most pressing issues into the framework of &lt;em&gt;Harry Potter&lt;/em&gt;, it makes activism something easier to grasp and less intimidating. Often we show them fun and accessible ways that they can take action and express their passion to make the world better by working with one of our partner NGO's. Not to mention, our chapter members and participants on our forum section come up with their own ideas which they collaborate on together - so while we often make decisions from the top-down, we also are building a way for each member to direct the destiny of what they and the larger organization are working on.&lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;
J.K. Rowling used to work with Amnesty International. How do you think that background impacted the books?&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Well there's definite parallels  between Amnesty's themes and the themes in &lt;em&gt;Harry Potter&lt;/em&gt;. One of the main human rights issues that Amnesty works on is for the release of political prisoners.  &lt;/p&gt;

&lt;p&gt;Harry's godfather, Sirius Black, was a political prisoner. His best friend James Potter and James' wife Lily were murdered and his godson Harry was orphaned. But on top of that trauma, he was accused of committing the murders. Now if he had had a trial, he could have made a case for why he was innocent and how the real killer was still on the loose. But that couldn't happen because the Ministry of Magic had suspended habeas corpus. This all happened at a time of great terror and in times of great terror, governments often lock people away without a fair trial. We need not look very far for that. It's happening right now in our own country. And not only are these prisoners, many of them innocent like Sirius, not only are they locked up without trial, they are subsequently tortured--another issue which Amnesty works hard to stop.&lt;/p&gt;

&lt;p&gt;In &lt;em&gt;Harry Potter&lt;/em&gt;, the Wizarding prison known as Azkaban is guarded by Dementors.  Dementors suck all the happiness from you, and live you in a state of tortured non-stop panic attack/depression. They literally feed off of the unhappiness in your soul until they suck your soul dry. This is the essence of torture and this is what's been getting done to people in Guantanomo Bay and Abu Ghraib and Eastern European prisons that the CIA helped build. People are locked away without a fair trial and then tortured. This is all done under the rationalization that in times of terror,  justice must be suspended in the name of freedom. But then the very freedom we profess to stand for gets suspended as well in the name of preying on people's greatest fears rather than praying for our better angels. And this hurts the cause. A society that becomes a tyranny in order to fight for its freedom has destroyed the very purpose for which it is fighting. And in doing so, such a society gives strength to it's opponent. We need not go very far in our research to understand that the torture that our country has committed in Abu Ghraib and Guantaomo Bay has not only been immoral, it has been dreadful on a public relations front. Images of tortured Muslims has become one of al Qaeda's most effective recruiting methods.&lt;/p&gt;

&lt;p&gt;And this aspect of a government shooting itself in the foot while selling out it's ideals  happens in &lt;em&gt;Harry Potter&lt;/em&gt; too. After Dumbledore's Army forces the Ministry of Magic to acknowledge Voldemort's return, the Ministry returns to the days when people are no longer given trials. And in order to look like they are making some headway, they arrest someone innocent named Stan Shunpike.  They know the guy is innocent.  They arrest him anyway, and he ends up being released by the Death Eaters, and put under the Imperius Curse, thereby becoming one of the Death Eaters.&lt;/p&gt;

&lt;p&gt;So these Amnesty themes of political prisoners getting the right to a fair trial and the end of torture are consistent with the Harry Potter books and the values of Amnesty International.&lt;br /&gt;
But JK Rowling in her personal work outside of the books, takes that a step further. This can be seen in her charitable work and advocacy on many fronts, including helping children who are caged in Eastern Europe. Besides this incredible work, there's the words that she speaks outside of the confines of the books and these words help articulate the messages of &lt;em&gt;Harry Potter.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Her commencement speech at Harvard in the spring of 2008 was unbelievable. One of the main themes of the speech was around the power of imagination and how we must  "imagine better."   She said, this doesn't necessarily mean imagining a magical world like she has done, but about building the capacity to imagine oneself in other person's shoes, and in that speech she talks about her experience at Amnesty International as being formative for her imagination.  She got to work with people that were so passionate about imagining themselves in other peoples' shoes.  And she became one of those people - imagining herself in the shoes of political prisoners, in the shoes of people that have fought for democracy under tyranny. There's a horrific story she tells where she is helping somebody who had been in prison, and as she was guiding this person to the airport, she heard a blood curdling scream.  She said she had never heard a scream like this in her life, and it was from a political refugee that had just been informed that  because of his dissident activities in his own country, his mother had just been killed. She said it was a scream that will always stay with her.  And in talking to the students at Harvard, she was really very, very adamant that those in the United States, which is for now the only world super power, those of us who have the privilege of education also have both an opportunity and a responsibility to to imagine better, and imagine ourselves in other people's shoes. Let me read her quote directly. She says, "If you choose to use your status and influence to raise your voice on behalf of those who have no voice; if you choose to identify not only with the powerful, but with the powerless; if you retain the ability to imagine yourself into the lives of those who do not have your advantages, then it will not only be your proud families who celebrate your existence, but thousands and millions of people whose reality you have helped transform for the better. We do not need magic to change the world, we carry all the power we need inside ourselves already: we have the power to imagine better."&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;What can you tell us about your own relationship to these books? How was the idea of the HP Alliance born?&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;I already had a very strong interest in the power of a story to grab people and to get them more engaged in living a healthier life and in contributing more in a way that is civically engaged and civic minded. As a college student at Brandeis University I got to explore my feelings around this while at a center for peace and reconciliation in Northern Ireland, while interviewing Civil Rights activists in person throughout the US, and while studying at an acting conservatory in London. It was when I graduated from college, however, that I found &lt;em&gt;Harry Potter&lt;/em&gt;. I had heard of the books but had little interest in them.&lt;/p&gt;

&lt;p&gt;Upon graduating, I was teaching at a  creative theater camp, and I was amazed at the way these children discussed and debated &lt;em&gt;Harry Potter&lt;/em&gt; - with so much passion.  It was insane.  I was intimidated to start reading the books;  there was just so many of them.  There were four released at the time.  The teachers were enthralled by them, and urged me to read them. &lt;/p&gt;

&lt;p&gt;I was still resistant.  And then I started working in the Boys &amp; Girls Club in Cambridge, and I was working with a completely different socio-economic group of kids - racially and ethnically diverse - yet they, too, were lovers of Harry Potter.  One of my colleagues at the Boys &amp; Girls Club of a different race and ethnic and socio-economic background from me was obsessed with the books.  She would read them constantly  and I couldn't understand how it could be so great - and finally I asked her to hand me the first book, and she did - and I read that first chapter, and I just started laughing so hard.&lt;/p&gt;

&lt;p&gt;The first sentence - " Mr. and Mrs. Dursley, of number four, Privet Drive were proud to say that they were perfectly normal, thank you very much. " I was surprised. This is a subversive book that right away begins to indict what I eventually started to call a Muggle Minded attitude -- being obsessed with "normalcy," not being interested in imagination, not being able to see outside of one's self.  So I was swept away, right away, and by the end of that first chapter, I turned to this young woman who handed me the book and I said, 'I think this book just changed my life.'  I raced through those first four books.  Read them again and again, and I began making personal connections with them for myself.  I think when you read a book about a hero, often times you become the hero, and for me, I would see myself as Harry in specific situations - and issues that I have dealt with in my life around anxiety - fighting Dementors became similar to that.  There's a lot of loved ones I have that suffer from addiction, and their struggle with addiction seemed to mirror some characters' struggle to get out of the hold that Voldemort has on them when they follow him as Death Eaters.  There's a very addictive quality, and watching what happened to one of the characters and his family around being a Death Eater is interesting because you see the tragedy of what happens to anyone who has a family member that is an addict, as so many young people do.  In the case of Voldemort's followers, it's a cult, but it's still got this very addictive element to it, and I'm sure if you go into areas where there's terrorism in the world, a lot of families - like the ones I met and worked with in North Ireland -- experienced  that addictive quality.  It might not be drug addiction, but having a family member who is in a paramilitary group is a very, very difficult thing to cope with.  Even families that sided with them intellectually couldn't deal with the idea of them being imprisoned and all of the horrible things they were doing.&lt;/p&gt;

&lt;p&gt; So these books were speaking to such a broad range of very human experiences - including the wish to live a normal life despite adversity. The wish to, in Harry's case, play Quidditch and Exploding Snap and to have a crush on a girl like Cho Chang or Ginny Weasley. And all the while having to contend with darker forces in the world that he is internally connected to. Well I was just swept away by all of this.  And the feeling of the story: &lt;em&gt;Harry Potter &lt;/em&gt;brought me to this child-like state where everything was fun.  I mean the books are so fun.  What's different about these books than a lot of other fantasy books is how hilarious they are.  They're just full of jokes that go into the day to day existence of characters, and then all of a sudden we're back into that fantasy realm of suspense that you see in books like th&lt;em&gt;e wonderful series His Dark Materials, more commonly known as &lt;/em&gt;The Golden Compass books.  &lt;em&gt;Harry Potter&lt;/em&gt; has all of that but it has humor to it, and so it really--I spent years as a comedian and I really connected to her sense of humor.  I really connected to her sense of fantasy and imagination - how utterly playful the books are.  So I was connecting to them from the point of view of  how well written they were, how fun they were, and how much they spoke to me on a personal level in my own life, but then at the end of the fourth book, I was just amazed at what Dumbledore says to Cornelius Fudge, the Minister of Magic at the time.  He says, in the wake of Voldemort's return, we've got to get rid of dementors, form alliances with those in foreign lands, and end our attitudes of racism. He then gets up in front of the whole school and says that we must be able to say what we're scared of, which I think is essential for young people to do, and to vocalize their fears and to name their fears.  And we must understand that Voldemort's greatest gift is spreading discord and enmity, and that's what we see in our world.&lt;/p&gt;

&lt;p&gt; With terrorism, it's not just about killing and the number of people they kill.  It's also about the fear that they inflict in those who survive.  And that's the same as Voldemort, and Dumbledore says, we can only combat this discord and enmity with an equally strong bond of friendship and trust.  And this is what I call this Dumbledore Doctrine - that as the band "Harry and the Potters" say, "the greatest weapon we have is love." That this can actually translate into policy that is really important.  And I began thinking, wow, the world needs Dumbledore.  The world needs a Dumbledore, and then when I read that fifth book, where Harry starts an activist group named after Dumbledore - Dumbledore's Army - I thought, the world needs a Dumbledore's Army, and I began imagining myself going into the Room of Requirement and meeting with young people as if we were part of Dumbledore's Army - and each of us could be like Harry Potter - could see ourselves in the hero role, not where we're the chosen one to bring down all evil or anything like that, but where each of us plays a valuable part in changing this world, where we are the shapers rather than the spectators of history. I think it's amazing how we in this country with all of our resources have an opportunity to connect with people in our communities as well as people all over the world. And to do so in our relationships but also through volunteering in our communities and service as well as through civic engagement in the political process.  That doesn't mean to engage in a partisan fashion, although people can feel free to do that, but the Harry Potter Alliance doesn't advocate for anything in a partisan way.  However, we do want people to both volunteer with people at a local AIDS clinic as well as advocate for better treatment of AIDS victims in Africa. We want our young people tutoring underprivileged kids and helping them read, getting them engaged in the Internet and learning those things, but then also challenging the rules of the game that are making it possible for kids to go without food.  And to challenge our politicians on both sides of the aisle that need to do something about that.&lt;/p&gt;

&lt;p&gt;I think a key part of &lt;em&gt;Harry Potter'&lt;/em&gt;s popularity is that it is an example of a myth that the world is  so hungry for, not just that they are funny books or that they're entertainment or that they're suspenseful or that they help us escape.  They do all those things, but these books open our minds and our hearts to benefiting humanity in a way that I think secretly we all know unconsciously needs to happen. And that there's something truly profound about the love that Dumbledore speaks about and the love that Harry has for his friends that ends up being the thing that defeats Voldemort. And we need that love now. Not in any flaky sense of the word, but in a way that comes from deep within us and that we can share from our hearts.&lt;/p&gt;
										
										&lt;h1&gt;How "Dumbledore's Army" Is Transforming Our World: An Interview with the HP Alliance's Andrew Slack (Part Two)&lt;/h1&gt;
										&lt;p&gt;&lt;strong&gt;So you're using a language of play, of fantasy, of humor to talk about political change?  Much of the time, political leaders deploy a much more serious minded, policy-wonky language.  What do you think are the implications of changing the myths and metaphors we use to talk about political change?&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt; &lt;blockquote&gt;I think it's so freaking important to break things down for people in a way that they can understand.  We get into this wonky-talk.  There are so many organizations doing amazing things, and they mobilize their membership really well - but it doesn't connect to young people.  Young people, by and large, care about issues like genocide.  They care about issues like poverty, discrimination, environment.  They want to be engaged in these things, but the people who are going to be inviting them to engage, have to be thinking about "how do I authentically talk from my heart to this young person in a way that's authentic to their experience and  to our shared experience?"  One of the reasons why I was successful in beginning the Harry Potter Alliance is because I'm such a hardcore &lt;em&gt;Harry Potter&lt;/em&gt; fan.  Had I not been such a passionate Harry Potter fan, had I not been caring about this myth so much myself, I wouldn't have been able to translate the message as well.&lt;/p&gt;

&lt;p&gt;And so it's important, I think, when talking with people to find out what you have in common, what you're both passionate about, and then to translate that into the real world in a way that makes sense.  Activism should be fun.  Activism is fun, but of course, the issues can get so heavy.  We can get paralyzed by a sense of guilt of not wanting to even look at the problems because they seem so big.  And if I look at them, we often ask, "how can I go on with my life?"  This is similar in &lt;em&gt;Harry Potter&lt;/em&gt; to people saying, ' I can't say Voldemort's name.  I'm too scared to even say his name, so I say, you-know-who.'  In our world we think, "I can't say AIDS.  I can't say poverty.  I can't say genocide because if I open my eyes, I'll never be able to look away, and it will ruin my life."  And that's not a helpful attitude for anybody.  We have to learn how to say the name Voldemort in stride, and how to say these words - genocide, etc. - in stride, and not get caught in this idea that we have to fix it all. We can be part of a larger community playing our part. And that experience can be empowering and fun.&lt;/p&gt;

&lt;p&gt;We had a meeting a couple days ago - a conference call.  It was for something called Stand Fast.  We're working with this amazing organization called STAND, which refers to itself as the student arm of the anti-genocide movement, and they are building a constituency across the world of students who are standing up against genocide in Darfur and now against ethnic cleansing in Eastern Burma.  They are funding a civilian protection program in Darfur, where $3.00 protects one woman from being raped for a whole week, and $5.00 protects a whole family in Eastern Burma by providing them with radios.  And this is such an empowering concept because you can say to a young person, 'instead of going to a Starbucks and getting a latte, instead of going to a movie, on this particular date, we're going together not go to a movie or give up some sort of luxury item, and $10.00 will fund the protection of one woman in Darfur for a week and a whole family in Eastern Burma - just $10.'  A young person can understand that, can grasp that, and can also understand that this is not just about charity -  it's not just about your money.  It's a political statement when 15 year olds are protecting the lives of people in Darfur and Eastern Burma because their governments have been unable to do it regardless of how many resources they have.  That is a political statement, and so we talk about that.  But here's how we did it - we got the leaders of the &lt;em&gt;Harry Potter &lt;/em&gt;fan community, the biggest names in the Harry Potter fan community of the Websites that - the Leaky Cauldron, Mugglenet, the biggest wizard rock bands - we got them all together to make an announcement that we are going to have a live conference call where you can all come.  We had over 200 people come on the conference call under short notice to talk about this one day where we'd all be donating, December 3rd, it just happened. And people can still do this at &lt;a href="http://theHPAlliance.org/civilianprotection"&gt;theHPAlliance.org/civilianprotection&lt;/a&gt;. But, and here's where part of the fantasy comes in: we didn't just call it a conference call.  We called it a meeting of Dumbledore's Army.  We're going to have a Dumbledore's Army meeting - that we're going into a Room of Requirement, where you're given a code to get in.  You press pound, and you're in the room of requirement.  We talk about, we're in the Room of Requirement now, and just like Harry got up and taught people how to do this, we're going to talk to you about the issues.  And everybody was briefed, all the speakers on what to say, and how to talk about this issue - but they did it from their own place and what they're passionate about.  And it was just incredible.  The response we've had from the people on the call was unbelievable.  People giving up smoking.  People giving up coffee.  People saying, "I'm taking half the money I would have spent on Christmas, and giving it to this.  And I'm going to tell all my family that the reason I'm not giving them as much this year is because I gave it to people who need it in Darfur and Burma, and I'm sure they'll be proud of me.  And I feel so proud of myself right now."&lt;/p&gt;

&lt;p&gt;It was an amazing experience, but it was done through fantasy.  We didn't just say we're like Harry.  We actually pretended that we are in a Room of Requirement.  We are Dumbledore's Army, and we're doing it.  And it was really empowering last year when J. K. Rowling said that this is truly an organization that is fighting for the same kinds of values that Dumbledore's Army fought for in the books, and to everyone involved in this organization, the world needs more people like you.  And it was a real boost for our morale, and it was an incredible thing to get a message like that from one of our favorite authors.&lt;br /&gt;
&lt;/blockquote&gt;&lt;br /&gt;
&lt;strong&gt; You've already started down this path - so why don't you say a little more about how the fan community provides part of the infrastructure for something like the HP Alliance?&lt;/strong&gt;&lt;br /&gt;
&lt;blockquote&gt;&lt;br /&gt;

&lt;p&gt;Yeah, it couldn't happen without the fan community.  When we started, I was blogging about these ideas - about the parallels between discrimination in Harry Potter and discrimination based on race or sexuality in our world.  Or about political prisoners in Harry Potter and political prisoners in our world.  About ignoring Voldemort's return, and ignoring the genocide in Darfur in our world.  So I was blogging about this, but no one was reading my blog.  You know that wasn't really taking off too fast.  Then I met Paul and Joe deGeorge of the wizard rock band Harry and the Potters.  These are two guys that started a band where they sang from the perspective of Harry Potter.  They still do.  They loved the idea of a Dumbledore's Army for the real world, and soon enough we began brainstorming ideas - and I took my blogs, where I provided action alerts for how people can be like Harry and the members of Dumbledore's Army, and they reposted it on their Myspace page.  Their Myspace at the time was going out to about 40 or 50,000 profiles.  Now it's going out to about 90,000 Myspace profiles.  Soon other musicians began to form bands that were wizard rock - bands based off of other characters in the book.  Draco and the Malfoys were the bad guy band.  The Whomping Willows based off of a tree at Hogwart's .  The Moaning Myrtles - there's so many of these bands, and they all began to repost together, collectively, the messages that I was writing.  Soon, through these wizard rock bands, we were communicating with over 100,000 Myspace profiles, and then the biggest Harry Potter fan sites wanted to be a part of it as well because this is a community that is just so incredibly enthusiastic, idealistic - believes in the values that are in &lt;em&gt;Harry Potter&lt;/em&gt; about love and social change and the values in Amnesty, and they began to post what we were doing.&lt;/p&gt;&lt;/p&gt;

