Henry Jenkins's Blog, page 14
July 15, 2012
Performing Our "Collective Dreams": The Many Worlds of San Diego Comic-Con
So, after ten weeks of speaking and traveling across Europe, my wife and I have finally return to Los Angeles, more than a little road weary and jet-lagged, but eager to share some of the new contacts and insights I've gained through my travel. I hope to share some of my travel experiences before much longer, but in the meantime, I am trying to catch up with a range of other things which have happened since I have been away.
Today, I wanted to share with you an article which I wrote about the 2011 San Diego Comic-Con for Boom: A Journal of California, which has finally come out in print -- just in time for Comic-Con 2012. I am not in San Diego this week -- it would have been too much to tackle after my long trip -- but half the people I know are there, so I figured I would prioritize sharing this article with my regular readers. If you would like to read a PDF of the article as it appears in the magazine, including a range of eye-catching photographs, you can find it here:
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And you can find the issue itself on the newstand, where-ever quality publications like Boom may be sold in your community.
"Super-Powered Fans": The Many Worlds of San Diego Comic-Con
by Henry Jenkins, written for Boom: A Journal of California
In an "Only at..." moment, the New German Cinema auteur Werner Herzog made a surprise appearance at the 2011 Comic-Con International event. Popping up during a panel focused on the Discovery Channel's Dinosaur Revolution series, Herzog pontificated in a Bavarian accent about how the four-day geekfest represented an epic acting out of the public's "collective dreams." We all applauded with delight as Herzog, known for his art films and documentaries, bubbled with boyish enthusiasm about fandom's ritual practices and shared beliefs as breathlessly as he might have talked about going up the Amazon River to film Fitzcaraldo, or in search of prehistoric art for his more recent Cave of Forgotten Dreams.
A few years ago, another documentary filmmaker, Morgan Spurlock, found himself in conversation with comic book legend Stan Lee at one of Comic-Con's cocktail parties. The pair got excited about possibilities for documenting the festivities. Spurlock's agent connected him to another client in attendance, Firefly mastermind Joss Whedon. Soon, famed blogger Harry Knowles (Ain't It Cool News), also in San Diego for the conference, had joined the dialogue. The team shot a film (Comic-Con Episode IV: A Fan's Hope) at the 2010 convention, and it started playing on the film festival circuit in the fall of 2011. Further, a photo book based on the documentary was selling on the Comic-Con exhibit floor in 2011 with the tagline, "See anyone you know?" For more and more of us, the answer is hell yes! (For the record, mine is one of hundreds of snapshots on the book's cover.)
If you have a single geeky bone in your body (and who doesn't these days?), you have probably heard about Comic-Con, which is held each year at the San Diego Convention Center. Entertainment Weekly does an annual Comic-Con cover story. The Los Angeles Times does a special insert. And trade publications like The Hollywood Reporter also provide extensive coverage. However, for the most part, these reporters rarely get outside Hall H (where most of the film-related programming is held) or Ballroom 20 (where the high-profile television events take place). Mainstream journalists are focused on what the big studios and A-list celebrities are doing. If they do get beyond that, they typically focus on the spectacular costumes. Both are part of what makes this gathering so interesting, but there's much more to the Comic-Con story.
Comic-Con has a history, culture, economy and politics all its own, one we can only understand if we go beyond the celebrities, spoilers, and costumes and explore some of
the many different functions the con performs for the diverse groups that gather there. Comic-Con International is press junket, trade show, collector's mart, public forum, academic conference, and arts festival, all in one.
I have been active in this world for almost three decades. Students who take my classes about comics, games, transmedia entertainment, and science fiction have sometimes called me a professor of "Comic-Con Studies." But, compared to those who have been attending the Con for four decades, I'm still a relative newcomer; the 2011 festival was only my fourth time at the event.
I came to Comic-Con, first and foremost, as a fan--wanting, like everyone else, to see the artists who create the pop culture fantasies I love. By my second year, I was there as an academic, speaking as part of the event's track of scholarly programming and as part of a larger movement to legitimatize "comic studies" as an emerging field. By the third year, I was asked to participate in industry panels, reflecting the degree to which my research on fan cultures and transmedia entertainment has attracted interest from Hollywood. And last year I was there as an embedded journalist or native guide (pick your favorite metaphor), intending to help Boom's readers understand what Comic-Con was all about.
Comic-Con is the center of the trends I describe in my book Convergence Culture: Where Old and New Media Collide. It's the meeting point between a transmedia commercial culture and a grassroots participatory culture, the place where an uncertain Hollywood goes when it wants to better understand its always unstable relations with its audiences. Comic-Con is a gathering of the tribes, a crossroads for many different communities drawn together by their shared love of popular mythology. What follows are a series of snapshots of the many different Comic-Cons, all functioning inside the San Diego Convention Center every year, simultaneously. Each of these vignettes from Comic-Con 2011 tells us something about how we produce and engage with entertainment media in a networked culture.
Comic-Con as Invasion
Organizers estimated that almost 140,000 people attended the 2011 event. To put this into some perspective, that's just a little under the population of Pasadena (147k) or, perhaps more to the point, of Hollywood (146k). Read through a different lens, Comic-Con attendance figures equal roughly half the number of people the federal government estimates have full or part-time employment in the motion picture industry. And Comic-Con's population is roughly one tenth of the population of San Diego itself.
For those five days, fans own the San Diego Convention Center, whose futuristic architecture--all pristine white and glistening metal--mirrors some cheesy 1970s-era science fiction flick (say, Logan's Run). More than that, the fans own downtown San Diego. Imagine this San Diego scene I saw unfold last year: The landscape is dotted with giant inflatable Smurfs, a full-scale reconstruction of South Park, and a building wrapped in Batman promotional material. The 7-Eleven in front of me has posters depicting Steampunk versions of Slurpee machines, courtesy of Cowboys and Aliens. Over there, sitting at a table outside the Spaghetti Factory, are Batman and Wolverine, united by a shared taste for black leather--never mind that they come from fundamentally different universes ("You're from DC; I'm from Marvel"). An armada of Pedi-cabs are passing by, ferrying fans anywhere they want to go. One of the cabs you see pass is a replica of the throne from Game of Thrones (a project from HBO which soon took on mythic status at the event, as I repeatedly heard people say, "Did you see...?" and "Did you hear about...?").
As I walk ahead, every congestion point in the foot traffic, such as the crossing of the trolley tracks, has been transformed into a gathering place for marketers trying to pass out swag and fliers. As we approach the convention center, we are accosted by Ninja Turtles and Captain Americas, by sexy booth babes in fur bikinis, and--perhaps most effectively--by a bevy of retro Pan Am stewardesses giving away vintage-style powder blue flight bags and walking in unison, having mastered the wave and the twirl with stylized femininity.
Comic-Con as Homecoming Party
Science fiction and comics fans have been holding gatherings at least since the first World Science Fiction Convention in 1939 (an ambitious name for a group which at the time probably didn't draw many from outside the Brooklyn area). Some cons are focused around a single media property--historically Star Trek or Star Wars, these days more often Harry Potter. Others are focused on a genre, such as comic books or anime or role-playing games. Many people at Comic-Con attend these other, more specialized, more local gatherings throughout the year, but they all come home to San Diego. Thus, Comic-Con has become the Mega-con, the Con to end all Cons, the gathering place for fans of all varieties (and yes, now, from all over the planet).
Comic-Con started as a small regional comics convention in 1970 with 170 attendees. The organizers sought to broaden their base by including other related interests, including the Society for Creative Anachronisms, The Mythopoetic Society, and, later, gamers and anime fans. By 1980, the convention attracted 5,000 attendees. This was the heyday of comics collecting, when vintage comics discovered in old attics were being avidly sought by wealthy adult collectors. The comics "bubble" eventually popped: vintage comics were valuable because so many mothers had thrown them away, creating artificial scarcity. But by then, genre entertainment had moved from B movies and midnight movies to major Hollywood summer blockbuster status, and the Con kept undergoing growth spurts--15,000 in 1990; 48,000 in 2000; and 130,000 in 2010.The Con so swamped the available hotel rooms in 2011 that my wife and I ended up renting a dorm room at a local college miles away, spending the five days of our stay sleeping in cramped bunk beds.
Today, one of my big ambivalences about Comic-Con is how much it now emphasizes fans as consumers rather than fans as cultural producers. There's a small alleyway tucked in the back corners where fan clubs have booths to attract new members. There are panels where fan podcasts are being recorded, where fan fiction is being discussed, and where costumers trade tips with each other. For the most part, however, Comic-Con International puts the professionals in the center and the subcultural activities the conference was based on at the fringes.
Comic-Con as Publicity Event
Today's television has moved from an appointment-based medium where viewers watch programs at scheduled times to an engagement-based medium where people seek out content through many different media (from Hulu and iTunes to boxed sets of Dvds) on their own time and as their interests dictate. Today's Comic-Con is shaped by the idea of the fan not as a collector, but as an influencer. Most Comic-Con attendees are "early adopters" of communication technologies; they have blogs, Facebook pages, Twitter accounts, etc., and know how to use them. These fans have become the leading edge of the studio's promotional campaigns. Industry research shows that Twitter hashtags represent one of the best predictors of box office success, both because the kinds of folks who see movies on the opening weekend are more often likely to be the type to tweet about their activities, and because these grassroots intermediaries help to inform and shape the ticket-buying habits of more casual audience members.