&lt;p&gt;And they put up our first podcast right before Deathly Hallows, the last book, came out.  Thanks to their putting it on their podcast feed at the time, at the peak of &lt;em&gt;Harry Potter&lt;/em&gt;'s popularity - that podcast was downloaded over 110,000 times, and STAND, one of our partner organizations,  saw a huge spike in involvement that month thanks to our efforts.  They saw a 40% increase in high school chapter sign ups compared to a normal two week period in July, and  over a 50% increase in calls to their hotline - 1-800-GENOCIDE in a two week period compared to a regular two week period in July.  This year the wizard rock bands and Mugglenet posted this special project that we were doing with a group in the UK, called Aegis Trust.  Aegis Trust works on all sorts of genocide remembrance issues around the Holocaust, around Rwanda, but they had a special project where they were sending letters to the United Nations, asking the Security Council to do something about war criminals that were being given protection, impunity in Sudan, and they ended up  sending 10,000 letters to the UN Security Council.  Of those 10,000 letters, over three-quarters of them came from the Harry Potter Alliance.  We weren't members of government.  They were getting a lot of members of governments to write.  We got young people.  We brought Dumbledore's Army.  The Harry Potter Alliance - we have about 3500 people on our e-mail list.  We have about 50 chapters.  We have about 12,000 Myspace members - about 1500 Facebook members, but we could not have done that without this larger network of wizard rock bands sending it out and of fan sites posting - here's what Dumbledore's Army is doing now.  Here's what Harry Potter Alliance are doing now.  We're all part of this alliance.  Let's all step up to the plate, and  even though we reach sometimes about 100,000 people, getting about 8,000 signatures, that's almost 1 in 10 of who we're reaching, and that's a lot as far as action goes because different people are engaged in different ways through our organization.&lt;/p&gt;

&lt;p&gt;So that's just one example.  In the last year, we've raised well over $15,000 from small donations to fund the protection of thousands of women in Darfur and villagers in Eastern Burma.&lt;br /&gt;

&lt;p&gt;In the process we educate young people through podcast interviews with survivors of the Rwandan genocide in 1994, with policy experts, as well as with partnerships with groups like the Genocide Intervention Network and it's student arm STAND, the ENOUGH Project, Amnesty International, Aegis Trust and several other human rights organizations.&lt;/p&gt;&lt;/p&gt;

&lt;p&gt;And now we are building these chapters and we want them to exist in schools and after school programs. And we want to help shape curriculum on how Social Studies and English are taught, if schools would be open to it.&lt;br /&gt;
&lt;/blockquote&gt;&lt;br /&gt;
&lt;strong&gt;At the same time, you've been able to build an alliance with some very traditional political organizations and governmental leaders.  Could you say a little bit of how they've responded to the Harry Potter Alliance approach?&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt; &lt;blockquote&gt;When I first started calling traditional organizations letting them know that I wanted to help them, I was very afraid that they were going to hang up when I told them the name of the organization is the Harry Potter Alliance.  And if I said, HP Alliance, they would think it was The Hewlett Packard Alliance.  In fact, one of our board members has been getting mail to the Hewlett Packard Alliance.  We've never referred to ourselves as the Hewlett Packard Alliance, but people see HP, and they think Hewlett Packard.  (laughter)  And that's an alliance I don't want to be part of.  So (laughter) when I tell the organizations at first who we are, there's this initial insecurity that I have on how they're going to react, and at first that insecurity proved to be warranted because they didn't know what to do with a group that is named after a fictitious book for young adults and plus, we had no track record.  Though despite some challenges here and there, I must say that I was actually impressed with how open minded some people were. I think the best example of this is the Co-Founder of the ENOUGH Project John Prendergast. John is a policy expert on issues of international crisis and truly is a celebrated activist. But John actively looks for outside of the box ideas. When I met him in 2005 and told him about our new organization, my heart was pounding with nerves and he looked at me very intensely and basically said, "Dude. Comic books turned me into an activist. The least I can do is mention this in the book I'm writing with Cheadle." And that's Don Cheadle who starred in&lt;em&gt; Hotel Rwanda&lt;/em&gt;. And this was crazy to me. And we are in that book, which was a &lt;em&gt;New York Times&lt;/em&gt; best seller. It's called &lt;em&gt;Not On Our Watch: the Mission To End Genocide in Darfur and Beyond &lt;/em&gt;and it's an excellent book.&lt;/p&gt;

&lt;p&gt;But now when I call up organizations to form coalitions and partnerships I can tell them that we can get you thousands of people to see what they're doing.  This strategy is very important to us: connecting Harry Potter fans to NGO's that are doing impressive work. We see they need more people, and we provide them with the people.  We tell them, 'look, you know &lt;em&gt;Harry Potter&lt;/em&gt;, and you know there's a lot of enthusiasm here.  We can channel some of that enthusiasm to this noble work that you're doing by just using examples from the books and this incredible community of people, and we've been in Time magazine - and we've been in &lt;em&gt;The Los Angeles Times&lt;/em&gt;.'  So you know that sort of helps them take us more seriously now.  Now, they want the Harry Potter Alliance to be involved, and then sometimes I'm thinking, I have to kind of pinch myself that now they're coming to us - and there's been a couple examples of them paying us as consultants to help them with recruiting young people to become part of their movement.  The best example of that has been with our efforts to get young people educated on the issue of media reform. &lt;/p&gt;

&lt;p&gt;We've worked with an organization called Free Press which can be found at&lt;a href="http://freepress.net"&gt; freepress.net &lt;/a&gt;- Free Press leads a group called the Stop Big Media coalition. And we have a whole campaign where we compare things in Harry Potter that involve media consolidation to media consolidation in our world.  Most people don't know much about media consolidation, but when you begin looking at how minorities are not represented fairly in the media, ethnic and racial minorities make up about a third of the US population, and they own I believe less than 3% of commercial TV.  Women and minorities make up about 66% of this country, and yet are on television news about 12% of the time. What we see on TV, what we are shown visually, what is defined as "normal" in our culture are white men. The problem here is that the Federal Communications Commission has stacked the deck in the favor a handful of conglomerates to own most media in any given city. And this wipes out independent local media. And we want the FCC to change that, because it affect our outlook on race, it affects our outlook on our own communities, it even affects how foreign news like the genocide in Darfur is covered. The big conglomerates have cut foreign news by around 80% since the 1980's and replaced that with celebrity gossip -which would explain why Brittney Spears is covered more than a genocide that would be stopped if the political will was there.&lt;/p&gt;

&lt;p&gt;This issue has gotten our membership really fired up, and we say what media reform activists always say: "whatever your number one issue is, media reform should be your number two issue because your issue can't be communicated if the media is not free." It's been really exciting - but yeah, so these traditional organizations, whether it's the Save Darfur coalition and the ENOUGH Project, STAND and the Genocide Intervention Network and Aegis Trust, all issues - all organizations that work on genocide related things - or Free Press or the No on Proposition 8 campaign, which we worked on.  We recently did something called Wizard Rock the Vote, where we registered close to 900 people.  I think they were almost all new voters at wizard rock concerts across the country and online, and that was in partnership with the organization Rock the Vote.  They loved us, and it's a lot of fun.  It's a lot of fun for them, too, because these organizations have staff members that are &lt;em&gt;Harry Potter&lt;/em&gt; fans.  And I personally have put out  a couple of videos satirizing Wal-Mart, and  because of this fan base, we were able to get two of the videos over 2 million views on YouTube.  It  just sped out of control, and I mean it's incredible.  I call it cultural acupuncture, when you can take something where there's a lot of energy, and then translate it to something else.  A lot psychic energy you - psychological energy being placed on something, and you move to make it healthier.  It's a remarkable thing to see what we can do, and for teachers and youth workers, I think it's really important to think about what are your students interested in?&lt;/p&gt;

&lt;p&gt;I think one of the biggest problems  with our education system - I mean I can't stand No Child Left Behind, not just because it hasn't gotten proper funding, but because I wasn't very good at standardized tests in school - and I think they are generally about regurgitating information.  I call it, Leave No Imagination Recognized.   When engaging young people to become civically minded, find out what they care about.  If you're working at an after-school program with inner-city youth, find something that's going to speak to inner-city youth.  Are they interested in a specific kind of music?  A lot of the kids that I've worked with from inner-city environments have been interested in hip-hop, so can you find yourself a teacher who knows about hip-hop, and gets the people to be part of a contest that's hip-hop oriented - but that involves research to say that the greatest hip-hop music out there, not the kind you hear in clubs per se, but the greatest hip-hop artists have reflected what's been going on in their communities and how things can change.  That's the real hip-hop, and to you really  work on that - and do some sort of hip-hop activism through organizations like the League of Young Voters, who often times refer to themselves as the League of Pissed Off Voters - that gets young people engaged.  Show them episodes of &lt;em&gt;The Wire&lt;/em&gt;, the HBO series, and then talk about the issues of crime, poverty, and drugs that are depicted in that series.  And then right after that discussion, begin working on a project together.  My idea for &lt;em&gt;The Wire&lt;/em&gt; is show one episode that's an hour, then the next hour, discuss the issues that are in that episode, and how that reflects your own personal life - and in a third hour, start a project that addresses those issues.&lt;/p&gt;

&lt;p&gt;So it should start with a piece of art that provokes the discussion, then have the discussion, and then after the discussion, don't leave it there, turn it into action.  And that's one way to engage a specific population of young people, but that same method can be replicated for any group of young people, especially if you have access to video equipment.  If you had access to video equipment, if the kids know how to write, you can show them how they can produce videos that will be seen by a lot of people, and how there's more to their world than just where they are - that they really now more than ever - we don't need to be paying lip service to young people that they can change the world.   They can do it today, they can do it right now.  If they care about something, they can do it, and they will be better at coming up with a video than the teachers. Find writing teachers.  Find acting teachers to help them refine their jokes - make their videos funny or emotionally powerful.  Have them interview people in their communities on what they care about.  Get that stuff up on YouTube - where ever a young person's voice can be heard by the world. Tom Friedman has a great quote that the only competition that now exists is the one between us and our own imaginations. And now it's purely a matter of getting young people the access to these resources to do it, and then getting them to learn how to most effectively make those ideas and things viral. All you got to do is get them to care about something, and then they'll take care of it from there.&lt;/blockquote&gt;&lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;
We've talked about a number of new media platforms in all of this-- blogs, podcasts, social network sites, YouTube. How important is that infrastructure of new media to enabling the kind of work that you guys are doing?&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;  &lt;blockquote&gt;Without new media, I don't know what we would be doing.   I don't think we would exist.  We would be like students at Hogwarts without wands. We would be a club at one or two high schools, which would be fine. It's great to be a club at a high school.  But we probably would have a hard time being an organization that has 50 clubs that are really active, which we have right now as far as chapters go, and a message that gets out to 100,000 young people in Japan and in places...just all over. We've got kids in Japan that are working on media reform issues in the United States. New media has provided us with an opportunity where you know we always say to young people that they have a voice, that their voice matters.  The Harry Potter Alliance communicates with over 100,000 young people across the world.  We've gotten to old media, &lt;em&gt;Time&lt;/em&gt; magazine, front cover of &lt;em&gt;The Chicago Tribune&lt;/em&gt; "Business" section - T&lt;em&gt;he Los Angeles Times&lt;/em&gt;, etc.  None of this could've happened without new media platforms.&lt;br /&gt;
&lt;/blockquote&gt;&lt;br /&gt;
&lt;em&gt;Andrew Slack is the founder and executive director of the Harry Potter  Alliance where he  works on innovative ways to mobilize tens of  thousands of Harry Potter fans through a vibrant online community.  Andrew has also co-written, acted in, and produced online  videos that  have been viewed more than 7 million times. He has taught theater  workshops and served as a youth worker for children and adolescents  throughout the US and Northern  Ireland. A Phi Beta Kappa graduate of  Brandeis University, Andrew is dedicated to learning and extrapolating  how modern myth and new media can transform our lives both personally  and collectively.&lt;/p&gt;
    &lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/mitcms/c3?a=1qHJu7vnPLI:fHh7JIFghD0:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/mitcms/c3?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/mitcms/c3?a=1qHJu7vnPLI:fHh7JIFghD0:bcOpcFrp8Mo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/mitcms/c3?d=bcOpcFrp8Mo" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
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<feedburner:origLink>http://www.convergenceculture.org/weblog/2009/10/futures_of_entertainment_4_-_h.php</feedburner:origLink></entry>

<entry>
    <title>Free Webinar (Friday 6 November 2009) - Moving from "Sticky" to "Spreadable": The Antidote to "Viral Marketing" and the Broadcast Mentality</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/mitcms/c3/~3/RVYHmt7IfHU/free_webinar_friday_6_november.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3640" title="Free Webinar (Friday 6 November 2009) - Moving from &quot;Sticky&quot; to &quot;Spreadable&quot;: The Antidote to &quot;Viral Marketing&quot; and the Broadcast Mentality" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3640</id>
    
    <published>2009-10-21T18:16:33Z</published>
    <updated>2009-10-21T18:24:37Z</updated>
    
    <summary>Although news has been out for a while now, we'd like to remind everyone that on Friday 6 November (from noon to 1:00 pm), the Convergence Culture Consortium will co-host a webinar with Peppercom on the subject of spreadable media,...</summary>
    <author>
        <name>Alex Leavitt</name>
        <uri>http://convergenceculture.org/aboutc3/people.php#aleavitt</uri>
    </author>
    
        <category term="Alex Leavitt" />
    
        <category term="Henry Jenkins" />
    
        <category term="Joshua Green" />
    
        <category term="Sam Ford" />
    
        <category term="Spreadable Media" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;Although news has been out for a while now, we'd like to remind everyone that on Friday 6 November (from noon to 1:00 pm), the Convergence Culture Consortium will co-host a webinar with &lt;a href="http://www.peppercom.com/"&gt;Peppercom&lt;/a&gt; on the subject of spreadable media, featuring USC's Henry Jenkins, C3's Joshua Green, and Peppercom's Sam Ford (moderated by Peppercom's co-founder, Steve Cody). &lt;a href="https://www2.gotomeeting.com/register/505779482"&gt;Registration is free!&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;b&gt;Moving from "Sticky" to "Spreadable": The Antidote to "Viral Marketing" and the Broadcast Mentality&lt;/b&gt;&lt;/p&gt;

&lt;p&gt;Based on years of researching how and why people spread news, popular culture, and marketing content online through the Convergence Culture Consortium for the past several years , our speakers are currently working on a book entitled Spreadable Media. This Webinar will look at what "spreadable media" means, why the concept of "stickiness" is inadequate for measuring success for brands and content producers online and ultimately why marketers and producers should spend more time creating "spreadable material" for audiences than trying to perfect "viral marketing." In this one-hour session, the speakers will share the ideas and strategy behind "spreadable media" and a variety of examples of best--and worst--practices online for both B2B and B2C campaigns.&lt;/p&gt;

&lt;p&gt;This panel will address:&lt;/p&gt;

&lt;p&gt;-- The concept of "stickiness" and why it cannot solely be used as a way to measure success online;&lt;br /&gt;
--  How and why viral marketing does not accurately describe how content spreads online;&lt;br /&gt;
-- Why a "broadcast mentality" does not work in a social media space;&lt;br /&gt;
-- The strategy companies should undertake when creating material for audiences to potentially spread online;&lt;br /&gt;
-- Companies that have learned difficult lessons and/or gotten the idea of "spreadable media" right;&lt;br /&gt;
-- Trends in popular culture/entertainment  one which brands should keep a close eye;&lt;br /&gt;
-- How "spreadable media" might apply to B2B audiences.&lt;/p&gt;
        
    &lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/mitcms/c3?a=RVYHmt7IfHU:beqvsEUPobg:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/mitcms/c3?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/mitcms/c3?a=RVYHmt7IfHU:beqvsEUPobg:bcOpcFrp8Mo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/mitcms/c3?d=bcOpcFrp8Mo" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/mitcms/c3/~4/RVYHmt7IfHU" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.convergenceculture.org/weblog/2009/10/free_webinar_friday_6_november.php</feedburner:origLink></entry>

<entry>
    <title>Google Wave: Innovating Innovation at the Expense of Innovation</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/mitcms/c3/~3/noZDrUfPW9g/google_wave_innovation_for_inn.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3619" title="Google Wave: Innovating Innovation at the Expense of Innovation" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3619</id>
    
    <published>2009-10-19T18:32:02Z</published>
    <updated>2009-10-19T20:06:42Z</updated>
    
    <summary>Platforms for culture and community are no longer a "cool, new thing" online. YouTube, Twitter, and Facebook have been around long enough that most users understand the basics of their purposes and functions. But now that these systems have been...</summary>
    <author>
        <name>Alex Leavitt</name>
        <uri>http://convergenceculture.org/aboutc3/people.php#aleavitt</uri>
    </author>
    
        <category term="Alex Leavitt" />
    
        <category term="Online Video" />
    
        <category term="Social Networks" />
    
        <category term="Technology" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;Platforms for culture and community are no longer a "cool, new thing" online. YouTube, Twitter, and Facebook have been around long enough that most users understand the basics of their purposes and functions. But now that these systems have been entrenched in the flow of the Internet, some users have begun to hack away at the conventions of Youtube, for example, to create some pretty innovative uses for the platform.&lt;/p&gt;

&lt;p&gt;Last year, Sheila -- now a second-year graduate student in the Comparative Media Studies program and a researcher with C3 -- wrote a report for the Consortium on the current state and future potential of online television. One of the interesting perspectives she draws from is that of technological adoption, to which she responds that now is the time for television to adapt and integrate with other technologies. Referring to the research of Noshir Conractor of Northwestern University, Sheila describes three stages of technological adoption -- substitution, enlargement, and reconfiguration -- which describe the evolution of technology to fit social practices: 1) new technology replacing older forms, 2) frequent use of the technology, and 3) a change in the use of the technology to fit social customes, or (vice versa) a change in a cultural practice because of the use of the technology.&lt;/p&gt;

&lt;p&gt;YouTube is a great example of this, because in the past couple of years we have witnessed a host of awesome projects that have come out of the third stage, reconfiguration. Most of these projects have attempted to move beyond the ordinary practice of "viewing one video on a single hosted webpage" with wonderfully successful results.&lt;/p&gt;

&lt;p&gt;&lt;i&gt;After the jump, I'll briefly describe a set of these YouTube-based innovations, and then comment on Google Wave, the new venture of Google to mix up email and social networking into a highly collaborative space, and how the Wave might be moving a bit too quickly beyond its initial adoption phase.&lt;/i&gt;&lt;/p&gt;
        &lt;p&gt;One of the more popular YouTube innovations has been &lt;a href="http://thru-you.com/"&gt;THRU YOU - Kutiman mixes YouTube&lt;/a&gt;, where digital artist Kutiman takes a handful of user-generated musical videos from YouTube and mashes them together into a harmonious compilation. Putting aside the creative layout of his website -- a scratched-up version of a YouTube user page -- the carefully laid out mash-up of his first song, Mother of All Funk Chords, not only combines videos, but cuts them precisely to fit a specified beat and tune.&lt;/p&gt;

&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/tprMEs-zfQA&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/tprMEs-zfQA&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;But Kutiman is just one example of the evolving landscape of YouTube innovation. Kutiman continues to utilize the one-video format, but &lt;a href=""&gt;in Bb 2.0&lt;/a&gt; takes a new approach (and another musical one at that) to how videos can be used sequentially and simultaneously. &lt;/p&gt;

&lt;p&gt;&lt;img alt="bflat.png" src="http://www.convergenceculture.org/weblog/bflat.png" width="616" height="403" class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /&gt;&lt;/p&gt;

&lt;p&gt;Darren Solomon, the author of In B-Flat, writes in the site's FAQ, "I was making a site with embedded YouTube videos... when I realized that YouTube doesn't stop the user from running more than one video at a time. I was curious to see if there was a musical way to explore that concept..." After an initial attempt by himself, he solicited videos from a number of different users on YouTube, asking them to play notes in the B-flat major scale. Solomon aggregated them onto his B-flat website, which it is up to the visitor of the webpage to "create" the music, by arbitrarily choosing different videos (the "instruments") to play at various times. There are probably billions of permutations that can come out of this project, and hence billions of songs possible to compose, metaphorically. Personally, my most successful combination is the screenshot above (you can see which instruments to play by looking at which videos have the pause sign, ||, active). &lt;/p&gt;

&lt;p&gt;It appears, then, that YouTube has in part moved into the third phase of technological adoption, where its users are innovating the platform to lay cause to a bunch of new methods of viewing YouTube's videos. &lt;/p&gt;

&lt;p&gt;Like YouTube, Google Wave is a platform (instead of video, based around collaborative communication) that is beginning to aggregate a community. But I have a question: Will Google Wave crush the innovative potential of its users?&lt;/p&gt;

&lt;p&gt;Google Wave is innovative in itself. If you didn't catch on to the hype surrounding its popularity across Twitter (it hit Trending Topics for about a week), watch the (hilarious) video below for a solid introduction to the platform's capabilities:&lt;/p&gt;

&lt;p&gt;&lt;object width="560" height="340"&gt;&lt;param name="movie" value="http://www.youtube.com/v/rDu2A3WzQpo&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/rDu2A3WzQpo&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;So, if that's about 3.5% of what Google Wave can do, it seems that the developers really opened the platform up to an unbalanced amount of potential innovation. It &lt;i&gt;seems&lt;/i&gt; that a user can do, well, anything. Or at least that's what the marketers would like you to think (and I suppose that it's succeeded, since everyone's very, very excited).&lt;/p&gt;

&lt;p&gt;But with endless potential and capabilities, what exactly will people use Google Wave for? If we posit that the Wave will be a replacement email system, that assumption certainly approaches the first stage of technological adoption: substitution. We have to keep in mind, though, that Google Wave is still an invite-only community, so there isn't a very large user base currently residing on and using the platform. Douglas Rushkoff has already &lt;a href="http://www.thedailybeast.com/blogs-and-stories/2009-10-14/googles-velvet-rope/"&gt;written about&lt;/a&gt; what he calls Google's Velvet Rope: the company has adopted a similar invite-only system for Google Voice, which is limiting the immediate growth of the Voice user base. In a way, Google profits, because more people spend longer talking up the service, creating a thick atmosphere of anticipation (and jealousy). &lt;/p&gt;

&lt;p&gt;But if there are no users for Google Wave, will we see the same stages of technological adoption? If there aren't a lot of users for Step 2 (enlargement), will we ever see Step 3 (reconfiguration)?&lt;/p&gt;

&lt;p&gt;Because the problem I foresee with the adoption of Google Wave is that Google's marketers are pushing for the immediate success of Step 3. Google wants people to realize that email is "the old way" and that Google Wave will innovate, again, everything. &lt;/p&gt;

&lt;p&gt;An interesting video popped up in my Google Reader yesterday, detailing exactly this kind of innovation that we might never see occur: &lt;/p&gt;

&lt;p&gt;&lt;object width="560" height="340"&gt;&lt;param name="movie" value="http://www.youtube.com/v/-VD0wzo_Gw4&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/-VD0wzo_Gw4&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;The video, entitled Good Wave Hunting, created by &lt;a href="http://getwhirled.com/"&gt;Whirled Interactive&lt;/a&gt;, features a clip from the movie &lt;a href="http://en.wikipedia.org/wiki/Good_Will_Hunting"&gt;Good Will Hunting&lt;/a&gt;, starring Matt Damon and Robin Williams. The style imitates that of typographic animation, many videos of which can be viewed on YouTube (one example below).&lt;/p&gt;

&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/uuiKJ0rRTAo&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/uuiKJ0rRTAo&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;But back to the Google Wave video. Although it's not an official preview of Wave's capabilities, it certainly shows the potential of the platform. The two users can change font, drag images, import and play video (and it's even a good visual narrative if you have two minutes to spare). This short video makes Google Wave seem like a dream.&lt;/p&gt;

&lt;p&gt;But can we do that? By we, I mean the users. Are we going to think to drag all those images and video into a conversation? Or for the first two years, are we just going to use the Wave as a replacement for email, and only innovate a few more years into its development? I wonder if Google is innovating the Wave to inspire innovation, but these aspirations are -- at least in the beginning -- at the sake of innovation. Google Wave needs users to &lt;i&gt;use&lt;/i&gt; the platform. Forget about doing the impossible right now. I mean, I'm still getting chain letters in my inbox (thanks, Dad).&lt;/p&gt;
    &lt;div class="feedflare"&gt;
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<feedburner:origLink>http://www.convergenceculture.org/weblog/2009/10/google_wave_innovation_for_inn.php</feedburner:origLink></entry>

<entry>
    <title>Performing with Glee</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/mitcms/c3/~3/3_JmXNY-S8I/performing_with_glee.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3602" title="Performing with Glee" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3602</id>
    
    <published>2009-10-16T06:38:30Z</published>
    <updated>2009-10-16T18:38:35Z</updated>
    
    <summary>Fans reject the idea of a definitive version produced, authorized, and regulated by some media conglomerate. Instead, fans envision a world where all of us can participate in the creation and circulation of central cultural myths... Media conglomerates often respond...</summary>
    <author>
        <name>Alex Leavitt</name>
        <uri>http://convergenceculture.org/aboutc3/people.php#aleavitt</uri>
    </author>
    
        <category term="Alex Leavitt" />
    
        <category term="Music" />
    
        <category term="Television" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;blockquote&gt;Fans reject the idea of a definitive version produced, authorized, and regulated by some media conglomerate. Instead, fans envision a world where all of us can participate in the creation and circulation of central cultural myths... Media conglomerates often respond to these new forms of participatory culture by seeking to shut them down or reigning in their free play with cultural material. If the media industries understand the new cultural and technological environment as demanding greater audience participation within what one media analyst calls the "experience economy," they seek to tightly structure the terms by which we may interact with their intellectual property, preferring the pre-programmed activities offered by computer games or commercial Web sites, to the free-form participation represented by fan culture. The conflict between these two paradigms -- the corporate-based concept of media convergence and the grassroots-based concept of participatory culture -- will determine the long-term cultural consequences of our current moment of media in transition.&lt;/blockquote&gt;

&lt;p&gt;&lt;a href="http://web.mit.edu/cms/People/henry3/starwars.html"&gt;"Quentin Tarantino's Star Wars?: Digital Cinema, Media Convergence, and Participatory Culture,"&lt;/a&gt; Henry Jenkins &lt;/p&gt;

&lt;p&gt;Henry wrote up a revised version of this essay (which appears on his website, linked above) in his &lt;u&gt;Convergence Culture&lt;/u&gt; book, which is obviously an important read if you've never picked it up before.&lt;/p&gt;

&lt;p&gt;But coming away from this excerpt above, I can't help but feel that the first sentence suggests a very intense feeling, given what I assume to be a more subdued general viewership that constitutes a given show's (or movie's, or band's, etc.'s) fan base. Given that the modes of "participatory culture" are pervading the contemporary media landscape almost everywhere today, I still hesitate to state outright that fans "reject the idea of a definitive version" of any kind of narrative or media. Fans certainly work inside the construct provided by the "media conglomerate" and participate by interacting with the established narrative or media form.&lt;/p&gt;

&lt;p&gt;What these initial thoughts are really leading up to is my attempt to spout a bit about &lt;a href="http://en.wikipedia.org/wiki/Glee_%28TV_series%29"&gt;Glee&lt;/a&gt;. &lt;/p&gt;

&lt;p&gt;&lt;img src="http://www.convergenceculture.org/weblog/glee.png" width="348" height="350" style="text-align: center; display: block; margin: 0 auto 20px;" /&gt;&lt;/p&gt;
        &lt;p&gt;&lt;i&gt;I do not watch television&lt;/i&gt;, plain and simple. In fact, my TV is currently sitting unplugged in my fireplace. However, two weeks ago, my college roommate forced me to watch Glee, and I'm hooked. Thankfully it's &lt;a href="http://www.hulu.com/glee"&gt;available for free on Hulu&lt;/a&gt;, one day after broadcast on FOX (every Wednesday, or Thursday online).&lt;/p&gt;

&lt;p&gt;Glee is a show about a public high school choir (glee club), but I could describe it as a more realistic High School Musical, where not all the songs are completely outrageous (at least except for that one song performed by the football team during the last 10 seconds of a crucial game). Hands down, the music is excellent -- no doubt it's the all-star cast that for the most part was gleaned from a variety of Broadway musicals. And the story's cute: a bit implausible at times, but usually the music takes my attention away from those trivialities. But the music. I can't go on enough about it. True, it's obvious that the producers overlaid the high-quality versions of the songs over the lip-syncing cast, but the music really carries the show.&lt;/p&gt;

&lt;p&gt;Actually, I could say that the music carries the show outside of its televised frame too. Individual songs have been cropping up on iTunes, and the CD compilation is &lt;a href="http://www.amazon.com/Glee-Music-1-Cast/dp/B002NJ8X9G"&gt;due out at the beginning of November&lt;/a&gt;. Of course, enough versions of the songs and clips of the shows have been appearing as TV rips on Youtube (just search "Glee" and they'll pop up). And they are certainly helping get the word out about the show. Fans too are lining up to celebrate the show outside of their living rooms. Loyal viewers are dubbing themselves "gleeks" -- an odd combination of Glee and geek.&lt;/p&gt;

&lt;p&gt;But my interest in these fans lies in the odd space of participatory culture where they aren't actually doing anything &lt;i&gt;new&lt;/i&gt;, per se, but they're definitely participating within the construct of the Glee narrative by recording "covers" of these songs. This isn't fan fiction, where the fan attempts a new spin on the pre-established narrative, but instead is a type of "redoing" that is both participatory but respects the original creation. In fact, I had to put quotation marks around the word &lt;i&gt;cover&lt;/i&gt;, because they're not even really creating covers. True, there are excellent renditions like this:&lt;/p&gt;

&lt;p&gt;&lt;object width="560" height="340"&gt;&lt;param name="movie" value="http://www.youtube.com/v/xIoSTbPt_PI&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/xIoSTbPt_PI&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="560" height="340"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;But these not-really-covers have been proliferating amongst Glee fans, and the ubiquity of technology -- webcams paired with online video -- makes the production of these videos extremely simple. The videos aren't memetic (continually evolving over time, consisting of multiple iterations). Rather, they represent &lt;i&gt;performances&lt;/i&gt;, or performative copies of the original. &lt;/p&gt;

&lt;p&gt;So, we can take a look at this scene from the second episode (the best embeddable version is a cam capture, but you can view a higher quality clip &lt;a href="&lt;br /&gt;
http://www.youtube.com/watch?v=4yjBMlqPnZE"&gt;here&lt;/a&gt;):&lt;/p&gt;

&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/vy6QeJOOdKQ&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/vy6QeJOOdKQ&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;And then jump around YouTube to find these fan performances:&lt;/p&gt;

&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/3Lp3s4ygDw0&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/3Lp3s4ygDw0&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/-4vuaZlLPqA&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/-4vuaZlLPqA&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/IQ45gIbhilM&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/IQ45gIbhilM&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;We could talk about how the YouTube Content ID system might be searching for this song and eventually pull these videos due to a copyright infringement, but it seems like FOX is making the smart decision to use these videos as an instance of the best possible and most reliable marketing strategy: word of mouth. Whether it's sending these videos to your friends, or singing these songs at a weekend party, Glee is receiving a lot of fan-produced attention. &lt;/p&gt;

&lt;p&gt;This kind of unintentional marketing isn't new either. In 2006, a Japanese animated television series premiered called &lt;a href="http://en.wikipedia.org/wiki/Haruhi_Suzumiya"&gt;The Melancholy of Haruhi Suzumiya&lt;/a&gt; that exploded in popularity amongst Japanese anime fans.&lt;/p&gt;

&lt;p&gt;&lt;img src="http://img81.imageshack.us/img81/5269/psp12ht5.jpg"&gt;&lt;/p&gt;

&lt;p&gt;And by exploded, I mean seriously created an astounding impact in the Japanese otaku subculture, spurring fans to spend entire weekends dancing in the streets of Akihabara, a district in Tokyo known for its anime goods.&lt;/p&gt;

&lt;p&gt;Why were they dancing? Well, the show's ending song boasted some interesting choreography:&lt;/p&gt;

&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/c5G5bD2Do-k&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/c5G5bD2Do-k&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;And once the show caught on, fans brought the performances outside:&lt;/p&gt;

&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/VDe7Xqw4rWY&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/VDe7Xqw4rWY&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;&lt;u&gt;The Melancholy of Haruhi Suzumiya&lt;/u&gt; (2006) eventually went on to make the biggest impact on the anime industry since 1995/96 (when Neon Genesis Evangelion was broadcast on Japanese television). &lt;/p&gt;

&lt;p&gt;We've even seen similar success occur in the United States with Soulja Boy and his song Crank That. Videos in the thousands appeared across YouTube of fans copying the dance in the music video (which Soulja Boy himself taught to his viewers -- watch the video &lt;a href="http://www.youtube.com/watch?v=sLGLum5SyKQ"&gt;here&lt;/a&gt;). A recent Comparative Media Studies alum, Kevin Driscoll, writes about Soulja Boy in his graduate thesis, which is available for free &lt;a href="http://cms.mit.edu/research/theses/KevinDriscoll2009.pdf"&gt;on the CMS website&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Pube5Aynsls&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/Pube5Aynsls&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;Perhaps choreography means big business for branding and advertisers in the near future. But I want to reiterate that these fans remain situated within the original media production. They participate, but it is entirely possible for the industry and fans to cooperate with media, rather than maintain an awkward conflict between being "co-producers" of a story. Here, fans are reading and understanding the story not by recreating situations and bending the narrative, but by reproducing the situations and scenarios in their personal lives. When Henry introduces the concept of the "experience economy" in the excerpt at the beginning of this article, he writes, "[Media industries] seek to tightly structure the terms by which we may interact with their intellectual property, preferring the pre-programmed activities offered by computer games or commercial Web sites, to the free-form participation represented by fan culture." The (negative) potential for an industry to restrict creativity by structuring the experience of its audiences seems to dictate that the best strategy is ultimately to let fans do what they want. In the past, there have been conflicts with fan appropriation (eg., limits on Star Wars fan fiction), but what I would like to emphasize is that fans &lt;i&gt;can&lt;/i&gt; interact with a piece of media without destroying the intended narrative and actually help spread the media around through celebratory performance.&lt;/p&gt;
    &lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/mitcms/c3?a=3_JmXNY-S8I:rS_eKFNBpgA:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/mitcms/c3?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/mitcms/c3?a=3_JmXNY-S8I:rS_eKFNBpgA:bcOpcFrp8Mo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/mitcms/c3?d=bcOpcFrp8Mo" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/mitcms/c3/~4/3_JmXNY-S8I" height="1" width="1"/&gt;</content>
<feedburner:origLink>http://www.convergenceculture.org/weblog/2009/10/performing_with_glee.php</feedburner:origLink></entry>

<entry>
    <title>Futures of Entertainment 4 - Authoring and Exploring Vast Narratives: An Interview with Pat Harrigan and Noah Wardrip-Fruin (Parts 1-3)</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/mitcms/c3/~3/D4Pk9kwd2tE/futures_of_entertainment_4_-_a.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3593" title="Futures of Entertainment 4 - Authoring and Exploring Vast Narratives: An Interview with Pat Harrigan and Noah Wardrip-Fruin (Parts 1-3)" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3593</id>
    
    <published>2009-10-15T20:22:11Z</published>
    <updated>2009-10-15T20:56:56Z</updated>
    
    <summary>The Futures of Entertainment 4 conference is slowly drawing closer, and registration is still open! As the entirety of Friday will focus on projects and issues of transmedia, we decided to bring you an interview that Henry posted to his...</summary>
    <author>
        <name>Henry Jenkins</name>
        <uri>http://www.convergenceculture.org/aboutc3/people.php#henry</uri>
    </author>
    
        <category term="Henry Jenkins" />
    
        <category term="Transmedia" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;The &lt;a href="http://futuresofentertainment.org/"&gt;Futures of Entertainment 4&lt;/a&gt; conference is slowly drawing closer, and &lt;a href="http://futuresofentertainment.org/registration/"&gt;registration is still open&lt;/a&gt;!&lt;/p&gt;

&lt;p&gt;As the entirety of Friday will focus on projects and issues of &lt;b&gt;transmedia&lt;/b&gt;, we decided to bring you an interview that Henry posted to his blog back in May with Pat Harrigan and Noah Wardrip-Fruin, the editors of &lt;a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=11757"&gt;Third Person: Authoring and Exploring Vast Narratives&lt;/a&gt;. The third of a set of three books exploring studies of media, &lt;u&gt;Third Person&lt;/u&gt; gathers dozens of essays discussing and debating topics surrounding "vast narratives" that draws from the perspectives of artists and academics alike.&lt;/p&gt;

&lt;p&gt;Henry is currently using &lt;u&gt;Third Person&lt;/u&gt; as a central resource in his Transmedia Storytelling &amp; Entertainment course at USC, so if you would like an introduction to the text or more details about issues of transmedia, francising, branding, etc., we have reproduced the full interview after the jump.&lt;/p&gt;
        &lt;h1&gt;Authoring and Exploring Vast Narratives: An Interview with Pat Harrigan and Noah Wardrip-Fruin (Part One)&lt;/h1&gt;

&lt;p&gt;One of the first classes I will teach through my new position at USC will be Transmedia Storytelling and Entertainment. I've already started lining up an amazing slate of guest speakers and have put together a tentative syllabus in the class. The primary textbook will be &lt;u&gt;&lt;em&gt;Third Person: Authoring and Exploring Vast Narratives&lt;/em&gt;&lt;/u&gt;, which was edited by Pat Harrigan and Noah Wardrip-Fruin.  &lt;/p&gt;

&lt;p&gt;Many of you who have been working with games studies classes may already know the first two volumes in the MIT Press series which Harrigan and Wardrip-Fruin have edited. I've been lucky enough to be included in two of the three books in the series: my essay "Game Design as Narrative Architecture" was included in &lt;em&gt;First Person&lt;/em&gt; and my student, Sam Ford, interviewed me about continuity and multiplicity in contemporary superhero comics for &lt;em&gt;Third Person&lt;/em&gt;. So, I am certainly biased, but I have found this series to be consistently outstanding. &lt;/p&gt;

&lt;p&gt;A real strength is its inclusiveness. By that I mean, both that the editors reach out far and wide to bring together an eclectic mix of contributors, including journalists, academics, and creative artists working across a range of media, and I also mean that they have a much broader span of topics and perspectives represented than in any other games studies collection I know. They clearly understand contemporary games as contributing something important to a much broader set of changes in the ways our culture creates entertainment  and tells stories. &lt;/p&gt;

&lt;p&gt;For my money, &lt;em&gt;Third Person&lt;/em&gt; is the richest of the three books to date and a very valuable contribution to the growing body of critical perspectives we have on what I call "Transmedia Entertainment", &lt;a href="http://www.christydena.com/"&gt;Christy Dena &lt;/a&gt;calls "Cross-Platform Entertainment",  Frank Rose calls &lt;a href="http://www.deepmediaonline.com/"&gt;"Deep Media," &lt;/a&gt; and they call "vast narratives." Each of us is referring to a different part of the elephant but we are all pointing to an inter-related set of trends which are profoundly impacting how stories get told and circulated in the contemporary media landscape.  I found myself reading through this collection in huge gulps, scarcely coming up for air, excited to be able to incorporate some of these materials into my class, and certain they will be informing my own future writing in this space. &lt;/p&gt;

&lt;p&gt;And I immediately reached out to Pat and Noah about being interviewed for this blog.  In the exchange that follows, the two editors speak in a single voice, much as they do in the introduction to the books, but they also signal some of their own differing backgrounds and interests around this topic. The interview is intended to place the new book in the context of the series as a whole, as well as to foreground some of the key discoveries that emerge through their creative and imaginative juxtapositions of different examples of "vast narratives."&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Can you explain the relationship between the three books in the series? How has your conception of digital storytelling shifted over the series?&lt;/strong&gt;&lt;/p&gt;

&lt;blockquote&gt;&lt;em&gt;First Person &lt;/em&gt;was originally conceived as an attempt to reflect and influence the direction of the field, at a particular moment, while also trying to do some work toward broadening interdisciplinary conversation (in the vein of Noah and Nick Montfort's historically-focused &lt;em&gt;New Media Reader&lt;/em&gt;). As such, most of the essays grew out of papers and panel discussions from conferences, especially Digital Arts and Culture and SIGGRAPH. This is also why we used the multi-threaded structure--in order to preserve some of the back-and-forth of ideas characteristic of any emerging field. Unfortunately the book didn't come out as quickly as we hoped, and we were a little worried that it would become more of a history. But it turned out that many of the issues the field was concerned with at the time (e.g., the ludology/narratology stuff) remained, and still remain, things that people entering the field have to think through--so readers still find the book useful today.