San Diego seems to be the right place--just close enough to Los Angeles to draw A-list celebrities, just far enough that it makes for a great road trip for those feeling claustrophobic in the media capital. And it's the right time, in the midst of the summer movie madness and less than a month before the launch of the fall television season, to draw maximum attention from the media industry. This is the one time of the year when many Hollywood types directly interface with their audiences, and probably the only place where they are doing so on the fans' terms. Their mission is to "break through the clutter."
Ironically, of course, Comic-Con is perhaps the most media saturated environment you can imagine! Hollywood studios and television networks have to pull out all stops if they want to play, from clips of previously unreleased footage or surprise appearances by crowd-pleasing celebrities to displays of costumes, props, and sets on the floor of Exhibit Hall. In 2010, Marvel introduced the entire cast of the forthcoming Avengers film. In 2011, Andrew Garfield, the new Spider-Man, created a stir--making his grand entrance wearing a "Spidey" Halloween costume, pretending to be a fan asking a question from the floor mic.
My family, like many fans, prepare for Comic-Con as if it were a military operation. By the time we get there, we've mapped and charted our priorities. We know what we most want to see. And we have strategies for the best way to get into the highly attended event. You usually have to awaken and get in line hours early or, more risky, find a point in the schedule which is not a big draw to grab a seat and hold it through a parade of lower-profile panels. The organizers don't "flush" the theater between events, so you can defend your squatting rights. In Ballroom 20, at least, you can get a bathroom pass and come back in without waiting in line.
These practices have their downsides and upsides. Some events draw apathetic and distracted audiences while the true blue fans are locked outside. But attendees get exposed to media properties they might not otherwise encounter. This gives producers who are still struggling to find their audience a unique opportunity to win over new viewers. We lined up outside Ballroom 20, with the primary goal of seeing the Game of Thrones panel, and sat through Burn Notice, Covert Affairs, and Psyche sessions. And it's a good thing we did; more than 7,000 people were turned away from the Game of Thrones panel, presenting at Comic-Con for the first time this year.
A few years ago, the conference organizers were discouraging fans from tweeting about what they heard. Today, exclusivity and secrecy have given way to publicity. Now, Comic-Con's organizers are announcing hashtags (words or phrases preceded by # that allow Twitter users to find others talking about the same topics) in front of every panel. Many speakers are recruiting Twitter followers. And some networks are collaborating with Foursquare, all sure signs the "fan as influencer" paradigm is shaping their branding strategies. We were warned again and again not to tape the clips shown, but, this year, most of them got released in good quality formats to the leading science fiction blogs within days, if not hours, after the event.
Comic-Con as Jury
The myth, at least partially true, was that Comic-Con was key to the early success of such cult television series as Heroes, Lost, True Blood, and The Walking Dead, and that it also crushed the hopes of misguided movie efforts, such as Catwoman and Ang Lee's Hulk, both dead on arrival after negative Comic-Con response. However, Hollywood's fascination with the Comic-Con "bounce" has been deflated by the mediocre box office of Scott Pilgrim vs. the World, Tron, and Sucker Punch, huge buzz-makers at 2010 Comic-Con that failed to deliver months later. In response, some major studios (Warner Bros, Marvel, Disney, Dream Works and The Weinstein Company) opted not to present at the 2011 convention. By then, the prevailing wisdom was that Comic-Con fans will turn out opening weekend for the superhero blockbusters with or without big promotion at the event. On the other hand, genre television programs such as Grimm, Once Upon a Time, Alcatraz, Terra Nova, and Person of Interest require highly engaged viewers to draw in their friends and families week after week. And, in film, the real beneficiaries of Comic-Con have been lower budget, slightly off-beat, and smart genre films, such as District Nine, Monsters, Moon, Paul, or Attack The Block, few of which have been "hits" but most of which might not make it into the multiplex without Comic-Con mojo. In any case, the news that Hollywood was stepping back from Comic-Con turned out to be overstated; 2011 speakers included Steven Spielberg, Francis Ford Coppola, Kevin Smith, Guillermo Del Toro, Jon Favreau, Peter Jackson, and, yes, Werner Herzog.
Normally, I am exhausted by the time late afternoon comes at Comic-Con. The sensory bombardment (the buzz and crackle of massive television monitors, the smell of over-priced hotdogs and nachos, the constant shock of random encounters with people dressed like their favorite cartoon characters) is simply too intense to prolong. Having gotten up at the crack of dawn to wait in line for some high-profile event, by late afternoon parents are getting into red-faced fights with their children, couples seem to be in danger of breaking up, and people are slumped over on the buses, some snoring, others weeping, from the exhaustion.
We stayed late on Friday, hoping to get into a packed hall to watch the pilot of a television series, Locke and Key--a pilot which most fans knew in all likelihood would never reach the air. Fox commissioned this series based on the best-selling horror comics from Steven King's son, Joe Hill, who was recognized that weekend by the Eisner Awards as the best comics writer of the year. Fox decided not to add Locke and Key to their slate. The producers shared the pilot here in hopes of rallying fan support behind either airing it on another network or developing it straight-to-DVD. The pilot was remarkably faithful to the original graphic novel and respected the intelligence of comic book fans. (No wonder Fox didn't pick it up!) But the producer's efforts to rally fan support suggests just how much weight they believe this jury might play in shaping the fate of cult media properties.
By contrast, Grimm, a fairy-tale themed series that made it onto NBC's fall line-up, had trouble finding the love, despite a pedigree that includes top writers from Angel. The Comic-Con crowd snorted over one obvious plot device (a woman who keeps passing out every time she's about to deliver a key piece of information) and rustled their feet over abrupt shifts in tone and style. As my wife put it, Grimm "doesn't know what it wants to be when it grows up." Some fans were already skeptical going into this event because Grimm and Once Upon a Time, both on the fall schedule, seemed so clearly derivative of a long-run Vertigo comics series, Fables. All of them explored the fantasy of storyland characters entering our contemporary reality.
Fans applauded politely when the lights rose, but everyone there knew this screening was, well, grim. (Grimm was picked up for a full season, but its ratings have been lackluster compared to the success of its rival, Once Upon a Time.) Contrary to what some producers might have told themselves, the Comic-Con crowd isn't fickle: it knows exactly what it wants from genre entertainment, and the producers had better deliver it or face our collective scorn.
Comic-Con as Consciousness-Raising Session
The popular vampire series Twilight's stars and producers opened the film program in 2011. Twilight's involvement in Comic-Con has been controversial, with picketers marching outside the theater in years past with signs proclaiming that "real vampires don't sparkle" and "Twi-hards, go home." Throughout the first half of the 20th century, science fiction and comics fandom were dominated by technologically inclined men. However, by the early 1960s, feminist writers like Ursula K. Le Guin or Joanna Russ were drawing more women to fan gatherings, and there have been high-profile conflicts around gender in fandom ever since. Go to some cons, and the attendees are overwhelmingly male. Others are overwhelmingly female. Comic-Con (in recent years at least) has felt a dramatic increase in female attendance that has brought with it some growing pains. The same year that a small number of male fans picketed the Twilight panel, for instance, people were passing out fliers about sexual harassment, suggesting uncertainty about how the fanboys and fangirls were going to interact.
In fact, there were huge numbers of female fans in line outside Ballroom 20--not teenyboppers wanting to hamster-pile Robert Pattison, not girlfriends of male fans, and not exhibitionists trying to see how much skin they could show (all stereotypes of female fans fostered by the news media). These were dedicated fans in their own right, pursuing their own desires and interests. And, by all reports, male fans this year were more worked up over DC's decision to re-launch and renumber all of their titles than about the presence or absence of Twilight fangirls. Comic-Con is featuring more and more women in its programming (including female producers and showrunners who are starting to impact genre entertainment), and they are often peppered by questions about how to survive in an industry still largely dominated by men.
Some have argued that Hollywood's discovery of Comic-Con has inspired the "rise of the fanboy" as a powerful influence on production decisions. The gendered language is purposeful since, apart from the Twilight conflicts, producers and journalists don't seem to have noticed that there are women gathering in San Diego now, too. How long before their tastes and interests become part of the equation, as the media industry seeks to court their most passionate and influential fans?
And something similar is starting to happen around race and ethnicity. Most fan gatherings are heavily Caucasian, while the few minorities in attendance gather by themselves on panels focused on why fandom is "so damn white." But, perhaps as a result of the Southern California location, Comic-Con is by far the most racially and ethnically diverse fan gathering in the country. If San Diego is where Hollywood sends its people to learn what the audience thinks, they encounter a multi-racial mix, often with strong views about the ways minorities get marginalized or stereotyped in popular media. In some ways, genre franchises, such as Lost, Heroes, The Matrix, and Star Trek have done a much better job including people of color than other genres. But they still lag behind an American population that is increasingly becoming a minority majority.