&lt;p&gt;That said, we learned an important lesson about the potential for delay, and about thinking of the long-term relevance of a project, so for &lt;em&gt;Second Person&lt;/em&gt; we very consciously tried to commission a book that we didn't conceive of as trying to influence the conversation of a particular moment. Pat was working at Fantasy Flight Games when &lt;em&gt;1P&lt;/em&gt; was released, and had been thinking a lot about the relationship of stories to games, especially board games and tabletop RPGs. We both thought it would be an interesting area to explore, especially considering that there wasn't much out there, to our knowledge, that covered similar ground. So the idea was to explicitly draw connections between hobby games, digital media, and other similar performance structures (like improvisational theater) and meaning-making systems (like artificial intelligence research). It was much less "of the moment" than &lt;em&gt;1P&lt;/em&gt; and to our minds, that's when the series really started to take its shape.&lt;/p&gt;
&lt;p&gt;&lt;em&gt;Third Person&lt;/em&gt; wound up being something of a hybrid of the first two books. Like &lt;em&gt;2P&lt;/em&gt;, it addresses some underserved areas of game design and experience--such as Matt Kirschenbaum's essay on tabletop wargames--but again we're trying a bit to change the terms of the discussion, arguing for a broader conception of our topics. While &lt;em&gt;2P&lt;/em&gt; may have been one of the first books to integrate real discussion of tabletop and live performance games with computer games, its concept is one that goes down easily with most people in the field (we even got reviewed in&lt;em&gt; Game Developer&lt;/em&gt; magazine). &lt;em&gt;3P&lt;/em&gt; is a bit of a challenge to digitally-oriented people who think about their field as "new"--or exclusively concerned with issues related to computational systems--because we believe people making digital work have something to learn from people doing television, comic books, novels and the other forms discussed in the book. And we also believe there's something to be learned in the opposite direction as well, and from continuing to connect projects from "high art" and commercial sources. We're very curious to see what the reception turns out to be for this volume, which we view as completing a kind of trilogy.&lt;br /&gt;
&lt;/blockquote&gt;&lt;br /&gt;
&lt;strong&gt;One striking feature of this series has been the intermingling of perspectives from creative artists and scholars. What do you think each brings to our understanding of these topics? Why do you think it is important to create a dialogue between theory and practice?&lt;/strong&gt;&lt;/p&gt;

&lt;blockquote&gt;Broadly speaking, our scholarly essays often provide a big-picture view of a subject, providing context and analysis, and our artists' essays provide a more detail-oriented, granular view, usually of just a single work or small number of works. Inevitably these distinctions become pretty blurry; for example, we intended John Tynes's &lt;em&gt;2P&lt;/em&gt; essay to be strictly about the &lt;em&gt;Delta Green&lt;/em&gt; design process, but he wound up providing a wide-ranging, highly analytical piece about game design philosophy--which is wonderful! Later, in &lt;em&gt;3P&lt;/em&gt;, we gave &lt;em&gt;Delta Green&lt;/em&gt; co-creator Adam Scott Glancy the same mandate, and got something of the same result, with a history of the&lt;em&gt; Delta Green&lt;/em&gt; property mixed in with wider ideas of narrative strategy. 

&lt;p&gt;This is one of the benefits of getting all these contributors side by side in the same series of books; you can see ideas from one person reflected in very different contexts, or, in the case of &lt;em&gt;Delta Green&lt;/em&gt;, how the somewhat different design philosophies of two of the three &lt;em&gt;Delta Green&lt;/em&gt; creators combined to create the property. This is then situated in the larger context created by the contributions of other creators and scholars, working in a variety of forms related to our themes, resulting in something far richer than one author could deliver.&lt;/p&gt;

&lt;p&gt;Incidentally, one notable thing we've found about hobby games designers, is that they're very willing to talk about what goes into their design process, but they're seldom asked! That's a result of the anemic academic attention paid to the field. For literary critics, a novelist's or poet's design process, philosophy, and narrative strategies are all legitimate areas of study (even if "author studies" is now rather out of fashion). Even video game designers are getting some respect these days. But the hobby games industry is too small, it seems, to have merited much attention. This despite the fact that many current video game designers started in the hobby games field: Tynes, Greg Costikyan, Ken Rolston, Eric Goldberg, etc.&lt;/blockquote&gt;&lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;
While a central focus of the books has been on digital media, especially games, you have always sought to define the topics broadly enough to be able to include work on other kinds of media. In the case of Third Person, these include science fiction novels, comic books, and television series. What do we learn by reading the digital in relation to these other storytelling tradition?&lt;/strong&gt;&lt;/p&gt;

&lt;blockquote&gt;When we talk about "digital media" or "computational media," we're talking about something that is both media and part of a computational system (usually software). As we see it, the lessons digital projects can learn from non-digital projects are both in their aspects that are akin to traditional media (for example, how they handle stories and universes constructed by multiple authors) and in their systems (how they function--and how these operations shape audience experience). The articulation between the two, of course, is key.

&lt;p&gt;We're certainly not the first people to note this. For example, it's been suggested (Noah remembers hearing it first from Australian media scholar Adrian Miles) that digital media creators often fret about a problem well known to soap opera authors: What to do with an audience who may miss unpredictable parts of the experience? Obviously the problem isn't exactly the same, because one case is organized around time (audiences may miss episodes or portions of episodes) and the other is organized by more varied interaction (e.g., selective navigation around a larger space). But there is a common authorial move that can be made in both instances: Finding ways to present any major narrative information in different ways in multiple contexts, so that the result isn't boring for those who see things encyclopedically and doesn't make those with less complete experiences feel they've lost the thread.&lt;/p&gt;
&lt;p&gt;Of course, what the above formulation leaves out is that this problem doesn't have to be solved purely on the media authoring side, and perhaps isn't best solved there. Another approach is to design the computational system to ensure that the necessary narrative experiences are had, as appropriate for the path taken by any particular audience. This requires thinking through the authorial problem ("How do we present this in many different contexts?"). But ideally it also involves moving that authoring problem to the system level ("How can we design a component of this system that will appropriately deliver this narrative information in many different contexts, rather than having to write each permutation by hand?"). And, if successful, you don't have to solve the difficult authoring problem of keeping your audience from being bored because they're getting variations on the same narrative information over and over. Then you can use the attention they're giving you to present something more.&lt;/p&gt;

&lt;p&gt;Obviously, this isn't easy to do. Computationally-driven forms of vast narrative are still rapidly evolving (at least on the research end of things). But the basic issues are ones that non-digital media have addressed in a rich variety of ways. Even the question of what kinds of experiences one might create in this "vast" space is one that we need to think about broadly--it's a mistake to think we already know the answer--and looking at non-digital work broadly is a part of that.&lt;/blockquote&gt;&lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;
You write, "Today we are in the process of discovering what narrative potentials are opened by computation's vastness." Is that what gives urgency to this focus on "authoring and exploring vast narratives"?&lt;/strong&gt;&lt;/p&gt;

&lt;blockquote&gt;Personally, that's an important part of our interest. But it's certainly not the only source of urgency. As the variety of chapters in the book chronicles, in part, we're currently seeing exciting creativity in many forms of vast narrative. One might argue that something enabled by computers--digital distribution--is part of the reason for this (e.g., television audiences and producers are perhaps more willing to invest in vast narrative projects when "missing an episode" is less of a concern). But we think of this as distinct from things enabled by computation (permutation, interaction, etc.), especially because some systems (such as tabletop games) carry out their computation through human effort, rather than electronically.
&lt;/blockquote&gt;
&lt;strong&gt;How are you defining "vast narratives"? What relationship do you see between this concept and what others are calling "transmedia storytelling," "deep media," or "crossplatform entertainment"?&lt;/strong&gt;

&lt;blockquote&gt;Definition isn't a major focus of our project, but there are certain elements of vast narrative that especially attract our attention.

&lt;p&gt;First, we're interested in what we call "narrative extent," which we think of as works that exceed the normal narrative patterns for works of a particular sort. So, for example, &lt;em&gt;The Wire &lt;/em&gt;doesn't have that many episodes as police procedurals go (&lt;em&gt;CSI &lt;/em&gt;has many more), but it attains unusual narrative extent by making the season--or arguably the entire run of five seasons--rather than the episode, the meaningful boundary.&lt;/p&gt;
&lt;p&gt;Second, vast narrative is interesting to us in the many projects that confront issues of world and character continuity. Often this connects to practices of collaborative authorship--including those in which the authors work in a manner separated in time and space, and in many cases with unequal power (e.g., licensor and licensee).&lt;/p&gt;

&lt;p&gt;Third, and connected to the previous, we're interested in large cross-media narrative projects, especially those in which one media form is not privileged over the others. So, for example, the universe of &lt;em&gt;Doctor Who&lt;/em&gt; is canonically expanded by television, of course, but also by novels and audio plays. On the other end of the spectrum, Richard Grossman's &lt;em&gt;Breeze Avenue &lt;/em&gt;project includes a 3-million-word, 4,000 volume novel, as well as forms as different as a website and a performance with an instrument constructed from 13 automobiles--all conceived as one project.&lt;/p&gt;

&lt;p&gt;Fourth, the types of computational possibilities we've discussed a bit already, which are present not only in games (we have essays from prominent designers and interpreters of both computer and tabletop games) but also in electronic literature projects and the simulated spaces of virtual reality and virtual worlds.&lt;/p&gt;

&lt;p&gt;Fifth, multiplayer/audience interaction is a way of expanding narrative experiences to vast dimensions that we've included in all three books--including alternate-reality, massively-multiplayer, and tabletop role-playing games. Here the possibilities for collaborative construction and performance are connected to those enabled by computational systems (game structures are fundamentally computational) but exceed them in a variety of ways.&lt;/p&gt;
&lt;p&gt;Given all of this, it's probably fair to say that our interests are a superset of some of the other concepts you mention. For example, your writing on transmedia storytelling certainly informs our thinking about vast narrative--but something like a tabletop RPG campaign is "vast" for us without being "transmedia" for you.&lt;br /&gt;
&lt;/blockquote&gt;&lt;/p&gt;

&lt;h1&gt;Authoring and Exploring Vast Narratives: An Interview with Pat Harrigan and Noah Wardrip-Fruin (Part Two)&lt;/h1&gt;

&lt;p&gt;&lt;strong&gt;A reader asked me whether the book included a discussion of soap opera, which would seem to meet many criteria of vast narrative, but doesn't fall as squarely in the geek tradition as science fiction series like &lt;em&gt;Doctor Who &lt;/em&gt;or superhero comics like &lt;em&gt;Watchmen&lt;/em&gt;. Pat does include a brief note about his own experience watching soaps with his grandmother. What do you see as the relationship between "vast narratives" and the serial tradition more generally?&lt;/strong&gt;&lt;/p&gt;

&lt;blockquote&gt;Soap opera is definitely a missed opportunity for us. We had intended to have at least one essay on the subject, but it fell by the wayside as our contributors came aboard and our word count ballooned. We had also intended to have more essays on more purely literary topics; as it stands, Bill McDonald's essay on Thomas Mann seems a little lonely in the middle of all that television. We had wanted at least an essay on Faulkner, probably one on Dickens, and some others. But it's exactly there that &lt;em&gt;Third Person&lt;/em&gt; would have started to tip over into more traditional areas of literary history, theory, and narratology. We think one of the strengths of the series is the unexpected juxtaposition of very different fields and genres. So in the end, we opted more for the digital.

&lt;p&gt;The serial tradition seems to us to be a huge and maybe indispensible part of most "vast narratives." Comic books and television especially follow very naturally from the serial tradition exemplified by Dickens. In all cases, the story unfolds in the public eye, as it were: &lt;em&gt;David Copperfield&lt;/em&gt; appeared in monthly installments, as do most modern comic books; TV serials are generally weekly. In all cases there's ample opportunity for the public to respond to plot developments and offer feedback. &lt;/p&gt;
&lt;p&gt;In &lt;em&gt;David Copperfield&lt;/em&gt;, for instance, you have the strange character Miss Mowcher, who appears first as a rather sinister and repulsive figure, but when she reappears is pixie-ish, friendly, and plays a role in helping David. What had happened in the meantime is that the real-world analogue of Miss Mowcher (Catherine Dickens's foot doctor) had recognized herself in the installment and threatened to sue. And as we understand it, the characters of Ben on &lt;em&gt;Lost &lt;/em&gt;and Helo on the new &lt;em&gt;Battlestar Galactica&lt;/em&gt; were both intended to be short-term minor characters, but proved so popular with viewers that they were promoted to central recurring positions.&lt;/p&gt;

&lt;p&gt;There are plenty of artistic problems that arise from serialized storytelling, one of the most serious of which is the potential for unbalancing the narrative. Writing an unserialized novel allows you to edit, revise and generally overhaul the story before the public sees it. To serialize a story forces you to go with your thoughts of the moment, which may change before you finish the story, whether because of new artistic ideas of your own or because of outside forces (TV cast changes, editorial shifts in direction, Miss Mowchers, etc.). &lt;em&gt;The Wire&lt;/em&gt; is one of the strongest televised serials ever aired--arguably it's simply the best--and that show was blessed with a strong writing staff with long-term narrative plans, substantial freedom from editorial direction, and as far as we're aware, very few unplanned cast changes. David Simon and the other creators like to talk about Dickens in reference to the show, but &lt;em&gt;The Wire&lt;/em&gt; is in fact much more narratively balanced and formal in structure than most of Dickens's novels.&lt;/p&gt;
&lt;p&gt;At the same time, a lot of exciting art happens in exactly the improvisational space that seriality provides. The writing staff on David Milch's &lt;em&gt;Deadwood&lt;/em&gt; seems to have, on a daily basis and under Milch's direction, group-improvised nearly all of the &lt;em&gt;Deadwood&lt;/em&gt; scripts. The end result is a constantly surprising story that still somehow appears as a tightly-structured drama, even down to following, more often than not, the Aristotelian unities of time and place. (And we'd be remiss if we didn't mention that Sean O'Sullivan does great work discussing seriality both in his &lt;em&gt;Third Person&lt;/em&gt; essay, and in his essay in David Lavery's collection &lt;em&gt;Reading Deadwood&lt;/em&gt;.)&lt;br /&gt;
&lt;/blockquote&gt;&lt;br /&gt;
&lt;strong&gt;&lt;em&gt;First Person&lt;/em&gt; experimented with placing a significant number of its essays on line and encouraging greater dialogue between the contributing authors. What did you learn from that experiment?&lt;/strong&gt;&lt;/p&gt;
&lt;blockquote&gt;One thing we learned is that putting a book's contents online, which previously had mostly been done with monographs, could also work with edited collections. MIT Press was happy enough with the results that we followed this practice with &lt;em&gt;Second Person&lt;/em&gt; and will do it again with &lt;em&gt;Third Person&lt;/em&gt;. We'd like to see this practice expand in the world of academic publishing, since we now have some evidence that it doesn't make the economic model collapse (it's other things that are doing that, unfortunately, to some areas of academic publishing).

&lt;p&gt;Another thing we learned is that, while blogs were already rising in prominence by the time we started working with &lt;em&gt;Electronic Book Review&lt;/em&gt; on this portion of the project, the kind of conversation encouraged by something like &lt;em&gt;EBR&lt;/em&gt; isn't obviated by the blogosphere. In general, blog conversation is pretty short-term. People tend to comment on the most recent post, or one that's still on the front page, and this is only in part because blog authors often turn off commenting for older posts, as an anti-spam measure. &lt;em&gt;EBR&lt;/em&gt;, on the other hand, solicits and actively edits its "riposte" contributions (returning them to authors for expansion and revision, for example) and ends up fostering a kind of conversation that still moves more quickly than the letters section of a print journal, but with some greater deliberation and extension in time than generally happens on blogs. These different forms of online academic conversation end up complementing each other nicely.&lt;br /&gt;
&lt;/blockquote&gt;&lt;br /&gt;
&lt;strong&gt;As you note, comics have had a long history of managing complex narrative worlds. What lessons might comics have to offer the new digital entertainment media?&lt;/strong&gt;&lt;/p&gt;

&lt;blockquote&gt;Digital media has already absorbed a lot of helpful lessons. In &lt;em&gt;Third Person &lt;/em&gt;this can be seen in Matt Miller's chapter on &lt;em&gt;City of Heroes&lt;/em&gt; and &lt;em&gt;City of Villains&lt;/em&gt;, which goes into depth on how Cryptic translated comics tropes into workable MMO content. 