At a panel I attended on diversity and fandom, there was lots of discussion about the Racebending campaign launched by fans of The Last Airbender. These fans protested Hollywood's efforts to take an animated series known for its multicultural representations and make it into a live-action film with white actors cast in most major roles. The fans pushed back, using their online communication skills and partnering with traditional activist groups such as Media Action Network for Asian Americans, to educate their community about the history of "white-casting." They weren't successful at changing the casting decisions, but much of The Last Airbender coverage mentioned their protest, and there are many signs that Hollywood is now running gun-shy, backing off other recent casting decisions (Runaways, Akira) when fans and industry critics, including George Takai, call them out. Fans now represent an important force pushing the industry toward a fuller representation of what America looks like--fans as influencers in a different sense.
Comic-Con as Costume Party
If you've seen a photograph of Comic-Con, odds are that it showed some fan in a costume. Keep in mind that most of us don't dress up (or strip down) for the con. However, for those who do, seeing and being seen at Comic-Con is a big part of the fun.
Why do so many people wear costumes at Comic-Con? For the same reason people dress up in costumes at Carnival in Rio, Mardi Gras in New Orleans, Burning Man in the Black Rock Desert. For that matter, why did you dress up for the office Halloween party last year? Because wearing red, blue, or green spandex frees us from what fans like to call our "mundane" roles and creates a festive environment. Herzog nailed it. Comic-Con is a field of dreams and wearing costumes transforms those "dreams" from something personal and private to something shared and public. Showing a pudgy midriff or pasty white skin amidst fur and feathers allows nerds (typically defined by their brains and not their bodies) to feel sexy. Donning cape and cowl allows children and adults to play together, strangers to find others with the same values, and fans to become micro-celebrities posing for pictures with other guests.
Watching all of these costumed characters creates a kind of intertextual vertigo; the more fanlore you know, the more you take pleasure in seeing incongruous juxtapositions. One of my favorite sightings of the weekend was a bevy of women dressed as Disney princesses ordering Bloody Marys at a mock-up of Fangtasia, the vampire bar from HBO's True Blood. And there were periodic meet-ups where characters from the same universes came together--twenty or so Princess Leia slave girls, an assembly of the Avengers which included someone dressed as Marvel mastermind Stan Lee, and a parade of characters from He-Man and the Masters of the Universe. Out on the streets, I even witnessed a chance encounter between a woman wearing a skin-tight bright blue latex Mystique costume (X-Men) chatting with an equally blue Na'vi from James Cameron's Avatar, suggesting their common identities as, pardon the pun, people of color.
In Japan, they call it cosplay, andevery weekend there are meet-ups of genre-themed cosplayers in Tokyo's YoYoGi Park. But the scope, scale, and diversity of what you can see here supersedes anything that's ever gone down at Harajuku Station.
Comic-Con as Networking Event
A high percentage of Hollywood insiders have emerged from the ranks of fandom. Kevin Smith, Guillermo Del Toro, Joss Whedon, and J. J. Abrams come back year after year because fans accept them as "one of us." Historically, most major science fiction writers published their first works in amateur fanzines. More and more stars and creators of cult films and television series have similar histories and would come to Comic-Con even if they weren't paid. Darren Criss, Glee's hot-stuff Blaine, was making YouTube videos performing Harry Potter songs only a year or two before joining the show.
Because they are all in San Diego for the weekend, industry insiders use the event to do what they do best--pass around business cards, buy each other lunch, and otherwise network. For the industry insiders and wannabes, the challenge is how to "dress for success" in this festive environment, how to hold onto professional standards while looking like you belong and are not simply a Comic-Con poseur, there just to cut deals. Of course, the other challenge is figuring out how to schedule business meetings so they don't conflict with the Doctor Who panel you really want to attend.
There's no question that Comic-Con represents a different kind of trade show environment for corporate networking. If you go to E3, say, you mostly end up talking to other game designers; at ShoWest, movie people; at the National Association of Broadcasters, television folks. But Comic-Con draws from all of the entertainment sectors. Thus, Comic-Con has become the common ground where transmedia deals get cut, yet another reason why it has gained greater importance in an era of media convergence.
Comic-Con as Marketplace
Sooner or later, everyone ends up in the Exhibit Hall, typically multiple times over the weekend. Sometimes it feels like all or most of the 140,000 attendees end up there at the same time. As one fan put it, Comic-Con is the closest thing to Christmas morning you are going to experience as an adult. Again, most media coverage highlights items which fit a mainstream conception of geek culture--ice trays which depict Han Solo in carbonite or sleeping bags which look like the inside of a Tauntaun (both of which, I admit, are pretty cool). But, if you noticed hipsters walking the streets of San Francisco or Los Angles in the fall dressed like contemporary versions of Peter Pan's Lost Boys in big furry hoods, it might be because they got such media attention at San Diego that summer. And Exhibit Hall is where all of the different communities can find "the stuff dreams are made of"--the otaku (fans of Japanese-made media); the connoisseurs of high-priced original comic book and animation art; the collectors of vintage toys and high-end action figures; the dealers in autographs; the furries (whose kink is dressing up like anthropomorphic animals). Many of these interests are so particular and so dispersed that it's hard to find what you're looking for in any given city. Perhaps you can track stuff down on eBay or Etsy, but many hope that it is all at Comic-Con.
For example, my tastes increasingly run toward retrofuturism, a fascination with older imaginings of the future. Steampunk represents one form of retrofuturism and is to Victorian science fiction what Goth is to Victorian fantasy and horror. Steampunk builds outward from the imaginings of Jules Verne and his contemporaries, constructing a technological realm which never existed, built with brass, stained glass, and mahogany. The Exhibit Hall offered everything from handcrafted lab equipment and goggles to high-end steampunk weapons (created by WETA, the New Zealand special effects house responsible for the Lord of the Rings movies.)
In a related vein, I dig mid-century modern images inspired by the "World of Tomorrow" offering at the 1939 World's Fair. I was especially drawn to booths which dealt with "paper"--old posters, comic strip pages, and other printed matter from the early part of the 20th century. More generally, I collect older forms of media--magic lanterns, stereoscopes, and the like. Somewhere in between lies a new project which has captured my imagination--the production and distribution of new low-fi music on old Victrola wax cylinders. Science fiction fans are increasingly drawn to the past, rather than the future, in their ongoing search for alternatives to the present, and you can find such merchandise on display in the Exhibit Hall.
Comic-Con as Life Support
Ironically, the least attended panels at Comic-Con are often those dealing with comics. Many people here love the content of comics, but many of them are not reading the comics themselves. At Comic-Con, both comics industry veterans and emerging talents often discuss their work in half-full rooms. And the massive waves of shoppers pushing their way through the Exhibit Hall often parted like the Red Sea when it came to the tables in Artists' Alley, which was really treated as Artists Ghetto. In 2011, many artists moved offsite, figuring they would see the same interested attendees and have more fun hanging out at a local tavern.
As a result of such apathy, the floppy monthly comic books my generation grew up reading may now be an endangered species. The major comics publishers have been absorbed by larger entertainment conglomerates--as Marvel is now a part of Disney and DC a part of Warner Bros.--which prop up the comics publishing ventures as a research and development wing to help the company incubate new media franchises. Cowboys and Aliens, the story goes, was published as a comic almost entirely because they wanted to see if it could build an audience before being turned into a feature film.
Yet many of the people who care about the survival of comics were gathered in San Diego, and there was lots of talk of "Comics without Borders." A few years ago, this phrase might have referred to the efforts of underground and alternative publishers to escape the constraints of the old Comics Code. Last year it referred to what happens after the bankruptcy of one of the two leading brick and mortar booksellers. Comics used to be available on spin racks in grocery and drug stores. In recent years, however, interested readers have had to seek them out, often stepping down into dark and dank basements where someone who looks and sounds like Comic Book Guy on The Simpsons comments on all of your purchase decisions. The publication of graphic novels and their distribution through chain bookstores brought comics out of hiding again, resulting especially in a dramatic increase of female readers. Now, so-called mainstream publishers (DC and Marvel) sell far fewer titles through comic book shops than the alternative publishers (such as DC's Vertigo offprint) sell through bookstores. And, curiously, Japanese manga outsell American comics by something like four to one in the U.S. market.
Everyone wanted to know what would happen to all of those casual and crossover readers now that Borders was closing operations. Some calmly suggested that they would simply cross the street to Barnes and Noble., Newly empowered, the Barnes and Noble chain is cutting more aggressive dealers with comics publishers. Meanwhile, DC and Marvel rolled out new strategies for increasing the availability of their titles for download on iPads and other digital platforms, a move which would increase their accessibility to fans but might further endanger the specialty stores for whom the big superhero titles constitute their bread and butter.
Meanwhile, there were gatherings of teachers and librarians who have been part of a larger movement to use comics to encourage young readers. The biggest growth in comics sales over the past few years has come from young adult or all ages titles, largely driven by sales to school and local libraries. Over the past few decades, the average age of the comics reader, much as with other print-based publications, was rising, threatening their industry's long-term viability. However, the success of comics in the library offers new hope for the next generation. So, if some seemed ready to hold a wake for comics, there were others who, mimicking Monty Python, protested that they were "not dead yet."
Comic-Con as Classroom
I had breakfast toward the end of the convention with a group of graduate students who were getting credit for attending and researching Comic-Con. This particular extension course has been run since 2007 by Matthew J. Smith from Wittenberg University in Springfield, Ohio, and attracts a diverse collection of students, all pursuing their own projects, using the con as their laboratory or field site. Kane Anderson, a stocky Performance Studies student with flaming red hair from U.C. Santa Barbara, , has spent the past two cons dressed in a range of skin-tight and brightly colored superhero costumes (Captain Marvel and Black Adam, mostly), trying to better understand what motivates the convention's cosplay. Melissa Miller, a Gothy gender studies and public communications student from Georgia State University, was back for a second year camping out with the "Twi-Moms," the mature Twilight fans, to better understand fandom's gender politics.
Throughout the event, I spotted different researchers interviewing people, taking field notes, and, in many cases, "going native" as they abandoned their research to chase after autographs. One of them was on a mighty quest to get Chris Evans to sign his Captain America shield; another was excited to get comic book uber-auteur Grant Morrison to fill out a questionnaire. One academic's artifact is another's swag. In fact, many of the young scholars were collecting gifts to carry back home to appease their restless thesis advisors.
Actually, some of their advisors were across the convention center attending events hosted by the Comic Arts Association, a professional organization for scholars researching and teaching about comics and graphic stories. Even as the comics industry is sputtering, there has been a spurt in college-level comic studies courses, much as previous generations had taken subjects in film appreciation. Inside this space, the big debates focused on whether comics studies should become its own discipline or whether comics-focused research should be integrated across everything from anthropology to
art history, from psychology to media studies. This track of academic programming attracted not only faculty and students but creators eager to think about their industry from a different perspective and fans hoping to learn more about the medium's history and aesthetics.
Comic-Con as Ritual
For the past few years, the formal programming at Comic-Con has ended with a sing-along screening of the musical episode from Buffy the Vampire Slayer, "Once More, With Feeling." However diverse they may be on other levels, a high percentage of Comic-Con attendees are fans of the works of Joss Whedon--Buffy, Angel, Firefly/Serenity, Dollhouse, Doctor Horrible's Singalong Blog, and the forthcoming Avengers movie. And Whedon, as well as others from his casts and crews, was highly visible throughout the convention. Consider all of the Buffy alum, in particular, who were prominently involved in the event: Sarah Michelle Gellar (Buffy) was there promoting her new CBS series, Ringers; Anthony Head (Giles) was speaking on the Merlin panel and trying to lend his support to Grimm; Nathan Fillion (Caleb), now the star of Castle, was there talking one-on-one with his fans; Felicia Day (Vi) was showcasing the fifth season of her web-series, The Guild; and Seth Green (Oz) dropped by to talk up Robot Chicken. David Boreanaz (Angel) was supposed to be here, but the Bones panel got canceled. And Nicholas Brendon (Xander) came out in front of the sing-along screening and tried to remember the words to the song Anya and Xander sing in the episode. Think of this group as the Buffy diaspora.
In this context, "Once More, With Feeling" has attained near-mythic status--not only because of its genre-bending musical numbers but because it represents the last moment when the "Scooby Gang" was more or less together before the series "jumped the shark," according to many of its fans (myself among them). When Dawn, Buffy's kid sister, introduced the plot elements which would lead to the community's disintegration in the episode, she was booed. Everyone knew what was coming, but we all wanted to forestall it a few minutes more.
Many fan favorites center around themes of friendship, whether bonds between partners or a more expansive community fighting to save the universe. Fans use such stories to reflect on their own social connections, the bonds that bring them together as friends and as part of a subcultural community. For many of us, fandom is one of those places where "it gets better," where we find others who share our values and don't make fun of our passions.
We can share some of these same experiences now, year round, in cyberspace. But Comic-Con is the place where communities come together face-to-face, and thus anchor their relationships for the coming year. As Buffy ended, with friends going their separate ways, and as people filed out of the doors of the San Diego Convention Center, I felt a lump in my throat. But I knew that most of us would be back next year, "once more, with feeling."
Comic-Con is a microcosm of the dramatic changes transforming the U.S. entertainment industry.
As media options proliferate, attention is fragmenting and audience loyalty is declining. The entertainment industry depends on its fans like never before. As social media allows fans to connect with each other and actively spread the word about their favorites, fans are exerting an unprecedented impact on decisions regarding which films to finance and which series to put on the air. As more and more stories are being told across media platforms, Comic-Con is the crossroads among entertainment sectors. As comics publishing is struggling to survive, here is where its future will be determined. And, as Comic-Con's own population diversifies to include more women and minorities, this gathering becomes a vehicle through which they lobby for greater diversity within mainstream media.
That all of this takes place in such a giddy atmosphere, full of carnivalesque costumes and grand spectacle, only lubricates the social relations among these groups, making it easier to shed old roles and embrace new relationships. For those five days, the center of the U.S. entertainment industry is not Hollywood, but a few hundred miles south in San Diego.



May 1, 2012
Au Revoir: Heading to Europe
I will be coming soon to a European city near you (that is, assuming you live near a European city). As of today, my wife, Cynthia, and I am departing on a 2 1/2 month, 20 city, 11 country, lecture tour of Western Europe. I will be speaking to academics, journalists, policy makers, industry insiders, secondary educators, and the general public at various legs of the trip, sharing my ideas about spreadable media, civic media, fan activism, transmedia, new media literacies, fan studies, and comics studies, depending on the audience, both looking backward to some of my recent research projects (including the several books which will be published over the next six months or so) and forward to my new project (especially the work I want to do on comics, media history, and material culture.) Along the way, we will see many of the great cities and monuments of both the modern and classical world, most of them for the very first time. For those who want to follow along, here's the schedule of the stops on my tour:
ay 1: Travel to Germany
May 2: Marburg, Germany
May 3: Göttingen, Germany
May 4-6: Frankfurt, Germany
May 7: Gießen, Germany
May 8: Stuttgart, Germany
May 9-13: Lisbon, Portugal
May 14-16 London, England
May 17:Nottingham, England
May 18: Sunderland, England
May 19: London, England
May 20-21: Dublin, Ireland
May 22-26: Paris, France
May 27-30: Madrid, Spain
May 31-June 2: Barcelona, Spain
June 3-7: Milan, Italy
June 8-10: Venice, Italy
June 11-12: Zurich, Switzerland
June 13:-16 Delmenhorst, Germany
June 17-19: Prague, Czech Republic
June 20-21: Budapest, Hungry
June 22-30:Bologna, Italy
July 1-11--vacationing in Rome, Italy; Athens, Greece; and Kea Islands,Greece
July 11: Travel Back to U.S.
People are asking what will be my home base. Home bases are for wimps. We are living out of our suit cases, moving city to city, and not looking back. Thanks to the enormous help of the ever remarkable Amanda Ford in pulling together this trip for me and for all of my many hosts along the way who have been so welcoming to this American visitor.
While I am in Europe, my blog is going to go dark. They are going to be doing some work on the back-end and I did not want the responsibility of maintaining it while facing the inconsistencies of maintaining digital access while visiting so many different cities in so many different countries. So, you will have to get along without me for a bit, but know that there will be many good things coming when I get back -- including some recounting of the various sites I saw and hopefully interviews with some of the people I met.
On my way out the door, I thought I would leave you with a few goodies to remind you of me while I was away.
First, this is a video blog created by Lauren Bird from the Harry Potter Alliance in which she offers a very nuanced summary of my ideas about the relationship between folk, mass, digital, and participatory culture. I've become a big fan of Lauren's videos over the past few months, so I was most flattered that she decided to share this account of my work.
A few months ago, I was asked to perform in a USC Student Thesis Film (directed by Nicholas Musurca) which dealt with the career of an imaginary Korean filmmaker. I was delighted when they asked me to play the part of film scholar and critic, David Bordwell. As it happens, I know David very well: he was my dissertation advisor and we've remained good friends ever since. Besides, there's some degree of physical resemblance between us. They've launched a preview for the film through Kickstarter which includes a snippet from my cameo performance, and I thought I would share with those of you who will appreciate the inside jokes here.
Finally, I wanted to share with you an animated short that was made to explain my ideas about media convergence. I have to say that I responded to this video with some degree of bemusement or sadness. It seems my avatar has been putting on too many pounds since my move to USC and now he has to carry around all of that weight with him.
This is how my avatar looked when I was at MIT, partying up with the young folks at Global Kids, and looking pretty lean and spry. I joked at the time that Second Life takes 20 pounds and several decades off you.
And here is how my Avatar looks now, hanging out in bars, eating stuff that is not good for him. This is a real wake-up call and when I get back from Europe, I am going to put that porker on a diet!



April 30, 2012
Announcing Rio's Henry Jenkins Transmedia Lab
I have written from time to time here about my travels to Brazil and my wonderful engagement with the people who are shaping the creative industries down there. It is a country which has embraced my ideas with a passion that I have seen few other places, and in return, I have fallen in love with their culture, their people, their landscape, and their media. I was deeply honored recently with the Rio Content Market launched the Henry Jenkins Transmedia Lab (*Blush*) and I wanted to share some information about this initiative here with my readers.