&lt;p&gt;The place to speculate might actually be the reverse of the question: what comics could take from contemporary digital media. We don't have any idea what a Comics Industry 2.0 would look like, but we suppose it's possible that DC and Marvel could take some of the pressure off themselves by integrating user-generated content of some sort; overseeing, funding and formalizing fan web sites, or who knows. &lt;/p&gt;

&lt;p&gt;Every so often the industry does try something like this: back when we were growing up, there was a comic series called &lt;em&gt;Dial "H" for Hero&lt;/em&gt;, in which a couple of kids had some sort of magic amulets that would turn them into different random superheroes when activated. The twist was that all of the names, costumes and powers of the heroes were reader-generated. Readers would send in letters with drawings and descriptions of superheroes they'd invented, and then those heroes would be integrated, with the appropriate credit, into later issues. This sounds extremely childish, and it was. There were no opportunities for readers to affect anything except the most replaceable elements of the story. (Although we do give DC credit for making it a boy-girl team, so that one of each pair of superheroes created would be female. Trying to build female readership is an ongoing problem for the big companies.) Later in the '80s, DC did give readers the opportunity to alter the narrative, when they ran the "A Death in Family" storyline in &lt;em&gt;Batman&lt;/em&gt;. In this case, the Joker attacks, beats and blows up Jason Todd, the unlikeable second Robin, and DC established a 1-900 number which readers could call to vote on whether Todd lived or died. Well, they voted for him to die, and so he did, but the whole thing is regarded, rightly, as pretty distasteful, and they never bothered with anything like it again.&lt;/p&gt;
&lt;p&gt;So the impulse toward interactivity exists in the industry, though it's never really gone anywhere. We suspect that some type of formalized interactivity will be a part of the comics industry going forward. What it will look like, we don't know. &lt;br /&gt;
&lt;/blockquote&gt;&lt;br /&gt;

&lt;h1&gt;Authoring and Exploring Vast Narratives: An Interview with Pat Harrigan and Noah Wardrip-Fruin (Part Three)&lt;/h1&gt;

&lt;p&gt;&lt;strong&gt;Are the "vast narratives" created under commercial conditions different from some of the avant garde experiments or eccentric art projects (Henry Darger) also discussed in the book? In other words, do artists think about such world building differently removed from the marketplace?&lt;/strong&gt;&lt;/p&gt;

&lt;blockquote&gt;Artistic considerations can be opaque at the best of times, and that's especially true with someone like Darger. But it's probably safe to say that commercial considerations played no part in his mind. His work was obviously a very private, very internal process. As far as we know, no one but he even knew it existed until after he died. But it's impossible not to speculate, isn't it?--why someone would spend their life creating something like &lt;em&gt;In the Realms of the Unreal&lt;/em&gt;. He's almost like a Borges character.

&lt;p&gt;But getting back to the commercial considerations: Walter Jon Williams addresses this directly in his &lt;em&gt;Third Person&lt;/em&gt; chapter, and goes into some detail about the commercial considerations of shared-world novels and novel franchises, and how they inform his artistic choices in different ways than his single-author series. &lt;/p&gt;

&lt;p&gt;Monte Cook and Robin Laws also discuss this in regards to the tabletop RPG industry, and here we get into very interesting areas of artistic choice. Because what a tabletop RPG writer is doing is creating a kind of machine that other people can use to create stories. Speculatively, someone could write an entire RPG system from scratch, for their individual use, but they'd still be playing the system with other people. The primary consideration in any RPG design is: Does it work? In other words, does it create the kind of stories I want it to, in the way I want it to? And because the tabletop RPG hobby is an inherently social one, this question is very, very close to: Will other people want to play it? &lt;/p&gt;
&lt;p&gt;Laws' essay touches pretty directly on the commercial considerations that go into publishers' decisions to go with one property or another, or create their own. And Cook's essay focuses on the sequence of choices a gamemaster has to make in order to enact a particular rules system for the players. What we still don't have much of, outside some of the other&lt;em&gt; 2P&lt;/em&gt; and&lt;em&gt; 3P&lt;/em&gt; essays (Hite, Hindmarch, Glancy, Stafford) are really nitty-gritty analyses of why designers have created particular rules systems. Why does &lt;em&gt;Call of Cthulhu&lt;/em&gt; have a "Sanity" mechanism? Well, that's an easy one, but why, for instance, does &lt;em&gt;Dogs in the Vineyard&lt;/em&gt; have a dice pool system, with which players "bet," "raise" and "call" against the gamemaster? Why does &lt;em&gt;The Mountain Witch&lt;/em&gt; have a "Trust" mechanism? For every example like that, some designer or team of designers balanced genre appropriateness, individual preference, commercial potential, player familiarity, ease, elegance, playability, and on and on. &lt;/p&gt;
&lt;p&gt;For comics, as much as we love them, there are serious narrative handicaps to anyone working within one of the established commercial universes. In particular, it's rare that anything ever truly ends in any real sense. Storylines wrap up, series get cancelled, characters die--but the universe spins on. It happens in this way because DC and Marvel can still make money from it. It takes a huge apparatus of creators, editors, printers, distributors, retailers, consumers, etc., to keep these universes functioning. &lt;/p&gt;

&lt;p&gt;You see something analogous in MMOs, although in that case it's weighted much more heavily on the creative and consumer ends, with fewer middle steps. But in both MMOs and comics, there's an unslakeable thirst for new content. You can't just stop producing, or the whole thing dries up and blows away. The advantages MMOs have over comics in this regard are: 1) They are much, much more profitable, and 2) Consumers create a large part of the new content themselves, in the form of their characters, inter-character interactions, and user-created emergent storylines. Anyway, all of this exists in the marketplace, not the ivory tower; the final judgment is the commercial one. &lt;/p&gt;

&lt;p&gt;Of course, the art world is also a marketplace--and even the competition for faculty positions (which support many of the more interdisciplinary and experimentally-oriented digital media artists) exerts what might be seen as a market-like pressure. But the pressures aren't the same as those for commercially-oriented vast narratives.&lt;/blockquote&gt;&lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;
Comics and science fiction fans have long stressed continuity as a central organizing principle in vast story worlds. Yet, you close your introduction with the suggestion that continuity is only one of a range of factors structuring our experience of such stories. Can you describe some others?&lt;/strong&gt;&lt;/p&gt;

&lt;blockquote&gt;"Continuity" is a byproduct of telling a bunch of stories within the same setting. If someone writes a stand-alone novel, she doesn't have to worry about it, except in the simplest sense of making sure that a character who dies on page 50 isn't alive again on page 200. It's only when an author writes a series of novels, or comics, or something else, or other people start writing in that world, or it otherwise grows longer and more complex, that continuity becomes an issue. On the most basic level, it's a sort of contract between author and reader, showing that you care enough to keep the details straight (and aren't engaged in a metafictional exercise or parallel-worlds plot). Too much sloppiness in this area breaks the trust and announces the story's fictionality too directly.

&lt;p&gt;That said, in certain genres, like big comics universes, maintaining continuity is hilariously difficult, bordering on impossible. Grant Morrison is probably right when he says that continuity is mostly a distraction in big comics universes, and will be as long as characters are not allowed to age and die away. No one is going to kill off Batman permanently, no matter what happened in &lt;em&gt;Final Crisis 6&lt;/em&gt;, just as Barry Allen, Hal Jordan, Oliver Queen, Superman and the others all came back from the dead. &lt;/p&gt;
&lt;p&gt;This speaks to a wider problem in comics continuity--without any real endings, and with no meaningful change that can't be revised or done away with at any time, the DC and Marvel universes lack consequences. Any individual storyline might be good or bad, but because they all exist within this ceaseless flow of stories, any narrative power is slowly worn away. One of Pat's favorite DC storylines is Paul Levitz and Keith Giffen's 1984 "Legion of Supervillains" storyline, in which Karate Kid is killed. Now we see that Karate Kid is back in &lt;em&gt;Countdown to Infinite Crisis&lt;/em&gt;. What does this do to our appreciation of the original story? Nothing has changed about the text, but now it's been robbed of permanent consequence, and Pat's pleasure in it is diminished. Maybe that's a shallow way of appreciating narrative, but few comics readers will deny that it's a significant part of their enjoyment. And not just comics: the same thing happens in all forms of storytelling. We don't know of any literary critic who appreciates the narrative twist with Mr. Boffin near the end of &lt;em&gt;Our Mutual Friend&lt;/em&gt;. You feel cheated; it's arbitrary and it undermines everything that's gone before, and robs the story of what James Wood calls "final seriousness." &lt;/p&gt;

&lt;p&gt;This is what made &lt;em&gt;The Dark Knight Returns&lt;/em&gt; so powerful, when it was first published. By providing an ending to Batman's story, it cast its shadow both forward and backward over Batman's entire publication history. Suddenly it became possible to read a Batman story in light of where the character was ultimately going. Alan Moore tried to do the same sort of thing--provide a possible ending--for the entire DC universe in his unproduced &lt;em&gt;Twilight of the Superheroes&lt;/em&gt; miniseries, a missed opportunity if there ever was one. &lt;/p&gt;

&lt;p&gt;Even Agatha Christie recognized this, though her series novels are almost completely continuity-free, with Hercule Poirot and Miss Marple staying essentially static thoughout her uncountable novels. But she still wrote &lt;em&gt;Curtain&lt;/em&gt; (and kept it in a bank vault for over 30 years, until a few months before her death) to provide an end to Poirot. &lt;/p&gt;

&lt;p&gt;Maybe the best approach to comics is to view them, as Grant Morrison seems to, as existing in a sort of permanent mythological or legendary space, in which the importance lies in the relationships between the characters and the ritual reenactment of certain actions, and not in the movement of these characters through time. We're okay with Homer, Aeschylus, and Euripedes all giving us versions of the story of the House of Atreus, and we appreciate them on their own merits, as literary instantiations of the same story. We don't spend much time trying to reconcile the discontinuities. &lt;/p&gt;

&lt;p&gt;Greg Stafford's&lt;em&gt; 3P&lt;/em&gt; chapter discusses the process of distilling multiple sources of the Arthurian stories into a coherent, playable RPG campaign. This was a heroic undertaking, but it was possible because 1) Stafford had final authority to accept, reject, or reconcile discontinuous story elements, and 2) he was not working with a constantly-expanding data set, such as the DC Universe. The question is not so much "Could you coherently reconcile all of DC's continuity?" as, "Why would you bother?" Without meaningful consequence, it's better to view the whole universe as existing in a sort of timeless fugue state, with only transitory consequences.&lt;/p&gt;

&lt;p&gt;Incidentally, &lt;em&gt;Doctor Who&lt;/em&gt; exhibits a different strange mixture of semi-continuity, with irreconcilable story elements (e.g., the multiple histories of the Daleks) combined with actual, permanent consequences (e.g., the Doctor's regenerations). A lot could be said about this, and what it means for narrative reception, and there's certainly a lot of that discussion in &lt;em&gt;Third Person&lt;/em&gt;, but we've gone on a bit long here already.&lt;/blockquote&gt;&lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;
The issue of the "ending" is a recurring issue in the book with several essays promising us "my story never ends" or "world without end," while others point to the challenges of sustaining creative integrity given the unpredictible duration of television narratives. Does the idea of a "vast narrative" automatically raise questions about endings and other textual borders?&lt;/strong&gt;&lt;/p&gt;

&lt;blockquote&gt;Perhaps not automatically, given that we're treating as "vast" projects that are both ambitious in scope and yet planned for a particular, bounded shape from early on. But it's a very common move for vast narrative projects to make, and it's probably an inherent part of those that are conceived as productive systems. Why turn the system off? Similarly, those that are connected closely to events in the world beyond their control, or which have important audience contributions, have something in their dynamics that resists not only the hard border (those are intentionally designed away) but also the ending. That's why we've seen audiences attempt to continue projects that the authors bring to an end. But, of course, that's just a current twist on an old phenomenon, one you've also seen in your work on fan cultures.

&lt;p&gt;That said, and though it may betray a little stuffiness, Pat does prefer narratives that seem to have a traditional shape to them, with meaningful endings that pay off everything that's gone before. And Noah thinks this is essential to a certain kind of project, even if some of his favorite fictions (from &lt;em&gt;Mrs. Dalloway&lt;/em&gt; to &lt;em&gt;Psychonauts&lt;/em&gt;) succeed on different terms. Commonly, comics and television structures work heavily against traditional narrative closure, but for commercial reasons, not even interesting modernist, postmodern, or currently-experimental ones. Which is why it's so exciting to come across something like &lt;em&gt;The Wire&lt;/em&gt;, which is a coherent literary work realized in the televisual medium, which until recently Pat at least didn't think possible.&lt;/blockquote&gt;&lt;br /&gt;
&lt;strong&gt;&lt;br /&gt;
What demands do "vast narratives" place on the people who read them? Is a significant portion of the reading public ready to confront those challenges?&lt;/strong&gt;&lt;/p&gt;
&lt;blockquote&gt;At this point, the question might actually be whether the expanding end of the reading public is willing to take on something that isn't as vast as, say, the &lt;em&gt;Harry Potter&lt;/em&gt; or &lt;em&gt;Twilight&lt;/em&gt; books. Perhaps it's just our skewed viewpoint, but it seems like large fictional projects, which either start with novels or have them as part of a cross-media environment, are a key way the reading public is growing. This reminds Noah of how his experience of being in the university is changing, now that even graduate students often can't remember a time before the Web very clearly and most students think that games are "obviously" as important a media form as, say, television. Vast possibilities and large interaction spaces now seem a kind of media norm.

&lt;p&gt;That said, the pleasures of our youths--e.g., reading Marvel and DC comics and playing &lt;em&gt;Call of Cthulhu&lt;/em&gt; and &lt;em&gt;Champions&lt;/em&gt; (not the forthcoming online version)--were pleasures that grew with extended engagement, with developing understanding and elaboration of fictional universes and their characters. Those could be thought of as "demands," but we didn't feel that way about them, and we don't have the sense that people today reading a long series of novels or playing a computer RPG for 50+ hours (without even being completionist) feel that way either.&lt;/blockquote&gt;&lt;/p&gt;
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<entry>
    <title>The Thing about The Emmys that Even NPH Coudn't Save</title>
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    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3554" title="The Thing about The Emmys that Even NPH Coudn't Save" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3554</id>
    
    <published>2009-10-09T11:25:00Z</published>
    <updated>2009-10-09T00:10:02Z</updated>
    
    <summary>This year's Emmy Awards opened with the divine Neil Patrick Harris (NPH) singing a song that begs viewers to "put down the remote" and watch the ceremony--and commercials--live, without interruptions of any kind. You can watch the video of NPH's...</summary>
    <author>
        <name>Sheila Seles</name>
        
    </author>
    
        <category term="Sheila Seles" />
    
        <category term="Television" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;This year's Emmy Awards opened with the divine Neil Patrick Harris (NPH) singing a song that begs viewers to "put down the remote" and watch the ceremony--and commercials--live, without interruptions of any kind.  You can watch the video of NPH's song below or read the &lt;a href="http://broadwayworld.com/article/Emmys_2009_Neil_Patrick_Harriss_Opening_Number_Put_Down_The_Remote_Full_Lyrics_20090921"&gt;lyrics&lt;/a&gt;. &lt;br /&gt;
&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ADwXO_U7zxw&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/ADwXO_U7zxw&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;As the song moves on, it warns viewers to stay away from all the things that have historically worried television broadcasters: remote controls, cable, cell phones, computers.  The song was funny and topical, but it revealed what most of us have known for a while: TV networks are very aware of the threats to their business model, but they haven't figured out many viable alternatives.&lt;br /&gt;
&lt;/p&gt;
        &lt;p&gt;Awards shows like the Emmys and the &lt;a href="http://www.convergenceculture.org/weblog/2009/02/watching_the_oscars_1.php#more"&gt;Oscars&lt;/a&gt; are event television in its purest form:  they're live telecasts that people watch for the pomp and ceremony rather than for the information presented. If you only care about the awards, you can find a synopsis online the second after the last award is given out.  Watching the Emmys has very little to do with who wins, but it's no fun to watch the show after you already know who wins.  The whole fun of watching is about the liveness--about finding out in real time.  All those threats that NPH mentioned--the proliferation of cable channels, watching online, time-shifting--have all made true event TV increasingly rare.  NPH didn't have to tell people to put down the remote because chances are anyone watching the Emmys was already planning on watching it live anyway. &lt;/p&gt;

&lt;p&gt;CBS would have been wise to capitalize on the fact that with the Emmys they had an increasingly rare commodity--an audience truly committed to watching something live.  The Emmys is an event on television, but it's also an event on the Internet.   People like to watch these events in a community.  For an example of this, we need to look no farther than President Obama's Inauguration.  The Inauguration, like the Emmys but with more clout, is an Event.  CNN streamed the ceremony online with a live Facebook feed.  Viewers could update their statuses in real-time to talk to friends and strangers about the Inauguration.  The CNN/Facebook partnership was &lt;a href="http://mashable.com/2009/01/20/cnn-facebook-inauguration-numbers/"&gt;extremely successful.&lt;/a&gt; &lt;/p&gt;

&lt;p&gt;Online streaming and community features like Facebook integration would be a boon to dwindling award show audience numbers.  This year's audience was &lt;a href="http://news-briefs.ew.com/2009/09/21/emmy-ratings-up-1-million-viewers-from-last-year/"&gt;1 million larger &lt;/a&gt;than last year's record low,  but it was still down 3 million from 2006. &lt;/p&gt;

&lt;p&gt;Live Internet content about the show could have driven more people to the telecast.  People like to have Emmy viewing parties.  CBS should have given us some tools to communicate with other fans beyond ad hoc Twitter hashtags.   NPH's song claimed that the Internet was making people not pay attention to the Emmy telecast, but in fact, many people were using the Internet to follow along as they watched.  They were just doing it in places where CBS couldn't monetize them: the TV Guide Channel streamed their pre-show with Facebook integration like the CNN Obama Inauguration; Twitter was abuzz with Emmy talk; and several entertainment blogs ran live-blogs during the show.  These were all &lt;a href="http://newteevee.com/2009/09/20/tune-in-and-get-catty-with-live-emmy-action-online/"&gt;missed opportunities&lt;/a&gt; for CBS to engage Emmy fans. &lt;/p&gt;

&lt;p&gt;Instead of writing a clever song with lyrics like "don't jump online," and "Turn off that phone," CBS should  have encouraged people to interact with the Emmy ceremony online and on their phones.  For the record, though, CBS has a chance to redeem itself in the near future. They're &lt;a href="http://www.techdirt.com/articles/20090417/1844464546.shtml"&gt;looking to stream&lt;/a&gt; another big TV event--the Super Bowl. I'll be interested to see how that turns out, even if it means watching football.&lt;br /&gt;
&lt;/p&gt;
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<entry>
    <title>Collaboration or Competition: Levi's Go Forth campaign</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/mitcms/c3/~3/-woJMhh54J4/levis_recently_launched_a_new.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3546" title="Collaboration or Competition: Levi's Go Forth campaign" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3546</id>
    
    <published>2009-10-08T14:25:00Z</published>
    <updated>2009-10-07T21:27:51Z</updated>
    
    <summary>Levi's recently launched a new ARG-style scavenger hunt to promote deeper involvement with their brand mythology. The story centers around the last will and testament of Grayson Ozias IV, a fabled friend of Nathan Strauss who disappeared mysteriously into the...</summary>
    <author>
        <name>Xiaochang Li</name>
        
    </author>
    
        <category term="Advertising" />
    
        <category term="Xiaochang Li" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;Levi's recently launched a &lt;a href="http://goforth.levi.com/fortune"&gt;new ARG-style scavenger hunt&lt;/a&gt; to promote deeper involvement with their brand mythology. The story centers around the last will and testament of Grayson Ozias IV, a fabled friend of Nathan Strauss who disappeared mysteriously into the wilderness with $100,000, which in turn is the grand prize for the game.&lt;/p&gt;