The Rio Content Market is an international event dedicated to multi-platform content production and open to the television and digital media industry. On its first edition, Rio Content Market hosted the gathering of 170 executives from both national and international markets to share experiences, with the attendance of more than 1.000 members of the television and digital media industry. The second edition of Rio Content Market had keynotes and panels from leading professionals of the field. There were debates, pitching sessions, and rounds of negotiations, and this year, they announced the launch of the Transmedia Lab.
A partnership between the Brazilian Independent Producers Association and The Alchemists. The Transmedia Lab selected 12 transmedia projects (among 170) from
Brazil and Latin America in 3 main categories: (i) web, (ii) TV and (iii) Apps & Games. These projects were analyzed by tutors who will work with the authors to improve them. Later, the selected projects will be pitched and their authors can meet interested players face to face. The winning project - Contacts by Segunda Feira Films, won a
trip to participate on Transmedia Hollywood and will be co-produced by the Alchemists for international markets. The Henry Jenkins Transmedia Lab will be a talent and IP developing platform that will occur between US and Brazil.
We were able to showcase Contacts at this year's Transmedia Hollywood event and introduce its producers to our audience. (I was unfortunately unable to attend the event due to some medical issues). So, now is my first chance to publicly share my enthusiasm and respect for what Segunda Feira Films has been able to produce -- a project which makes imaginative use of social media not as an added on feature but as a central focus of its story, which deals with the possibility that we might receive communications from the dead. At the heart of Contacts is a rich genre-mixing story, which is bold in its experimentation with alternative modes of audience engagement. I hope you will agree.
Mauricio Mota, the key force behind the launch of the Lab and the person who has done the most to introduce me and my work to Brazil, wrote an important statement about the state of transmedia in his country as part of the launch of the lab. I am happy to share it with you here.
LETTER TO THE CONSULTANTS AND PRODUCERS OF THE SELLECTED PROJECTS
by Maurício Mota, Chief Storytelling Officer of The Alchemists
Transmedia Storytelling Co
"First the story, then the platforms"
"First the plot, then the iPhone, my son".
"First a good intrigue and characters, then the character's Facebook page".
Transmea Culpa
In 2007 I had my first contact with the term "transmedia storytelling" in its origin. For more than a week at MIT, I accessed the academic, theoretic and analytic aspects as
well as the commercial, capitalist and Hollywood ones. And when I left I had been transformed by two people: Henry Jenkins and Mark Warshaw. The first, the pope of convergence, a great fan of pop culture and the first academicwho built a healthy bridge between those who think and those who make culture; the second, a pioneer of transmedia storytelling in broadcast television: for eight years he revolutionized Superman in Smallville and made as much noise with the first season of Heroes as Lost made.We became partners that year. Nice, huh? More or less. It's a bit more complicated.
Here begins this Transmea Culpa, which could have no better place to happen than in Rio-ContentMarket, in Brazil, during the opening of the first Transmedia Lab of Latin America. From the moment when I brought the term transmedia to Brazil, I had the aid of
Meio & Mensagem Group, which understood that this new manner of storytelling would bring innovation to the whole market: storytellers, advertisers, vehicles, agencies and
so on.They all loved it and started using the term: scripts, projects and PowerPoint slides. Viral videos became transmedia, games became transmedia, cell phone apps became
transmedia, making bogus character blogs became transmedia. There you have it; everyone began to own the latest word. And we were all wrong.Because excited as we were with the English term and the American cases, everyone was so astonished that they forgot that transmedia storytelling means a TRANSMEDIA NARRATIVE. And in doing so we simply focused on the MEDIA, forgetting the importance of stories and content. Or at least we put all that in the background.
Then we had to repeat endlessly to clients and partners: "first the story, then the platforms". "First the plot, then the iPhone,my son". "First a good intrigue and characters, then the character's Facebook page". Then, besides giving too much audience to Twitter and Facebook (current crazes) this frenzy brought along an unnecessary strife: the
strife between generations or types.On one side producers, distributors, directors and experienced content creators of consolidated media. On the other side, the generation that considers itself Avant-garde, off the curve, those who understand completely the new media because they spend more time in the social media and own an iPhone. And the only loser is the story.
Because the consolidated bring to the table a repertoire and an experience that you can only amass in time. And the young add freshness and the will to transgress of those who have nothing to lose. If they're mixed, these characteristics are an unbeatable alchemy in the content area.
And this dispute between who is right and who is wrong makes everyone talk too much and do too little. It hinders the process of innovation that we need so much for the next decades - because we will grow immensely, we will set the stage for world events, we
will need content for education and entertainment as never before. If I could put on paper some words that would bring an essential definition to transmedia narrative
in these three years of hits and misses in stories in Brazil and in the USA I would write:
Balance between platforms
Quality of production
Short Mass media togenerate a quick knowledge of the story
Niche mediawith more time to deepen the story
TV or internet, radio or book, it doesn't matter: the story needs to have a
central platform (a mother ship)
Produce specific content for each media, do not copy and paste
The story needs to always focus on two types of "people": the general public and the fan, the person who will want more layers to your plot.
And last but not least, so that you will not need to make a Mea Culpa regarding your story, that could have been more successful and have generated more riches,
invest a lot in Research and Development, make it right, make mistakes, run risks.And what is the best environment to take risks and mix experiences, successes and
the scars of the consolidated with the transgressive energy of the new storytellers? A lab. In the city which will help to redraw the way culture and content are made in the world: Rio de Janeiro.Welcome to the 1st Transmedia Lab of RioContentMarket.



April 25, 2012
Otaku Culture in a Connected World: An Interview with Mizuko Ito, Daisuke Okabe, and Izumi Tsuji (Part Three)
Mimi, your own contributions to the book explore what motivates peer-to-peer production in the Fansubbing and Anime Music Video communities. How might this research contribute to a larger understanding of the motivations shaping noncommercial cultural production?
Mimi:
I think both cases help fill out the story about fannish motivations for production, and also add an important transnational dimension to the discussions of noncommercial production and P2P circulation. In the case of AMVs, in a lot of ways the community and the motivations for participation parallel other forms of fan remix and appropriation, whether that is the live action vidding, fan fiction, or fan art. What is unique about AMVs though is the fact that the practice centers on transnational cultural remix, that localizes foreign visual content to popular local music. So it definitely involves reframing, retelling, or digging deeper into a particular series, but it's also about making it speak to local cultural referents. For example, many editors talk about their work in terms of evangelizing for a particular series that might not be well known outside of Japan.
Or when an artist remixes a ninja series like Naruto to the audio of a Matrix trailer, he is making specific transnational connections around Asian martial arts and US cyberpunk culture.
For fansubbers, the role of cross-cultural brokering is even more explicit. Unlike most forms of fan production, fansubbing is less about creativity and self expression and more about fidelity and very disciplined and often rote forms of work. I was first attracted to the community since I am bilingual myself and know just how hard it is to do translation work between English and Japanese. I was fascinated with why it was that fansubbers put in so much labor -- translating, subtiling, timing, distributing -- all on a voluntary basis. And many groups work in a tightly coordinated way on very intense timelines so that they can keep up with a series that is running weekly. It's really backbreaking work. I found, again, that there were a lot of similarities in motivations with other forms of peer production, like what we've seen with communities around open source software or wikipedia. People engaged in the community for learning opportunities, through a sense of broader mission, to build reputation, and be part of a community. But again, like with AMVs, the transnational component adds an important twist to this equation. Fansubbers are filling a unique void in transnational connection by providing a high value function of translation and localization. Thus their sense of mission, of making the media they love available to people who wouldn't have it, is very high. And it also helps that they can reach vast appreciative audiences because they are work faster than the commercial localization industry, and often sub series and in languages that the commercial industry won't localize.
Your title stresses the role of networked communications in these fan communities. Would the current Otaku culture have been possible in a pre-internet era? Why or why not?
Daisuke:
Otaku culture has used snail mail to send around fan zines before the Internet, so even without today's online networks, otaku culture has developed. By around 2000, however, in Japan it has become commonplace for otaku to upload their cosplay photos and fan comics, and to use online sites as archives.Izumi:
As Daisuke suggests, the origins of otaku culture predated the Internet so there was definitely a pre-Internet otaku culture. It's more that the Internet speeded up the pulse of otaku culture that had been developing slowly over the years, becoming the trigger for a sudden flowering. Internet media radically changed how otaku could stockpile and circulate information. In the mid nineties, the knowledge and information that individual otaku were gathering became a shared stockpile in informationl spaces. Further, by sharing this information with the world, otaku culture became accessible. Since the 2000s, however, I feel like social media have made the flows too fluid and active, and there's not enough attention to information stocks. Otaku culture has become too lightweight. Put simply, I fear that social media and otaku are not well matched. At the end of the day, the value of otaku is in their individual stockpiling of information.
Mimi:
I think what Izumi is pointing to is that we are in an interesting transitional period where the Internet and otaku culture have become much more mainstream, accessible, and out in the open because of the scaling up of these networks and the advent of social media. In the early years of the Internet, it was much more geek and otaku centered, and felt like a match made in heaven, but I think today there's a different feel to the online scene in part because the commercial industries have also taken to online culture in proactive ways now.For example, I think the golden years of fan digisubbing are coming to an end now that your'e seeing commercial localization industries working with a more fansub-like online model. So the distinction between mainstream commercial media and fan networked media is much blurrier. I've really learned from your work in this respect Henry. We're definitely seeing the interplay happening in otaku culture too.