&lt;p&gt;While the game and story themselves seem like a fairly straight-forward multi-platform scavenger hunt -- a three-tiered system of challenges, quizzes, and puzzles that will eventually identify 100 finalists that will compete for the grand prize -- the nature of the grand prize caught my eye. While it's certainly not the first of it's kind of offer a large cash reward as an incentive to participate (Mind Candy's Perplex City memorably offered 100,000GBP to their winner) , the Levi's campaign does represent a rising trend in contest-focused efforts.&lt;br /&gt;
&lt;/p&gt;
        &lt;p&gt;It's unclear this early in the game whether the Levi's campaign intends to play out like transmedia experience, or if it intends to be a more traditional scavenger hunt with a decorative narrative shell. What is clear is that they're hoping to leverage the type of collective action and deep engagement by "pulling out a page of the ARG book," as Levi's director of digital marketing Megan O'Connor put it to &lt;a href="http://www.brandweek.com/bw/content_display/news-and-features/digital/e3i6e0d957446c196caf631dfe5f9bbcddb"&gt;Brandweek&lt;/a&gt;, but also seeking to "keep it a little less complicated."&lt;/p&gt;

&lt;p&gt;Making things "less complicated" often means at the level of narrative, which in turn suggest that it will be centered around the contest structure. Which makes me wonder how a contest-driven format that focuses on a clear (and singular) winner deals with engaging the type of collective intelligence and participatory action we've come to associate with ARGs. Especially if they're "trying to keep it a little less complicated" as O'Connor claims. ARGs, after all, are not about games or puzzles, per se. The games and puzzles are the vehicle to drive forward the larger collective storytelling experience, which is what stimulates the robust levels of engagement, even for those who don't receive anything tangible in return for their participation. Therefore, by reducing complexity, they run the danger of also reducing the points of access and the types of incentives available for participation to the cash prize. And if that were to happen, what incentive do people have for sharing information and clues and otherwise engaging with one another to move the story forward?&lt;/p&gt;

&lt;p&gt;Certainly and many ARGs have had some sort of special (often secret) prize for who those who stuck it out to the end. But on the whole, ARGs, though considered to be games, aren't competition-driven, which is what allows for the pervasive collaboration that serves as both the heart and the engine. So how might we see participation reconfigured when the whole process is oriented towards an end goal that can only be claimed by one person, rather than the collective storytelling experience? What does it mean for the social ties formed within the process?&lt;/p&gt;

&lt;p&gt;My recent white paper at C3 focuses on the negotiation between types of social value/worth and economic exchanges, and I can't help but think of it now and wonder the campaign will still generate the sort of engagement it envisions, given the changes in social relations that come with the introduction of monetary value. As ARGs become more and more common in promotional campaigns (last summer, in the wake of Dark Knight, it felt like a movie couldn't premier without an accompanying ARG), the question of how to negotiate the space been social worth and economic value becomes increasingly pressing. Advertising may very well be able to generate the same amount of attention, whatever their tactics, but must still consider how different game-play and reward structures affect the nature of the engagement produced.&lt;/p&gt;

&lt;p&gt;*This piece was originally posted at &lt;a href="http://canarytrap.net/2009/10/collaboration-or-competition-levis-go-forth-campaign/"&gt;canarytrap.net&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;**In the interest of full disclosure, I've worked with Levi's previously, but was not at all involved in this particular campaign.&lt;/em&gt;&lt;/p&gt;
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<feedburner:origLink>http://www.convergenceculture.org/weblog/2009/10/levis_recently_launched_a_new.php</feedburner:origLink></entry>

<entry>
    <title>Innovations in Anime: Time of Eve</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/mitcms/c3/~3/2LhpLqp4qj8/innovations_in_anime_time_of_e.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3539" title="Innovations in Anime: Time of Eve" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3539</id>
    
    <published>2009-10-06T21:56:23Z</published>
    <updated>2009-10-07T15:38:54Z</updated>
    
    <summary>Schoolgirls and Mobilesuits: Culture and Creation in Manga and Anime is an annual academic and industry-related workshop held at the Minneapolis College of Art and Design to explore the creative and cultural implications of anime and manga. During the weekend...</summary>
    <author>
        <name>Alex Leavitt</name>
        <uri>http://convergenceculture.org/aboutc3/people.php#aleavitt</uri>
    </author>
    
        <category term="Alex Leavitt" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;&lt;a href="http://www.mcad.edu/showPage.php?pageID=1135"&gt;Schoolgirls and Mobilesuits: Culture and Creation in Manga and Anime&lt;/a&gt; is an annual academic and industry-related workshop held at the Minneapolis College of Art and Design to explore &lt;i&gt;the creative and cultural implications of anime and manga&lt;/i&gt;. &lt;/p&gt;

&lt;p&gt;During the weekend of September 25 to 27, I was invited to speak at this year's event, where I presented on elements the conflict of transmedia storytelling and franchise in relation to Hideaki Anno's &lt;a href=""&gt;Neon Genesis Evangelion&lt;/a&gt; (1996 - 2009+). If you've never encountered this epic television series (or any of its movies, video games, toys, etc.), there's a solid set of Wikipedia articles explaining the &lt;a href="http://en.wikipedia.org/wiki/Neon_Genesis_Evangelion_%28anime%29"&gt;original Japanese animated television program&lt;/a&gt; as well as the &lt;a href="http://en.wikipedia.org/wiki/Neon_Genesis_Evangelion_franchise"&gt;expansive franchise&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;The last panel on Sunday -- usually a comprehensive panel consisting of the conference's guests -- attempted to answer any and all questions posed by the audience. The discussion evolved into a debate surrounding the innovations, debacles, and general future of the Japanese animation and manga industry, both in Japan and the United States. However, at least in my opinion, the discussion by the panelists was fairly unenlightened.&lt;/p&gt;

&lt;p&gt;While there are many points that I could tackle in a &lt;a href="http://en.wikipedia.org/wiki/Wikipedia:Too_long;_didn%27t_read"&gt;tl;dr&lt;/a&gt; article, I'm going to introduce one series that has attempted a few unconventional endeavors to innovate an industry that has been fairly static over the past forty years.&lt;/p&gt;

&lt;p&gt;This series is called &lt;b&gt;Time of Eve&lt;/b&gt;.&lt;/p&gt;

&lt;p&gt;&lt;span class="mt-enclosure mt-enclosure-image" style="display: inline;"&gt;&lt;img alt="timeofeve.png" src="http://www.convergenceculture.org/weblog/2009/10/06/timeofeve.png" width=85% height=85% class="mt-image-center" style="text-align: center; display: block; margin: 0 auto 20px;" /&gt;&lt;/span&gt;&lt;/p&gt;
        &lt;p&gt;&lt;i&gt;Time of Eve&lt;/i&gt; (&lt;font color="#1589FF"&gt;Ibu no Jikan&lt;/font&gt;,* whose story was created by Yasuhiro Yoshiura alongside a team at Studio Rikka - the English site is available &lt;a href="http://timeofeve.com/e/"&gt;here&lt;/a&gt;), in an initial title card per episode, introduces its story thus:&lt;/p&gt;

&lt;blockquote&gt;In the future, probably Japan.&lt;br&gt;
Robots have long been put into practical use,&lt;br&gt;
and practical use of androids has just begun.&lt;/blockquote&gt;

&lt;p&gt;The main character, Rikuo, who lives with his family and a household android (Sammy), one day notices a strange bit of code in his robot's file log. He and his schoolmate, Masaki, trail the daily routine of Sammy to an underground café called Time of Eve, where the only rule is that all customers must not discriminate between humans and robots. The rule proves difficult for the two male schoolboys, who must reconcile their personal biases against androids, biases formed in a world where people rely on the discrimination between man and machine for self-identity, personal worth, and national politics.&lt;/p&gt;

&lt;p&gt;While the story isn't entirely original -- it hearkens back to many robot-related science fiction stories, borrowing from Isaac Asimov and bordering on the many themes present in &lt;a href="http://en.wikipedia.org/wiki/The_Animatrix#The_Second_Renaissance"&gt;The Animatrix's "The Second Renaissance"&lt;/a&gt; shorts -- the animation quality is superb, blending computer graphics and traditional animation styles into a harmonized world where even the viewer finds it difficult to distinguish wires from blood vessels. The quick-cutting dialogue, the subtle gradients of light, and the subtle cultural clues produce a streamlined story that pulls at heartstrings while strategically approaching serious issues of human ethics.&lt;/p&gt;

&lt;p&gt;But the truly innovative elements of Yoshiura's &lt;i&gt;Time of Eve&lt;/i&gt; lie in its production and publication tactics. As a six-episode animated series, &lt;i&gt;Time of Eve&lt;/i&gt; represents the next step past an entrenched historical model: the OVA. OVA, or &lt;a href="http://en.wikipedia.org/wiki/Original_video_animation"&gt;original video animation&lt;/a&gt;, designates all products produced in the "direct-to-X" model. For anime, the OVA model began in the 1980s, where directors with larger budgets could bypass the television distribution model (sometimes epitomized, negatively, by editors and censors) and create (usually) more adult-centric shows that were available in VHS, LaserDisc, and DVD formats for viewing in the home environment. While issues of editors and censors don't necessarily exist for a show like &lt;i&gt;Time of Eve&lt;/i&gt;, Yoshiura's series illustrates a successful &lt;b&gt;ONA&lt;/b&gt;: original &lt;i&gt;Net&lt;/i&gt; animation.&lt;/p&gt;

&lt;p&gt;The six-episode series consists of 15-minute shorts, interspersed over 2-month periods, having begun in August 2008. The series premiered on Yahoo! Japan for free via a streaming format. Given certain production issues, the release schedule was delayed, so that while the third episode premiered on 1 December 2008, the fourth episode appeared on 1 May 2009. Alongside these direct-to-the-Web streaming publications, DVDs were sold on Amazon.jp, for approximately $15 per 1 episode. &lt;/p&gt;

&lt;p&gt;&lt;a href="http://www.crunchyroll.com/library/Time_of_Eve/info#s=/library/Time_of_Eve/info"&gt;In an interview &lt;/a&gt;, Yoshiura states that his team has made &lt;i&gt;Time of Eve&lt;/i&gt; "with a style that's different from existing anime" (Interview #1). The production schedule relies on teams of production staff, and even then some of the work is outsourced to make the 2-month deadline. He calls his project an "indie-style production," which relates both to the production side and its eventual circulation online: independent, particularly because most production studios have done nothing risky like this in the past. And even then, a schedule of 1 episode per 2 months is still taxing, given that most animation that appears on television relies on a team that knocks out 1 episode per week! &lt;/p&gt;

&lt;p&gt;It's also interesting to note that Yoshiura has been keeping up with his international fan base. In that gap leading up to episode 4 in May, he was able to glean opinion from his American fans on the Crunchyroll.com forums. In the second interview linked above, he humbly says, "Your comments inspire me to create even better work." Only in the past decade have producers and creators of anime truly recognized their foreign audiences, but to be able to pin down the thoughts of individual viewers is certainly a new benefit to the creative industry.&lt;/p&gt;

&lt;p&gt;Currently, &lt;i&gt;Time of Eve&lt;/i&gt; is available for free, streaming on &lt;a href="http://www.crunchyroll.com/library/Time_of_Eve/"&gt;Crunchyroll.com&lt;/a&gt;, which hosts a wide array of Japanese animation made available to the English-speaking public, usually with the help of subtitles. Crunchyroll has been known in the past to be the principal online streaming service for anime, as the website has secured collaborations with Japanese distributors to release certain shows only an hour after they premiere on television in Japan (for a membership fee; these same shows appear on the website for free after one week). &lt;/p&gt;

&lt;p&gt;However, as with all foreign media, we must recognize that Japanese animation is made primarily by Japanese producers for a primarily Japanese audience in a primarily Japanese context (to reference &lt;a href="http://www.cjas.org/~leng/research.htm"&gt;Lawrence Eng&lt;/a&gt;, a scholar of &lt;a href="http://en.wikipedia.org/wiki/Otaku"&gt;otaku&lt;/a&gt; studies). Although &lt;i&gt;Time of Eve&lt;/i&gt; presents a well-crafted story with nice visuals, a mind removed from Japanese culture might not pick up on subtle cues that situate the story in a certain context. The fact that each episode opens with "In the future, probably Japan." suggests that certain elements of this series' fabricated culture reflect those of reality. For example, three instances immediately stand out &lt;a href="http://www.crunchyroll.com/media-452708/time-of-eve-1/"&gt;in the first episode&lt;/a&gt; when the television is turned on: a news anchor talking about robot-harvested food that resembles a typical Japanese broadcast, a commercial for the robot-human relations Ethics Committee that mirrors the &lt;i&gt;design&lt;/i&gt; of many Japanese television commercials, and a talk show that mentions &lt;font color="#1589FF"&gt;dori-kei&lt;/font&gt; (an android-dependent human) -- a clear parody of the multitude of generational monikers doled out by the Japanese media (a recent example: &lt;a href="http://www.cnn.com/2009/WORLD/asiapcf/06/05/japan.herbivore.men/index.html?iref=topnews"&gt;herbivore men&lt;/a&gt;). While these three short cultural references last only 35 seconds, a non-Japanese viewer might not engage emotionally with the allusions, and therefore not entirely sympathize with the world of the series which parallels that of today's Japan so well.&lt;/p&gt;

&lt;p&gt;While it's intriguing to debate the effects of transnational media flows, &lt;i&gt;Time of Eve&lt;/i&gt; is a new series that should not be missed (and it's hard not to when it's available for free online; the link's above, if you missed it). Perhaps we'll begin to see more Original Net Animation and other innovations for the anime industry in the near future.&lt;/p&gt;

&lt;p&gt;&lt;br /&gt;
* Apologies for only providing the romanization of the Japanese. I'm still trying to figure out encoding problems for Japanese characters. &lt;/p&gt;
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<feedburner:origLink>http://www.convergenceculture.org/weblog/2009/10/innovations_in_anime_time_of_e.php</feedburner:origLink></entry>

<entry>
    <title>Futures of Entertainment 4 - The Aesthetics of Transmedia: In Response to David Bordwell (Parts 1 - 3)</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/mitcms/c3/~3/J2f-4SWpRPM/futures_of_entertainment_4_-_t.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3534" title="Futures of Entertainment 4 - The Aesthetics of Transmedia: In Response to David Bordwell (Parts 1 - 3)" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3534</id>
    
    <published>2009-10-05T20:01:58Z</published>
    <updated>2009-10-05T20:15:20Z</updated>
    
    <summary>The Futures of Entertainment 4 website has been live for a few weeks, and you can now register for the event, held here at MIT on November 20 and 21. This year, the entire first day of the conference will...</summary>
    <author>
        <name>Henry Jenkins</name>
        <uri>http://www.convergenceculture.org/aboutc3/people.php#henry</uri>
    </author>
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;The &lt;a href="http://futuresofentertainment.org/"&gt;Futures of Entertainment 4&lt;/a&gt; website has been live for a few weeks, and you can now register for the event, held here at MIT on November 20 and 21.&lt;/p&gt;

&lt;p&gt;This year, the entire first day of the conference will be dedicated to interrogating some of the issues around the creative and business practices behind &lt;b&gt;transmedia&lt;/b&gt; projects.&lt;/p&gt;

&lt;p&gt;In order to review some of the concepts and implications of transmedia, we've reproduced a recent and interesting three-part essay published by Henry to his blog, &lt;a href="http://www.henryjenkins.org/"&gt;Confessions of an Aca-Fan&lt;/a&gt;. In these three posts, Henry responds to &lt;a href="http://www.davidbordwell.net/blog/?p=5264"&gt;an article&lt;/a&gt; written by his graduate-school mentor, David Bordwell, and discusses the concepts of &lt;i&gt;world building&lt;/i&gt; and &lt;i&gt;seriality&lt;/i&gt; as elements of the artful nature and potential of transmedia. The three installments are available below, after the jump.&lt;/p&gt;
        &lt;p&gt;&lt;b&gt;The Aesthetics of Transmedia: In Response to David Bordwell (Part One)&lt;/b&gt;&lt;br /&gt;
&lt;a href="http://henryjenkins.org/2009/09/the_aesthetics_of_transmedia_i.html"&gt;http://henryjenkins.org/2009/09/the_aesthetics_of_transmedia_i.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;David Bordwell, my graduate school mentor and one of the leading figures in academic film studies, &lt;a href="http://www.davidbordwell.net/blog/?p=5264"&gt;joined the conversation&lt;/a&gt; about transmedia storytelling the other week with a typically thoughtful and engaging entry that explored the strengths and limits of transmedia as an expansion of the cinematic experience. Personally, I read Bordwell's analysis as a friendly amendment and generous "shout out" to the work I've been doing on this topic, not to mention a timely one since it arrived on the eve of the start of my Transmedia Storytelling and Entertainment class at USC. His greatest contribution here is to raise a series of constructive objections and challenging questions any filmmaker would need to think through before moving their film -- mainstream or independent -- in a transmedia direction. To keep the conversation on these topics flowing, I thought I would respond to some of Bordwell's arguments.&lt;/p&gt;

&lt;p&gt;Bordwell writes:&lt;br /&gt;
&lt;blockquote&gt;&lt;br /&gt;
Transmedia storytelling is very, very old. The Bible, the Homeric epics, the Bhagvad-gita, and many other classic stories have been rendered in plays and the visual arts across centuries. There are paintings portraying episodes in mythology and Shakespeare plays. More recently, film, radio, and television have created their own versions of literary or dramatic or operatic works. The whole area of what we now call adaptation is a matter of stories passed among media....&lt;/p&gt;

&lt;p&gt;What makes this traditional idea sexy? ... Some transmedia narratives create a more complex overall experience than that provided by any text alone. This can be accomplished by spreading characters and plot twists among the different texts. If you haven't tracked the story world on different platforms, you have an imperfect grasp of it.&lt;/p&gt;
&lt;p&gt;I can follow Conan Doyle's Sherlock Holmes stories well without seeing &lt;em&gt;The Seven Percent Solution&lt;/em&gt; or &lt;em&gt;The Private Life of Sherlock Holmes&lt;/em&gt;. These pastiches/continuations are clearly side excursions, enjoyable or not in themselves and perhaps illuminating some aspects of the original tales. But according to Henry, we can't appreciate the&lt;em&gt; Matrix &lt;/em&gt;trilogy unless we understand that key story events have taken place in the videogame, the comic books, and the short films gathered in &lt;em&gt;The Animatrix&lt;/em&gt;. &lt;/blockquote&gt;&lt;/p&gt;