What do you see as the biggest disconnects between Japanese and American versions of Otaku culture?
Izumi:
I think the uniqueness of Japanese versions of otaku culture lie in the postwar origins and the stigma of a defeated nation. In my chapter on train otaku I describe the transition from military otaku to train otaku after Japan's defeat. In the manga world, whether it is Osamu Tezuka, Fujio Fujiko, or Leiji Matsumoto, the memories of wartime defeat are deeply etched. Coming late to modernization, Japan felt it needed to catch up to advanced countries like the US and England, and embraced romantic ideals in relation so science and the military. At the same time, young men could only direct these romantic ideals to fictional worlds, thus giving birth to otaku. I don' think you see this same backdrop to US otaku culture.My understanding is that US otaku culture celebrate a somewhat more universal set of values. I sense this in Star Trek fans' embrace of multiculturalism or in the early MIT hackers giving birth to a global computer culture.
Daisuke:
I think the biggest difference is that American otakue are much more open that Japanese otaku.Mimi:
When Daisuke and I move between conventions between Japan the US its always a bit of a shock to see US kids out in the costumes on the street and in local restaurants. You'd never see that in Japan except maybe in Akihabara. It's not considered appropriate to be in costume outside of the convention centers, where mainstream folk might see you. Even though otaku culture has become much more acceptable, there's still a lot of work that the community does to make sure that they stay under the radar. In the US, anime fans take pride in consuming a kind of cult media, but Japanese fans are reframing a local mainstream media form in ways that the mainstream doesn't always think is appropriate. They are seen as deviant and sometimes perverse consumers rather than cult consumers, and that continues to influence how the fandom operates.
Mizuko Ito is a cultural anthropologist of technology use, focusing on children and youth's changing relationships to media and communications. She has been conducting ongoing research on Kids' technoculture in Japan and the United States, and she is coeditor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life, coauthor of Hanging Out, Messing Around and Geeking Out: Youth Living and Learning with New Media, and author of Engineering Play: A Cultural History of Children's Software. She is professor in residence and MacArthur Foundation Chair in Digital Media and Learning at the University of California, Irvine.
Diasuke Okabe is a cognitive psychologist specializing in situated learning theory. His focus is interactional studies of learning and education in relation to new media technologies. He also conducts research on Japanese anime and manga fan culture. He is co-editor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life and a lecturer at Tokyo City University.
Izumi Tsuji is a sociologist specializing in the sociology of culture. He has conducted extensive research on Japanese fan culture, including a study of fans of young idol musicians and train otaku. He is coauthor of Sore Zore no Fan Kenkyuu-I Am A Fan, a book on Japanese fan culture. He works as an associate professor at Cho University in Japan.



April 23, 2012
Otaku Culture in a Connected World: An Interview with Mizuko Ito, Daisuke Okabe, and Izumi Tsuji (Part Two)
A recurring theme in the book centers around Otaku expertise. At times, it seems as if "geeking out" is perhaps the defining trait of the Otaku, while the space of interest-driven participation is more expansive than we generally consider in talking about American fandom. As several of the authors suggest, unlike the accounts we have in the west of subcultures as a form of working class resistance, the Otaku is often seen as a rejection within rather than outside the establishment. How do we explain the relations between Otaku expertise and subcultural resistance?
Izumi:
This issue links back to what we were discussing earlier about the origins of otaku culture. I would say that today's otaku culture can't be described as subcultural resistance, and is really something different. The period after WWII and the student protests of the sixties saw the the defeat of forms of resistance associated with upper class young men, and their power of imagination had nowhere to go except to fictional worlds. This was the origin of otaku. That's the process through which otaku culture became the destination for upper class men who fell of the status ladder. It follows that the origins of otaku culture can be found in elite culture, rather than cultures of resistance. Further, when the student protests, the focus of intergenerational warfare at the time, were defeated, there was the perception that cultures of resistance were impossible in this society. After the seventies, those who weren't able to find a place for themselves in the rising consumer culture came to be called otaku. This is a convoluted way of saying that otaku culture can't really be described as a culture of resistance.Daisuke:
When I interview otaku college women in their twenties, they're very conscious of "real-ju" communities [girls that have lively "real life" social lives], "legitimate" girl communities, and "gal-like" girl communities [street savvy fashionistas], and talk about how "these communities are different from us." When they talk about other kinds of women, they do it in a self-deprecating way, that disparages themselves. I feel like women otaku communities are being constructed interactively with real-ju and gal girl communities, and isn't so much an issue of subcultural resistance. (Though if you speak to women otaku they will describe real-ju and gals as mainstream culture.)Mimi:
It does seem like different clusters of otaku have different orientations towards subculture and resistance. Izumi draws out the important point that the early origins of otaku culture can be found in train clubs at elite universities, and a kind of upper class nerd masculinity. With the growth of girl otaku culture in the eighties and nineties, however, I think the focus shifted to more lowbrow media like anime and manga and a stronger working class orientation. As Daisuke suggests, for these young women, it is about carving out alternative spaces for subjectivities that are different from normative masculinities or femininities and more mainstream status hierarchies. When we turn to the case of anime fans in the US, the situation is different still, where as Lawrence Eng writes, otaku are "reluctant insiders" who have a marginalized but generally middle class subjectivity. In many ways, the otaku in the US have some similarities to the early otaku cultures in Japan, in that they tend towards well educated middle class youth who don't fit into the mainstream and "popular" gender dynamics, and are engaged in more of a subculture of appropriation rather than of resistance to power.
A key contribution of the book is its attention to gender-issues. How do women fit into Otaku culture? To what degree have they sought to define their own space and identities apart from those of male participants? What differences exist between the role of women in different forms of Otaku cultural production?
Daisuke:
Fujoshi [women otaku] often say, half-jokingly that "Society didn't create porn for women so we had to make our own." Romantic topics are a big part of women's interests and consumption, more than you see with men's content. Boy love content is an extension of this interest. Because they are women who are proactive about consuming romantic content, they are a good fit with otaku culture.Izumi:
Even in the early years, I think there were women otaku. As Azusa Nakajima writes in Communication Zen Shoukou Gun [All Communication Symptoms Group], there were small numbers of women in the eighties and nineties who were readers of boy love genres in magazines like JUNE. This period was one where a women-centerd consumer and dating culture was at its peak, and there was no way that otaku with an interest in fantasy could be in the mainstream.After 2000, however, we started to see consumer culture starting to loose its sheen with the bad economic times and declining interest in dating culture. Otaku culture began to gain attention as an alternative way of having fun. One symbol of this was the boom around Densha Otoko [Train Man] a popular story of a young otaku who was able to navigate a romantic relationship with the support of an anonymous online forum. After that, suddenly otaku had an image makeover.
Among women, the environment has shifted to become much easier to come out of the closet as otaku. Until recently, there was the stereotype that otaku were all young men who couldn't get a date, but more increasingly, women also began to feel that they were also otaku and started to claim the term. That's when you saw the blossoming of female otaku culture. Although male and female otaku are both a bit socially inept and have an interest in fantasy, what kinds of fictional worlds they pay attention to are different.
When male otaku look to fictional worlds, they focus on specific characteristics and components of beautiful girl characters, such as the shape of their face, or sexy body parts. This is why, as Azuma describes, they engage in "database consumption" in engaging with these different components. Women, however, rather than focusing on these individual parts, focus on the relationship between characters, such as who is dominant and submissive or the types of romantic pursuit, drawing more attention to the story and environments of the characters.
Because of these differences, female otaku started to identify themselves with the ironic term "fujoshi" [rotten women], and today fujoshi culture is in many ways more active then male otaku culture. One indicator of this is the fact that at Comiket (the largest fan comic convention in Japan), the first two days are centered on female content, and the last and final day on mens' content.
Another real strength of this book is its focus on cultural geography, on the "scenes" where Otaku culture gets produced and consumed. How might we understand the place of Akihabara in creating and sustaining Otaku culture?
Daisuke:
When I talk to young college student otaku in their twenties, a suprising number of them go to Akihabara. They'll go to get some electronic parts, materials to build their own anime figures, or to play card games in the Kentucky Fried Chicken there. And of course there are times when they go to purchase consumer electronics or to go to a maid cafe. It's not necessarily, however, because Akihabara is sustaining the core of otaku culture. It feels to me like young people are consuming Akihbara as source material for their communication. If we need to get electronic parts, we might as well go to Akihabara! Or if we're going to play card games together, how about we do it in Akihabara.Izumi:
I also agree that Akihabara doesn't actually directly sustain otaku culture. It's already losing its centripetal force as the center of otaku culture. One reason is that Ikebukuro's Otome Road has become a different center of female otaku culture. Another reason is the rise of social media, which has led to otaku gathering more in online space rather than in real life.Originally, as an electronics district producing models and machines, it was a place for science-oriented young men to gather before it was a place for otaku. (The mecca of train otaku's Transportation Museum was located there until 2005 too.) That was the basis for it transforming into an otaku mecca from the later nineties through the mid 2000s. After that, stores selling hardware starting converting to maid cafes. In this way, stores shifting from selling hardware and things to selling communication as a way of making Akihabara distinctive, and suddenly the sense of place became much more lightweight. Now with the growth of social media, Akihabara has lost its central role as a gathering spot for otaku.