&lt;p&gt;I would certainly agree with Bordwell that transmedia storytelling does not begin with &lt;em&gt;The Matrix&lt;/em&gt;. When Jeff Gomez (Starlight Runner) spoke to my students last week, he repeatedly used the phrase, "mythology," to describe the structure of transmedia narratives and others adopt a long-standing industry term, "Story Bible," to describe the documentation that organizes the continuity. Both metaphors pay tribute to earlier forms of branching or encyclopedic narrative. In Gomez's case, we might trace the concept of "mythology" backwards from the D&amp;D games he played as a young man into the writings of J.R.R. Tolkien who clearly conceived of&lt;em&gt; Lord of the Rings&lt;/em&gt; as modeled on structures found in folklore and mythology. I'd also argue that C.S. Lewis's writings on stories contain a lot of great insights onto the value of telling details in fleshing out fictional worlds, suggesting that modern transmedia fans might have enjoyed a rich exchange if they were able to sit down in the faculty room at Oxford in the early part of the last century.&lt;/p&gt;
&lt;p&gt;If I was having an imaginary conversation about the origins of this concept, I'd also want to include L. Frank Baum, who unfolded the world of Oz across a range of media platforms. What we now might read as a series of novels that fleshed out the Land of Oz began life as short films produced by Baum's studios, Broadway musicals, and comic strips. (See the recent republished edition of &lt;em&gt;The Marvelous Land of Oz&lt;/em&gt; which collects the comic strip elaborations of his "mythology.") Indeed, you could argue that the shifts across media give the book series a kind of wacky incoherence, involving radical shifts in tone or theme, inconsistent conceptions of characters, and so forth.&lt;/p&gt;

&lt;p&gt; I might also want to invite Cordwainer Smith, a science fiction writer who I've long been convinced was a time traveller, since his works prefigure many of the key themes and motifs of cyberpunk. Smith developed a complex and interlocking "mythology" which links together dozens of short stories published across a range of different magazines, and he specifically depicted many of his stories as "versions" or "installments" of a narrative the reader is already presumed to understand from encountering it across a range of previous media incarnations. Smith himself wrote only prose narratives, but in his fictions, he imagines explicitly how his tales would take shape on stage or television. &lt;/p&gt;

&lt;p&gt; I would argue that the contemporary moment of transmedia has heightened our awareness of these earlier moments of authors unfolding stories across media, much as the rise of digital media more generally has led to a revitalization of the study of "old media when they were new" or  the history of the book. We certainly want to understand what is new about our current push for transmedia entertainment, which to me has to do with the particular configuration of media systems and the push towards a more participatory culture. &lt;/p&gt;

&lt;p&gt;Tolkien, Lewis, Baum, and Smith all sought to model contemporary fictions on the dispersed, episodic, yet interlocking structures of classic mythology -- creating a folklore for a post-folkloric society. And so, yes, there are going to be many resemblances to be drawn between transmedia stories, informed by these creative figures, and traditional religious or mythological works. &lt;/p&gt;
&lt;p&gt;That said, many of Bordwell's examples above are simply adaptations of works produced in one medium for performance in another platform. And for many of us, a simple adaptation may be "transmedia" but it is not "transmedia storytelling" because it  is simply re-presenting an existing story rather than expanding and annotating the fictional world. Of course, this distinction assumes a pretty straight forward adaptation. Every adaption makes additions -- minor or otherwise -- and reinterpretations of the original which in theory expands our understanding of the core story. These changes can be read as "infidelities" by purists but they may also represent what I describe in &lt;em&gt;CC &lt;/em&gt;as "additive comprehension" -- they may significantly reshape our understanding of what's happening in the original work. Still, I think there is a distinction to be made between "extensions" to the core narrative or the fictional universe and adaptations which simply move content from one medium to another.&lt;/p&gt;

&lt;p&gt;Bordwell continues:&lt;/p&gt;

&lt;blockquote&gt;The "immersive" ancillaries seem on the whole designed less to complete or complicate the film than to cement loyalty to the property, and even recruit fans to participate in marketing. It's enhanced synergy, upgraded brand loyalty.

&lt;p&gt;For the most part Hollywood is thinking pragmatically, adopting Lucas' strategy of spinning off ancillaries in ways that respect the hardcore fans' appreciation of the esoterica in the property. Caranicas quotes Jeff Gomez, an entrepreneur in transmedia storytelling, saying that for most of his clients "we make sure the universe of the film maintains its integrity as it's expanded and implemented across multiple platforms." It would seem to be a strategy of expanding and enriching fan following, and consequent purchases.&lt;/p&gt;

&lt;p&gt;As best I can tell, then, in borrowing this academic idea, the industry is taking the radical edge off. But is that surprising?&lt;/blockquote&gt;&lt;/p&gt;

&lt;p&gt;I've long ago given up trying to separate the creative and commercial motivations of transmedia entertainment, but then, all popular culture, no, all art depends on a complex balance between the two. From the start, most transmedia has been funded through the promotional budget rather than being understood as part of the creative costs of a particular franchise, even where it has been understood as performing key world building or story expanding functions. This was a central issue in the Writer's Strike a few years ago.  Indeed, in so far as Hollywood has grasped transmedia, it has been in the context of a growing awareness of the urgency of creating "consumer engagement" that has been a buzz word across the entertainment industry in recent years. This is why the transmedia chapter in &lt;em&gt;CC&lt;/em&gt; follows so closely after the discussion of "affective economics" and &lt;em&gt;American Idol&lt;/em&gt;. &lt;/p&gt;
&lt;p&gt;Yet, as I suggested in &lt;a href="http://henryjenkins.org/2009/08/district_9.html"&gt;my recent discussion&lt;/a&gt; of &lt;em&gt;District 9&lt;/em&gt;, one man's promotion is another man's exposition.  Increasingly, transmedia extensions are released in advance of the launch of major franchises and do some of the basic work of orientating us to the characters, their world, and their goals, allowing the film or television series to plunge quickly into the core action. Yet, even at this level, they can do other things -- creating a more layered experience by introducing us to conflicting points of view on the action (as when we learn more about alien rights protesters through the&lt;em&gt; District 9 &lt;/em&gt;promotional materials). Most of the people in the industry who take transmedia seriously are open about the fact that they are highjacking parts of the promotional budget to experiment with something that they think has the potential to refresh genre entertainment as well as reward viewer investments. &lt;/p&gt;

&lt;p&gt;On another level, I'd say we are still at a moment of transition where transmedia practices are concern. Each new experiment -- even the failed ones -- teach us things about how to shape a compelling transmedia experience or what kinds of tools are needed to allow consumers to manage information as it is dispersed across multiple platforms. In some ways, the transmedia stories may need to be conservative on other levels -- adopting relatively familiar genre formulas -- so that the reader learns how to put together the pieces into a meaningful whole, much as the first jigsaw puzzles we are given as children take shape into familiar characters and do not have the challenges found in those designed for hardcore puzzlers. &lt;/p&gt;

&lt;p&gt;&lt;b&gt;The Aesthetics of Transmedia: In Response to David Bordwell (Part Two)&lt;/b&gt;&lt;br /&gt;
&lt;a href="http://henryjenkins.org/2009/09/the_aesthetics_of_transmedia_i_1.html"&gt;http://henryjenkins.org/2009/09/the_aesthetics_of_transmedia_i_1.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Today, I continue to share my responses to David Bordwell's &lt;a href="http://www.davidbordwell.net/blog/?p=5264"&gt;recent blog pos&lt;/a&gt;t on transmedia storytelling.  It is worth stressing that these are still early days in the evolution of transmedia narrative practices and even earlier in terms of our theoretical understanding of those practices. Exchanges like this one have the potential to help both critics and practitioners think more deeply about these developments. Every time I step in front of my transmedia class at USC, I feel like I am playing without a net and that's what makes the classroom experience so exciting. We are really thinking through a relatively new phenomenon together. And each set of questions which get posed will push all of us to dig a little deeper.&lt;/p&gt;

&lt;p&gt;Bordwell wrote: &lt;/p&gt;

&lt;blockquote&gt;For one thing, most Hollywood and indie films aren't particularly good. Perhaps it's best to let most storyworlds molder away. Does every horror movie need a zigzag trail of web pages? Do you want a diary of &lt;em&gt;Daredevil&lt;/em&gt;'s down time? Do you want to look at the Flickr page of the family in &lt;em&gt;Little Miss Sunshine&lt;/em&gt;? Do you want to receive Tweets from &lt;em&gt;Juno&lt;/em&gt;? Pursued to the max, transmedia storytelling could be as alternately dull and maddening as your own life.

&lt;p&gt;&lt;br /&gt;
&lt;p&gt;There aren't that many films/franchises that generate profoundly devoted fans on a large scale: &lt;em&gt;The Matrix, Twilight, Harry Potter, The Lord of the Rings, Star Wars, Star Trek&lt;/em&gt;, maybe &lt;em&gt;The Prisoner&lt;/em&gt;. These items are a tiny portion of the total number of films and TV series produced. It's hard to imagine an ordinary feature, let alone an independent film, being able to motivate people to track down all these tributary narratives. There could be a lot of expensive flops if people tried to promote such things.&lt;/blockquote&gt;&lt;/p&gt;&lt;/p&gt;

&lt;p&gt;Well, actually, my bet is that Diablo Cody's penchant for snarky one-liners might have been better served if &lt;em&gt;Juno&lt;/em&gt; &lt;u&gt;had&lt;/u&gt; unfolded via Twitter rather than on the screen, there are many excellent comic book stories which center around the "downtime" of superheroes and thus focus on their alter egos,  but I catch David's drift. I don't think that every fictional work should become a transmedia franchise, though I think the approach lends itself to a broader array of genres than simply the fantasy and science fiction franchises that have been its primary home to date. &lt;/p&gt;

&lt;p&gt;For me, the core aesthetic impulses behind good transmedia works are&lt;strong&gt; world building&lt;/strong&gt; and &lt;strong&gt;seriality&lt;/strong&gt;. For this reason, the transmedia approach enhances certain kinds of works that have been udged harshly by traditional aesthetic criteria because they are less concentrated on plot or even character than more classically constructed narratives. It's long been a charge directed against science fiction works that they are more interested in mapping complex environments than in telling compelling stories. Many of my favorite SF novels -- Snow Crash for example -- break down into near incoherence by the end, yet they offer us richly realized worlds which I would love to be able to explore in greater detail than any one narrative allows.  I might make the same argument about Martin Scorsese's &lt;em&gt;The Gangs of New York:&lt;/em&gt; Marty got so invested in the historical background of his film that it sometimes swamps his characters and as a history buff, I kept wanting to stop the film and chase background figures down the street so that I could learn more about who they are and what they are doing. In some scenes, I was more interested in the extras than the protagonists.&lt;/p&gt;

&lt;p&gt; I recently read an outstanding dissertation written by a recent UW-Madison graduate, Derick Johnson, who talks about "overdesign" as a principle driving contemporary media franchises: his example is &lt;em&gt;Battlestar Galactica&lt;/em&gt;, which he suggests overflows with throwaway details which convince us that the depicted vents are unfolding in a world as rich and complex as our own.  Speaking at last year's 5D event, I argued that the art director takes on new importance in transmedia franchises, becoming almost as central as the screenwriter or the director, in terms of adding to our understanding of the fictional world. We could go back to Syd Mead's contributions to &lt;em&gt;Bladerunner&lt;/em&gt; for an example where much of our appreciation of the film stems from a complex and well considered rendering of a plausible future society. So, we can see many of the extensions around transmedia narratives as examples of this "overdesign," adding greater "texture" (to use a concept Johnson draws from Ron Moore) to our over-all experience. Such extensions may or may not add something key to the unfolding of the narrative, but they nevertheless impact our overall aesthetic experience. &lt;/p&gt;

&lt;p&gt;All of this is to say that not every work should become transmedia, but we may not yet know enough to prejudge which works can be meaningfully enhanced through such an approach. &lt;/p&gt;

&lt;p&gt;Bordwell writes:&lt;br /&gt;
&lt;blockquote&gt;film viewing is already an active, participatory experience. It requires attention, a degree of concentration, memory, anticipation, and a host of story-understanding skills. Even the simplest story gears up our minds. We may not notice this happening because our skills are so well-practiced; but skills they are. More complicated stories demand that we play a sort of mental game with the film. Trying to guess Hitchcock or Buñuel's next twist can engross you deeply. And the very genre of puzzle films trades on brain strain, demanding that the film be watched many times (buy the DVD) for its narrational stratagems to be exposed.&lt;br /&gt;

&lt;/blockquote&gt;&lt;/p&gt;

&lt;p&gt;Here, I can only agree. Indeed, Bordwell's teaching shaped my own investment in the cognitive and social/cultural activities of film consumers, giving me a theoretical vocabulary to make sense of some of the things I'd experienced in and through fandom. I don't buy the "Lean back"/"Sit Forward" distinction offered by many transmedia advocates. That said, I do think that there is an increased awareness of audience activity driving the push towards transmedia storytelling.  &lt;/p&gt;

&lt;p&gt;Bordwell and others in the formalist tradition make a distinction between story and plot. The plot of the film is the sequence in which we encounter specific bits of information, while the story of the film is our mental construct which rearranges that information into a coherent sequence. So, a mystery may begin with the discovery of the body and work backwards (to show us the events which motivated the death) and forward (to show us how the detective put together the clues.) If we take this distinction between the sequencing and structuring of information, transmedia storytelling simply expands the scope of the process, allowing us to continue to collect and assemble clues once the specific unfolding of the film is completed. &lt;/p&gt;

&lt;p&gt;Yet, in a networked culture, this ongoing process of information gathering, hypothesis testing, and interpetation/evaluation takes on a more profoundly social dimension. It is no longer something that occurs in a single mind during the two hours the film is unfolding; it is something which we do together, pooling resources, and comparing notes. Mimi Ito describes this as the "hypersocial" logic underlying Japanese media mix. Clearly this process is most vividly suggested by the Alternate Reality Game, where the information scavenger hunt becomes the driving force of the entertainment experience, but we can understand the dispersion of videos about the world of &lt;em&gt;District 9&lt;/em&gt; as also setting a similar process in motion. &lt;/p&gt;

&lt;p&gt;Bordwell writes:&lt;br /&gt;

&lt;blockquote&gt;No narrative is absolutely complete; the whole of any tale is never told. At the least, some intervals of time go missing, characters drift in and out of our ken, and things happen offscreen. Henry Jenkins suggests that gaps in the core text can be filled by the ancillary texts generated by fan fiction or the creators. But many films thrive by virtue of their gaps. In &lt;em&gt;Psycho&lt;/em&gt;, just when did Marion decide to steal the bank's money? There are the open endings, which leave the story action suspended. There are the uncertainties about motivation.....Many art works exploit that impulse by letting us play with alternative hypotheses about causes and outcomes. We don't need the creators to close those hypotheses down.&lt;/blockquote&gt;&lt;/p&gt;

&lt;p&gt;Geoff Long, a CMS graduate, has long advocated the use of the concept of "negative capability" to understand how gaps in the fiction incite certain forms of aesthetically pleasing speculations and anticipations. There is of course a complex dance between gaps and excesses where we are talking about narrative information. Johnson's "overdesign" may seem to provide "too much information" about the story world, yet for every new bit of information given, there are new spaces for speculation opened. We become like nagging five year olds who follow every explanation with a new question. &lt;/p&gt;

&lt;p&gt;That said, most good transmedia artists know that there are certain gaps which should not be filled if they want to maintain interest in the series as a whole. There are certainly reasons to create ambiguities and uncertanties. We may offer more clues through other media, but we certainly don't want to destroy the mystery which makes such characters and worlds compelling in the first place. Fans resent the addition of information simply to close down avenues for speculation -- take, for example, the closing chapter of the last &lt;em&gt;Harry Potter &lt;/em&gt;novel which amounted to J.K. Rowling spraying her territory telling us who married who and what they named their children even though most of that information had limited narrative impact and simply felt like she was trying to foreclose certain strands of fan expansion. In some cases, authors are better off allowing fans to create their own narratives, since the community will generate multiple explanations, much as critics will offer multiple accounts of what motivates &lt;em&gt;Hamlet &lt;/em&gt;or Travis Bickle to do what they do. &lt;/p&gt;

&lt;p&gt;Bordwell writes:&lt;br /&gt;
&lt;blockquote&gt;&lt;br /&gt;
Storytelling is crucially all about control. It sometimes obliges the viewer to take adventures she could not imagine. Storytelling is artistic tyranny, and not always benevolent.&lt;/blockquote&gt;&lt;/p&gt;

&lt;p&gt;To me, the key word here is "sometimes." Bordwell is describing a particular kind of storytelling. It's no accident that critics of transmedia and interactivity almost always fall back on Alfred Hitchcock to illustrate their point. Hitchcock's works are certainly about control, shaping not only the sequencing of events and unfolding of information, but also playing around with the hierarchy of knowledge between the characters and the shaping of the point of view shots through which we see each moment of the film. Hitchcock famously slept on the set because he had thought all of this through before the cameras roll. So, yes, let's give Bordwell Hitchcock. &lt;/p&gt;

&lt;p&gt;But, then give me Tim Burton, whose films are often sprawling messes, because he is so much more interested in art direction and world building than storytelling. I have limited interest in the plot of his version of &lt;em&gt;Planet of the Apes&lt;/em&gt;, say, but I never cease to be amazed at the complex thinking which went into every aspect of the Ape cultures -- a classic example of Johnson's "overdesign" and "textures" in action. The human characters amount to cursers we deploy to navigate the fictional space and in that case, I would be quite happy to be free to explore this world on my own, digging deeper into details that don't happen to be required for the unfolding of a particular story but which deepen my experience of this imaginary culture. We can call Tim Burton a bad filmmaker because he doesn't need to exert this kind of "tryanical control" over the unfolding of information, but then how do you explain the pleasurable anticipation I have for his version of&lt;em&gt; Alice in Wonderland&lt;/em&gt;, even though I know he will once again disappoint me as a storyteller.&lt;/p&gt;

&lt;p&gt;So maybe &lt;em&gt;Planet of the Apes&lt;/em&gt; is not a film I would go to the mat for. But if we shift media, I would argue that works like &lt;em&gt;War and Peace &lt;/em&gt;or &lt;em&gt;Moby-Dick&lt;/em&gt; or &lt;em&gt;Dante's Inferno&lt;/em&gt; are much more invested in world-building than story-telling and that their authors seemed content to stop their novels dead in their tracks for pages on end as we wander through their fictionalized geography, trying to map its contours or understand the connections between scattered events. In both cases, what frustrates high school students who want them to get on with their stories is what has made them of lasting interest to critics who want to better understand the realms they are depicting. (It's no accident, I think, that some enterprising producer out there is trying to adopt the &lt;em&gt;Divine Comedy&lt;/em&gt; into a transmedia franchise. Surely, that was Dante's plan all along.) &lt;/p&gt;

&lt;p&gt;Clearly the author always exerts a certain degree of control over the unfolding of story information, but there are some authors who seek to create a more open text and others who seek to close down varying interpretations. I would say that so far transmedia storytelling has appealed to storytellers who want to open up greater freedom of interpretation rather than those who want to totally shape the reception of their work.&lt;br /&gt;
&lt;/p&gt;

&lt;p&gt;&lt;b&gt;The Aesthetics of Transmedia: In Response to David Bordwell (Part Three)&lt;/b&gt;&lt;br /&gt;
&lt;a href="http://henryjenkins.org/2009/09/the_aesthetics_of_transmedia_i_2.html"&gt;http://henryjenkins.org/2009/09/the_aesthetics_of_transmedia_i_2.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;This is the third and final segment of my response to David Bordwell's thoughtful analysis of some of the pitfalls and challenges associated with transmedia storytelling. Thanks to David for sparking what has been a fascinating exchange, one which has forced me to sharpen my thinking about certain key issues that I am working through for my class. &lt;/li&gt;&lt;br /&gt;
	  Bordwell writes:&lt;br /&gt;
	&lt;blockquote&gt;Another drawback to shifting a story among platforms: art works gain strength by having firm boundaries. A movie's opening deserves to be treated as a distinct portal, a privileged point of access, a punctual moment at which we can take a breath and plunge into the story world. Likewise, the closing ought to be palpable, even if it's a diminuendo or an unresolved chord. The special thrill of beginning and ending can be vitiated if we come to see the first shots as just continuations of the webisode, and closing images as something to be stitched to more stuff unfolding online. There's a reason that pictures have frames.&lt;/blockquote&gt;&lt;br /&gt;
	Again, I'd argue that Bordwell is describing a specific kind of filmmaking, one that may gain very little from transmedia expansion. Yet, as I said earlier, the aesthetic properties of texts that lend themselves to transmedia experience are &lt;u&gt;world-building&lt;/u&gt; (as we've been discussing) and &lt;u&gt;seriality.&lt;/u&gt; By definition, a  serial text is not self-contained. It resolves one chapter and immediately plants the book that will draw us into the next. It is, as Angela Ndalianis stresses in &lt;em&gt;Neo-Baroque&lt;/em&gt;, a work which pushes beyond its frame. Now, to be clear, the cliffhangers which have shaped many classic serial forms do depend on an understanding of where one text stops and another begins. But we can see this as an art of chunking rather than framing. They know how to break the story down into meaningful chunks which are compelling emotionally within themselves but which gain greater urgency when read in relation to the other installments of the story. We still have a lot to learn about how to create meaningful chunks and link them together across media platforms. As such, I am watching more and more vintage serials to see how they balance between self-containment and openness.&lt;/p&gt;
&lt;p&gt;This may be why transmedia seems so far to work best in relation to television, which is increasingly relying on seriality (and back story) to create a particular kind of aesthetic experience, and where it is applied to film, it seems to work best for franchises which will have a series of increasingly preplanned sequels. No one would take away the aesthetic pleasures of closure and containment, but there are also aesthetic pleasures in seriality, openness, and especially, for me, a pleasure in suddenly understanding how a bit of information consumed in one medium fits into the puzzle being laid out for us in a totally different platform.&lt;/p&gt;

&lt;p&gt;So far, transmedia texts have been most compelling while they are mid-process and have tended to disappoint when they reached their conclusion. This phenomenon may tell us something about the degree to which they rely on open-ended and serialized structures rather than the kinds of closure which is the pleasure of a different kind of fiction. The anxious fan wants to know that the producers of &lt;em&gt;Lost&lt;/em&gt; isn't making it up as they go along, though of course, on one level, every storyteller is making it up as they go along. The hope though is for a certain level of integrity and continuity between the pieces which allows us to find the coherent whole from which the many parts must have once broken adrift. &lt;/p&gt;

&lt;p&gt;For me, though, I am also intrigued by the moment when the story is rich with possibilities, when fan speculations span out in many different directions, and when each of us has taken the parts as resources for constructing our own fictional world. I wrote about this almost 20 years ago in response to &lt;em&gt;Twin Peaks&lt;/em&gt;: I was much more interested in the hundreds of complex theories about who killed Laura Palmer that invested fans constructed individually and collectively than I was in the official version which David Lynch and Mark Frost were forced to add under pressure from the networks. &lt;/p&gt;

&lt;p&gt;Bordwell writes: &lt;blockquote&gt;In between opening and closing, the order in which we get story information is crucial to our experience of the story world. Suspense, curiosity, surprise, and concern for characters--all are created by the sequencing of story action programmed into the movie. It's significant, I think, that proponents of hardcore multiplatform storytelling don't tend to describe the ups and downs of that experience across the narrative. The meanderings of multimedia browsing can't be described with the confidence we can ascribe to a film's developing organization. Facing multiple points of access, no two consumers are likely to encounter story information in the same order. If I start a novel at chapter one, and you start it at chapter ten, we simply haven't experienced the art work the same way. &lt;/blockquote&gt;&lt;/li&gt;&lt;br /&gt;
	&lt;br /&gt;
Transmedia storytellers are becoming increasingly skilled at deciding when extensions should be rolled out in relation to the franchise's "mother ship."  Some plot developments do require careful sequencing. There's a pleasure  to be had in watching Robert Rodriquez's &lt;em&gt;Shorts&lt;/em&gt; in making fun of a schoolboy who claims that sharks ate his homework in an early scene and then looping back in time to discover that he is telling the truth. Even though the plot of the film shifts around the story information so we see events out of sequence, there is still a larger rationale determining why we experience these events in a particular order. &lt;/p&gt;

&lt;p&gt;The same may be said for the difference between materials released to the web before we encounter the film or television series, which often are designed to help us manage the complexity of an unfamiliar world or an ensemble-centered narrative, and those which come later in the unfolding of the franchise.&lt;em&gt; Enter the Matrix&lt;/em&gt; comes at a particular juncture in the film series, while the multiplayer game based on&lt;em&gt; The Matrix &lt;/em&gt;comes only after the film series was completed and the Wachowskis wanted to cede greater creative control back to the consumers to take the world in new directions. The &lt;em&gt;Battlestar Galactica&lt;/em&gt; webisodes , "Face of the Enemy," which came on the eve of the final season went back in time to refocus us on the character of Felix Gaeta, who had been a secondary figure for most of the run, showing us the events from his point of view and revealing previously unknown aspects of his motivation, just in time to set us up for the character to play a much more central role in the series's final year. This is why transmedia "chunks" often tell us explicitly where they fit into the larger time line and why many of us prefer to read those chunks within a narrative sequence.&lt;/li&gt;&lt;br /&gt;
	So, we may simply be over-stating the degree to which the dispersal of information is open-ended. Certainly, once the information moves beyond the borders of a single text, there's no control over what order the spectator encounters it. And it may not matter in which order we encounter certain aspects of the world building. But it may still be the case that the release and roll out of transmedia content is carefully timed and structured to construct a preferred reading sequence. Geoff Long has called for navigational tools that help viewers to find relevant content and to identify at what point it fits into the unfolding of the larger transmedia story. Given this, I believe that it would be possible to do a formalist reading of a transmedia narrative which mapped the functions of different bits of information and for me, that would go beyond simply a list of joints and citations. It would simply be a task of enormous complexity. Much as Roland Barthes could apply his methods to only a small segment of a Balzac story, Geoff Long has been able to apply the narrative analysis to only a short segment of Jim Henson's transmedia texts.&lt;/p&gt;

&lt;p&gt;Bordwell writes:&lt;blockquote&gt;Gap-filling isn't the only rationale for spreading the story across platforms, of course. Parallel worlds can be built, secondary characters can be promoted, the story can be presented through a minor character's eyes. If these ancillary stories become not parasitic but symbiotic, we expect them to engage us on their own terms, and this requires creativity of an extraordinarily high order.&lt;/blockquote&gt;&lt;/li&gt;&lt;/p&gt;

&lt;p&gt;Well, yes, and these are the functions of transmedia extensions which interest me the most -- and for that matter, the ones which spark the most excitement in the industry types who seem to grasp the concepts the best. It isn't simply about the narrative; it isn't simply about filling in gaps in the plot. "Gap-filling" seems to be a special case: the parlor trick that &lt;em&gt;The Matrix&lt;/em&gt; franchises plays with the delivery of information from the doomed Osyrus which unfolds across three different media platforms. More often, transmedia is about back story which shifts our identifications and investments in characters and thus helps us to rewatch the scenes again with different emotional resonance. More often, it is about picking up on a detail seeded in the original film and using it as a point of entry into a different story or a portal into exploring another aspect of the world. And yes, to do this well is creativity of an extraordinarily high order, which is why most transmedia extensions disappoint; they fail to achieve their full potential. Transmedia is appealing to artists of a certain ambition who nevertheless want to work on popular genre entertainment rather than developing avant garde movies or art films. It appeals to intellectually engaged viewers who are more at home with popular culture than with gallery installations. &lt;/p&gt;

&lt;p&gt;I'm curious to hear what other transmedia critics and creators are thinking about this exchange.&lt;/p&gt;
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<entry>
    <title>Thoughts on Kseniya Simonova's Sand Animation</title>
    <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/mitcms/c3/~3/WWKuYDY1dOU/thoughts_on_sand_animation.php" />
    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=3/entry_id=3524" title="Thoughts on Kseniya Simonova's Sand Animation" />
    <id>tag:www.convergenceculture.org,2009:/weblog//3.3524</id>
    
    <published>2009-10-02T16:10:00Z</published>
    <updated>2009-10-02T16:12:09Z</updated>
    
    <summary>I originally had another topic planned for this article, but I decided haphazardly to change it at the last minute, because one video made such an impression on me yesterday morning. My morning routine consists of a few primary objectives,...</summary>
    <author>
        <name>Alex Leavitt</name>
        <uri>http://convergenceculture.org/aboutc3/people.php#aleavitt</uri>
    </author>
    
        <category term="Alex Leavitt" />
    
        <category term="Cross-Platform Distribution" />
    
        <category term="Henry Jenkins" />
    
        <category term="Music" />
    
        <category term="Online Video" />
    
        <category term="Spreadable Media" />
    
        <category term="Transmedia" />
    
    <content type="html" xml:lang="en" xml:base="http://www.convergenceculture.org/weblog/">
        &lt;p&gt;&lt;i&gt;I originally had another topic planned for this article, but I decided haphazardly to change it at the last minute, because one video made such an impression on me yesterday morning.&lt;/i&gt;&lt;/p&gt;

&lt;p&gt;My morning routine consists of a few primary objectives, one of which is to browse my Twitter stream to find anything of note or something missed during the night. I noticed that Henry had &lt;a href="http://twitter.com/henryjenkins/status/4518853137"&gt;posted a link&lt;/a&gt; to a YouTube video late Wednesday night under the guise of:&lt;/p&gt;

&lt;blockquote&gt;Susan Boyle's Legacy?: Winning performance from Ukraine's Got Talent has Drawn more than 2 Million views. http://bit.ly/zDFFT&lt;/blockquote&gt;

&lt;p&gt;The link sent me to the video embedded below. While the clip lasts 8 minutes and 33 seconds, I highly recommend taking the time to watch through the entire video. &lt;b&gt;This is storytelling at its finest&lt;/b&gt;.&lt;/p&gt;

&lt;p&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/518XP8prwZo&amp;hl=en&amp;fs=1&amp;"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/518XP8prwZo&amp;hl=en&amp;fs=1&amp;" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;

&lt;p&gt;The astounding ability of a hand to shape a story is purely evidenced by Kseniya's work. It's simply awe-inspiring at how simple movements of addition and subtraction, how curves and lines and cuts can craft such simple yet refined art. I find it more beautiful because the scenes flow and crash (literally) into each other. Metaphors become real images. After the planes enter the scene, at 1:47 Simonova scrambles the bench-sitting couple into a blur of sand, a blur that represents fear, but a physical swirl that becomes the scared face of the female onlooker. When the bombs hit at 3:08, Simonova throws a handful of dust onto the baby, eliminating him symbolically and literally from the picture. &lt;/p&gt;

&lt;p&gt;This video represents a piece of wondrous art and fanciful storytelling. And by the posting of this article, it has probably reached over 3 million views on YouTube. After the jump, I'll examine some more implications that this video presents about YouTube, transmedia, and cross-platform distribution; how we explain our understanding of popularity online; and how the Internet complicates our comprehension of foreign cultures.&lt;/p&gt;
        &lt;p&gt;&lt;b&gt;A Screen in a Screen in a Screen&lt;/b&gt;&lt;br /&gt;
YouTube, Transmedia, and Cross-Platform Distribution&lt;/p&gt;

&lt;p&gt;When we discuss transmedia at the Consortium, one concept we tend to explain more than once is that the abbreviated term "transmedia" ultimately refers to the more distinct idea of "transmedia storytelling": a set of narrative structures that spans multiple mediums but creates a comprehensive story. The Matrix has always been a good example: the movies can stand alone, but the plot continues (and informs an understanding of the larger, overarching story) in The Animatrix (animated shorts) and Enter the Matrix (multi-platform video game).&lt;/p&gt;

&lt;p&gt;Although transmedia seems to connote trans (across) and media (mediums), transmedia does not in essence mean cross-platform distribution, or publishing the same content across different mediums (eg., a film in theaters appears on television). However, we do not ignore cross-platform distribution and still commend smart attempts to innovate in the field.&lt;/p&gt;

&lt;p&gt;Personally, I find the aesthetics of cross-platform distribution fascinating, especially now in an era when content appears on almost all media (sometimes even unintentionally, such as when BitTorrent allows you to watch near-anything on your computer screen). Does it matter that camps of audience members can watch a television show on Youtube, but at a different quality from that originally produced? How does the difference in aesthetics affect their consumption of the content? Or, we might go further and ask, does unintentional cross-platform distribution affect how we perceive art?&lt;/p&gt;

&lt;p&gt;I ask this last question because Simonova's video evokes it. Watching her sand animation, we are in fact watching a television show (Ukraine's Got Talent) on YouTube, at a much different screen ratio and quality level. But there's another screen: the audience members for the television show are watching the performance on a projection screen. So for those viewers watching from the computer, they experience the art inside a set of multiple screens. Being removed from the performance -- and here, multiple removals of table to screen to television set to YouTube -- changes the performance.&lt;/p&gt;

&lt;p&gt;These aesthetics do not appear to be well-studied in academic circles at the moment. The reason, perhaps: We're concerned not with the quality of the video, but just the fact that we can watch it.&lt;/p&gt;

&lt;p&gt;&lt;b&gt;More Views Than You&lt;/b&gt;&lt;br /&gt;
How We Tend to Understand Popularity Online&lt;/p&gt;

&lt;p&gt;Besides the fact that Henry outright decided to post the link at all to his Twitter feed, I will admit that what originally enticed me to click on Simonova's video was Henry's one-line explanation: &lt;/p&gt;

&lt;blockquote&gt;Susan Boyle's Legacy?: Winning performance from Ukraine's Got Talent has Drawn more than 2 Million views&lt;/blockquote&gt;

&lt;p&gt;Given that I've been immersed in Internet culture for more than enough years now, I have come across a host of videos that boast much more than 2 million views. The more intriguing element of Henry's message, then, was the phrase "Susan Boyle's Legacy," which seems to suggest some sort of Susan Boyle-swayed aftermath that has influenced YouTube users to watch a lot of (insert nation)'s Got Talent shows. Whatever Henry meant, there's a vague metaphor or correlation that relates Susan Boyle's unexpected and astoundingly-high statistics 5 months ago with Simonova's recent growth.&lt;/p&gt;

&lt;p&gt;For some reason, my impression is that the general understanding of popularity on YouTube equates to: any video that receives over a million views is popular. Probably true (especially since there has always been a strange obsession with &lt;a href="http://www.youtube.com/watch?v=cKKHSAE1gIs"&gt;one million&lt;/a&gt;). Of course, in theory, we are conflating popularity with pageviews, and these pageviews rely on a vague algorithm of how many people watch the video more than once, how long a person watches the video to count it as a "view," etc.&lt;/p&gt;

&lt;p&gt;But Susan Boyle's success literally exploded. As Simonova's video slowly reaches 3 million views, Boyle's currently sits at &lt;a href="http://mag.ma/12773"&gt;over 76 million&lt;/a&gt;. And Simonova's video has been on YouTube since the beginning of June. If my memory serves me correctly, Boyle's video surpassed 5 million views &lt;i&gt;in the first week&lt;/i&gt;.&lt;/p&gt;

&lt;p&gt;So, does Henry's initial comment on Simonova's video merely represent a witty title? Or does it inform a larger discussion about the movement of ideas online? Henry has written previously about the (poor) value of &lt;a href="http://www.henryjenkins.org/2009/02/if_it_doesnt_spread_its_dead_p.html"&gt;using the word "viral" and "memes"&lt;/a&gt; when talking about the potential for an idea to move between users online (Henry uses the term &lt;a href="http://henryjenkins.org/2009/02/if_it_doesnt_spread_its_dead_p_1.html"&gt;spreadability&lt;/a&gt;). But what happens when a general audience doesn't make it to those terms, instead relying on the most immediate and apparent marker of popularity: view counts? &lt;/p&gt;

&lt;p&gt;This might be only a theory, but I believe that the discrepancy of view counts between Boyle's and Simonova's videos reflects certain aspects of the audience, both those of television and YouTube. As YouTube remains a primarily English-language community, I assume that much of the audience watching America's Got Talent or Britain's Got Talent online overlaps with the English-speaking television audience in both countries. However, looking at the 4,000 comments on Simonova's video, about half (or even more) are written in Cyrillic. Comparing the size of the two linguistic communities online, English is larger, which probably accounts for the ease of spreadability for Boyle's video across YouTube and other networks. Of course, Simonova's video might be picked up quickly in the English-language community; however, it will probably not see the success of Boyle's performance.&lt;/p&gt;

&lt;p&gt;&lt;b&gt;The Audience Weeps&lt;/b&gt;&lt;br /&gt;
Consuming Foreign Media, Ignorance of Foreign Context&lt;/p&gt;

&lt;p&gt;Simonova's performance is passionate and moving, plain and simple. The video, though, tends to lend a few &lt;i&gt;emotional cues&lt;/i&gt; throughout the piece, and I'm not talking about the music. At least 4 times in the eight and a half minutes, the camera looks out to audience members and judges, to focus on the tears trickling down their cheeks.&lt;/p&gt;

&lt;p&gt;After seeing those tears, I wonder if I'm missing something. Here's a video that fits a very foreign context (though contained in a very familiar game-show format), depicting a similarly foreign history: life during the &lt;a href="http://en.wikipedia.org/wiki/Great_Patriotic_War_%28term%29"&gt;Great Patriotic War&lt;/a&gt; in the USSR during World War II. The music sounds ethnically sympathetic and clearly helps shape the emotions of the performance. But are these images, these sounds, and apparently these memories not approachable from my early-millennium, American background?&lt;/p&gt;

&lt;p&gt;In the past, I have had to debate a comparable conflict with the anime fandom and fansubs (fan-produced subtitles). Consuming a foreign media intended for a specific audience (Japanese), do American (or other non-Japanese) fans understand everything without experience in the intended audience's culture? The fansubbing community has attempted to reconcile this ignorance/inexperience of Japanese culture by contributing liner notes during the animated show or movie -- but there has also been backlash against taking such actions. The anime industry in America has even tried to adapt their releases to suit a more American audience, by changing jokes or references that rely on knowledge of Japanese culture to instead relate to more American ones. One hilarious example of this cultural camouflage is represented in &lt;a href="http://www.youtube.com/watch?v=IDafBDB7e-o&amp;feature=related"&gt;this YouTube video&lt;/a&gt;, where the Japanese rice ball, or &lt;font color="#1589FF"&gt;onigiri&lt;/font&gt;, is substituted with "chocolate-chip muffin."&lt;/p&gt;

&lt;p&gt;But what do we do when faced with a piece of media that illustrates a foreign culture, especially when we don't receive any help from an informed source? I'm not quite so sure myself. But these conflicts are everywhere on the Internet today. I hope to approach this topic once again in a future article about the continuing development of online subcultures based on geography and language.&lt;/p&gt;

&lt;p&gt;&lt;i&gt;Remember, you can contact Alex at &lt;a href="mailto:aleavitt@mit.edu"&gt;aleavitt@mit.edu&lt;/a&gt;, or leave a comment below.&lt;/i&gt;&lt;/p&gt;
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