Mimi:
I've also noticed a lot more mainstream media attention to otaku culture and Akihabara. When you go to Akihabara these days, it seems like there are more tourists and mainstream folk wanting to consume and observe an exotic subculture rather than the place being dominated by actual hardcore otaku. It feels like a theme park for fan culture, which is fun in a way, but also different from being the real core site of otaku activity. Ikebukuro and Nakano still have a bit of that more closeted and subaltern feel to it that Akihabara used to have though, so maybe the scene is just evolving to accommodate more variety in how people want to engage in otaku culture.
Mizuko Ito is a cultural anthropologist of technology use, focusing on children and youth's changing relationships to media and communications. She has been conducting ongoing research on Kids' technoculture in Japan and the United States, and she is coeditor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life, coauthor of Hanging Out, Messing Around and Geeking Out: Youth Living and Learning with New Media, and author of Engineering Play: A Cultural History of Children's Software. She is professor in residence and MacArthur Foundation Chair in Digital Media and Learning at the University of California, Irvine.
Diasuke Okabe is a cognitive psychologist specializing in situated learning theory. His focus is interactional studies of learning and education in relation to new media technologies. He also conducts research on Japanese anime and manga fan culture. He is co-editor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life and a lecturer at Tokyo City University.
Izumi Tsuji is a sociologist specializing in the sociology of culture. He has conducted extensive research on Japanese fan culture, including a study of fans of young idol musicians and train otaku. He is coauthor of Sore Zore no Fan Kenkyuu-I Am A Fan, a book on Japanese fan culture. He works as an associate professor at Cho University in Japan.



April 19, 2012
"It's 2012. Do You Know Where Your Avatar Is?": An Interview with Beth Coleman (Part Two)
You reference your own avatar many times across the book but you do not tell us much about why you chose this self-representation or how you relate to your avatar. So, what's the story?
Henry, it's a tale of two cities, one academic and one engaged. Practically speaking, I had to make an avatar to do research in Second Life, as I would with any social media platform. In the same way, I had to have actual experience with the augmented reality and alternate reality games I describe in the book. So, on the one hand, my avatar is a simply a device, a way into the different platforms and communities I investigate. In a sense, my avatar is like a microphone. I need to have it to conduct research.With that said, I am glad to be upfront about how my avatar functions because it has everything to do with me--who I am in my different facets as academic, artist, etc. So I will describe Hapi, my Second Life avatar, as an example of this positional Jujutsu. Hapi is a cute, white robot diminutive in size and genderless in affect that designed with Jenny Mu, a graphic artist and game designer from Parsons School of Design. From my point of view, Hapi was happily free of race, gender, or even humanness and that's how we had intentionally designed that avatar.
In my experience, the highly identifiable avatar bodies of MMORPG and other graphical virtual worlds could carry a serious burden of identity. It felt heavy to me to have to represent so exactly a gender or race or even species. Additionally, I needed to find an avatar that other avatars would talk to in neither an overly aggressive nor sexualized way. So, I landed on a cute robot, which is a figure personally near and dear to me. In other moments, you and I have discussed the place of race and gender in the contemporary world, where we both find ourselves liberated from some forms of the historical trappings and, yet, also recreating them. And so, I saw my avatar persona not so much as an alternative or different me, but as a strategic extension of myself.
You include an interview where Cory Doctorow describes himself as "offloading" reading to his students and playing to his wife. I realize he is to some degree joking, but it does raise the question about whether one sentient being can function as an "avatar" for another under your definition. How much control must we be able to exert and how much identification must we feel in order to see something as an Avatar?
Cory, as we know, is scrupulous researcher and a person intensely committed to seeing through to completion the project of a networked open-source world. With that said, he is also an avatar of economy. He makes part of his work the work of outsourcing to the right sources. Alice Taylor, his partner, is an accomplished gamer; Cory will never be that. Thus, free riding over her shoulder is his best education. Boingboing.net, the massively popular blog site of which Cory is one of the founders is based on the premise that other people find the stories on which the blog posts are based. The bloggers of Boingboing do not do "original" research in the traditional sense; they aggregate information (one of the exceptions to this is Xeni Jardin and Cory's first hand reports from Occupy Wall Street last winter). Cory describes this process of managing what would be for most of us information overload. He has tagged something about the aggregated now--the avatar effect as it were--that we need to attend to in moving forward. As for his students, Cory is pretty clear that he gives away books and asks students to report anything interesting. The students become proxy readers, but in a way that seems mutually beneficial and relatively transparent. If you think about the medieval formulation of the university and how graduate students are apprenticed, this seems like a relatively ethical approach.
What roles do you think telepresence plays within participatory culture?
Telepresence, or what I am calling copresence (the sense of being present with someone via mediation), is huge for participatory culture. We are moving unerringly toward a more graphic and increasingly real-time mediation. One of the things I underscore in the book is the idea that people in their everyday engagement of networked media create all kinds of innovation and intervention. I cite your work and that of Stefana Broadbent and Mimi Ito to support this point. I see copresence as one of the critical factors in how we move forward.If my ideas of X-Reality hold--that online and worldly engagement become increasingly meshed--then copresence is a critical aspect of that progression. We feel each other across the networks. We strategize for regime change or denial of service attack or group buying power across these networks. The more vividly we feel each other's presence the more effectively and passionately we can work together to achieve our ends.
What do you see as the distinction between "users" and "agents"?
Users, as I quote scholar Wendy Chun, get used. Agents are activists. I don't mean exclusively political activists but, rather, the profile of one who engages. You yourself have talked about the importance of avid fan networks in the transitional state of moving from active viewer to active maker. I see this formulation of agency as the critically important to the theories of network society and open-source models that we find in influential thinkers such as Manuel Castells, Yochai Benkler, and Lawrence Lessig. In One Way Forward, Lessig's most recent book, he takes as a given that We the People are agents, the authors of our destinies. He also says that that We the People is a sleeping giant that needs to awake to its power. I agree that we need to awaken to the power of networked agency. In my mind, X-Reality and copresence are tightly bound up in a notion of twenty-first century agency.
You use various metaphors - especially "supplement" and "augment"--to describe the ways we use digital communications in relation to face-to-face contact. Both of these imply a complimentary rather than oppositional relationship between the two. Elsewhere, you make the claim that human agents are "not entralled by technology." How would you respond to critics who think we spend too much time in "virtual worlds" or in front of "screens"?
We spend a lot of time in front of screens. For my two bits as a media designer, I want to see us take these screens outside as often as possible, and I would like to see as much heads-up engagement as we can muster. What I see is people making the technology work for them by any means necessary. I invoke the Malcolm X adage because it is crucial to our sense of freedom and agency that we control our network outlook--our avatar.I say this because of the data battles on the horizon. We have a shockingly new and powerful economic model where our data flows fuel the engine of Google or Facebook or other social media sites. We are at a moment when we need to consider seriously how we use network media to augment our lives--create greater opportunity for real-time and copresent exchanges. We are also at a moment when we need to reclaim our avatar
imprint, our data trail, as our own.In this sense, my concept of augmented reality and mediation as a supplement to face-to-face presence are not metaphors at all. We actually use these mechanisms as we would a pair of glasses or a cane--we use them to see ourselves and each other more clearly. Think about whether you would rather lose your computer or your cell phone.
Most millennials would say without hesitation junk the computer. The hardware is nothing. The pervasive connection is everything.
You attempt to update Sherry Turkle's discussion of people as "cycling through" virtual identities. What do you see as having changed since she wrote her book, Life on Screen?
I don't think people cycle through. I think people use their online personas to extend, augment, and help actualize who they are in the world. I see what has historically been called "the virtual" as a contemporary aspect of augmentation. We don't think of a telephone call as "virtual;" we think of it as extending connectivity beyond geographic limits. I am suggesting that online engagement should be thought of in the same way.For business people whose only engagement with "cyberspace" in the 1990s was their Blackberry connectivity, this has always been the case. Today for teenagers using mobile and social media to make status updates in real-time, this is also the case. There is no
separation between the "virtual" and the "real."
You compare your "virtual cannibal" with "Bungle the Clown" in Julian Dibbel's classic essay, "A Rape in Cyberspace." What has changed about "transgression" in online communities since Dibbel wrote his essay?
When Julian wrote that essay in the early 1990s we were both working as copy editors at the Village Voice. I saw in that piece and in that moment Julian framing a generational experience: we were the first generation of networked users to play wildly and freely in this undefined space of online. Subsequently, post-deluge, there are multitudes of us online. Julian translated a boutique experience to many.
Now, as I describe with the virtual cannibal, anyone can embark on a quest to find the edge of comfort and culturally acceptable behavior. There are two main points for me in understanding the experience of the virtual cannibal. First, we can Google extremist cultures and fairly easily join in the rumpus; in effect, as all things are more findable,
the historical idea of marginal cultures changes. The global jihadist movement illustrates this vividly. So does the sustained glee of the burners (Burning Man participants).
Second, the things we experience in simulated or virtual space are actual events in our lives. Julian's story of Mr. Bungle has often been interpreted as a cautionary tail of the raging id of online life. I see it in a different way. I think "A Rape in Cyberspace" tells us, from very early one, that our actions online have clear, connected impact on our lives in the world. I think he tells one of the first proto-X-Reality stories, even if it has not been generally interpreted as such. The difference now is that transgression is normal, not exceptional, in an era of avatars and that everyone can be Mr. Bungle. 4chan certainly figured that out.
You end the book with a discussion of alternate and augmented reality games. What do these experiences teach us about living in relation to "x-reality"?
I think the most important technologies we see coming online today augment reality in some form or another. Whether it is a game played across a city (an alternate reality game) or a handheld-device with real-time feeds, we are experimenting and rapidly prototyping technologies of augmentation. We see a profound augmentation of reality in how movements such as Occupy Wall Street or the occupation of Tahrir Square or even the Tea Party all use network media for collective action. This is X-Reality in action. But I still hold near and dear to my heart (and my analysis), the everyday use of avatars as augmenting reality. X-Reality describes the way in which people right now make manifest a collective power and individual agency. I know, it's a tall order. Nonetheless, it seems that we have amazing, vivid examples of this kind of heroism all around us.
Professor Beth Coleman believes in the power of storytelling to transform the world. She works with new technology and art to create transmedia forms of engagement. She is the director of City as Platform, Amsterdam, a Faculty Fellow at Berkman Center for Internet & Society, Harvard University, as well as a professor at the Institute of Network Cultures, Hogeschool van Amsterdam. From 2005-2011, Coleman was an assistant professor of comparative media studies at MIT. As an artist, she has a history of international exhibition including venues such as the Whitney Museum of American Art, New Museum of Contemporary Art, and Musée d'Art moderne Paris. She is the co-founder of SoundLab Cultural Alchemy, an internationally acclaimed multimedia performance platform. As the newly appointed co-director of the Critical Media Lab and a professor of English Literature and Languages at the University of Waterloo, Ontario Canada, she continues to work internationally with collaborators in through Africa, Europe, and Asia. Her book Hello Avatar is published by the MIT Press.



April 17, 2012
Otaku Culture in a Connected World: An Interview with Mizuko Ito, Daisuke Okabe, and Izumi Tsuji (Part One)
Over the past several decades, there has emerged a significant body of academic research in Japan which looks at Otaku culture -- that is, the culture of a technologically literate segment of the population which is characterized by their impassioned engagement, skilled reworking, and intellectual mastery over elements borrowed from many aspects of popular culture, including not only anime and manga, but also games, popular music, digital culture, even history or trains. So far, relatively little of this work has been translated into English, which means that Fan Studies as practiced in the United States and Otaku Studies as it has developed in Japan have largely been autonomous fields. In practice, they have much to learn from each other, including forcing scholars to be more attentive to the cultural specificity of various fan practices, identities, aesthetics, and ideologies.
This is why I was so excited when I saw an advanced copy of Fandom Unbound: Otaku Culture in a Connected World, edited by Mizuko Ito, Daisuke Okabe, and Izumi Tsuji, and bringing together works by leading Japanese and western researchers interested in Otaku culture as both a national and transnational phenomenon. In many ways, the book represents a bridge between the western work on participatory culture and networked publics (represented by the kinds of work shared here by Ito and Lawrence Eng, among others) and work from Japan which has tended to be more rooted in critical sociology and postmodernism.
The collection represents a surprisingly diverse range of different kinds of fan practices -- from the previously mentioned train watchers to cosplay, fan subbing, music video production, model building, and amateur comics publishing. A strong strand running through the book concerns the different locations (geographically, culturally) and networks (material and digital) through which Otaku culture unfolds. Given the three editors' ongoing interests in forms of informal learning, there is also a strong focus on how these cultures reproduce themselves, how they recruit and orientate members, how they pass along core knowledge, and how they share resources towards common ends, all of which can add to a larger discussion about the nature and motivations for participatory culture. A solid introduction helps to situate these essays in larger critical conversations about Japan and its cultural impact on the modern world.
The three editors have graciously agreed to be interviewed for this blog, so over the next three installments, I am going to share some of their core insights about the project of Otaku Studies and the place of Japanese fan and geek cultures in an era of transnational cultural flows.
The term, Otaku, is clearly a contested one and each chapter adds some new nuances to our understanding of it. Yet, it seems important to have at least a starting understanding of the concept to help frame this interview. What do you see as some of the unifying features of Otaku culture?
Mimi:
Yes, otaku is a clearly contested term, and one that has continued to evolve over time, and as folks overseas have taken up the term. In our book, Lawrence Eng has a chapter that looks extensively at how the term was first introduced to the US.Izumi:
The conventional view of otaku is that are people who have a high degree of affinity with fictional worlds depicted in media, and that they are poor at relating with people in the real world. Until recently, otaku culture was dominated by men.
Mimi:
As otaku culture has become more mainstream and more international, I think it is slowly beginning to be seen in a more positive light.Daisuke:
Personally, I like Toshio Okada's definition of otaku culture as "a culture that enjoys the craftwork involved in artistic works."Mimi:
I've thought of otaku as inhabiting the space between what in the US we associate with "fan" and "geek" culture. It's a media-centered geekdom that exhibits fannish enthusiasm and the pursuit of esoteric knowledge, a strong orientation to remix, amateur DIY making, digital technology and P2P communication. There's a focus on the media types of manga, anime, and computer games, though as you'll see in our book, there are other kinds of otaku culture that might be less familiar for US readers such train otaku, political media otaku, and the game arcade scene.
Many of the essays capture a sense of "shame" or "uncertainty" about the status of the Otaku, especially when read against the more empowered or defiant discourse of American fandom. Why has the Otaku been such a troubled figure in Japanese culture? And how do we reconcile this sense of shame with the scope and scale of Otaku activities? American fans would dream of a more or less dedicated fan district (Akihabara) in a major American city!
Izumi:
Otaku culture has been a destination for upper class young men who have fallen off the status ladder. In the postwar period, at least until the period of rapid economic growth in the sixties, I don't think that it was shameful for men to have otaku tendencies. Young men who were not very oriented to the opposite sex, attracted to fantasy and the imagination, and highly knowledgeable were actually called with respect "Hakase-Kun" [Mister Professor]. An orientation to knowledge and expertise was considered valuable in the pre-war period for the work of the empire building, and in the postwar period, for economic development. After the growth of consumer culture in the seventies and beyond, however, certain forms of masculinity started to become irrelevant. Those folks who couldn't quite adapt to these new social changes, and continued to embrace prior masculine values, began to be labeled as otaku.Mimi:
After the shift to a more consumer and media centered otaku culture in the eighties and nineties, we saw otaku culture being associated with more lowbrow and feminine cultural forms with a much stronger skew towards fan culture, manga, electronic games, and anime. We also saw the growth of depictions of what many people would consider "alternative" forms of sexuality, including a strong fantasy component or in the case of girl culture, "boy love" genres that resemble slash genres in the US. In the eighties, there was also a high profile case of a rapist-murderer who targeted little girls, and was involved in anime porn. All of this has contributed to a sense of otaku culture being deviant or shameful. At the same time, the esoteric, alternative and subcultural dimension of otaku culture is also part of the appeal. It has become a kind of zone of cultural tolerance for non-mainstream imaginative life. This is why it is such a thriving subculture that is increasingly out in the open in the urban districts like Akihabara and Ikebukuro, even as individuals may hide their personal involvement in it. As Daisuke describes in his chapter on girl otaku, there's often great guilty pleasure to be had in sharing insider references with fellow otaku, but hiding their identity from their family, boyfriends, and mainstream peers.
What can you tell us about the context in the Japanese academy that these essays emerge from? There is now a thirty year plus history of American Fan Studies research. Is there an equally long history of Otaku research in Japan or is it a relatively new field?
Daisuke:
I think we can probably peg the start of otaku research to the publication of Shinji Miyadai's Dismantling the Subcultural Myth. Before that, there were commentators like Akio Nakamori and Toshio Okada, but academic fan studies is about twenty years old. Since then, we've seen otaku research get some traction in sociology, cultural anthropology, psychology, media studies, and communication studies. It's been in the past five to ten years that we've seen it becoming less rare for a graduate student to want to do their thesis on otaku culture. Today, otaku studies is flourishing, but it is a relatively new field.Izumi:
As you see in the essays in our book, otaku culture research has developed largely out of sociology. There's two reasons for this. One reason is that otaku were seen as antisocial and as a social problem, so they were taken up as an issue for communication research. Conversely, although people are beginning to recognize the value of the content of otaku culture, it took some time before it was taken seriously as an object of academic study. Even today, scholarly humanistic study in Japan centers on more traditional cultural forms, and content associated with otaku culture is generally taken up by more journalistic commentators. As a result, sociological approaches have tended to take the lead in Japan's otaku culture research.One key body of trailblazing work was conducted by a team led by Shinji Miydai in the nineties, which involved survey work among college students. They were able to demonstrate, though quantitative research, that the youth-centered consumer culture gave rise to both the street and fashion-savvy consumerist _shinjinrui_ [new breed], as well as the anti-communicative otaku.
Compared to fan studies in the US, Japanese otaku culture research has become fragmented. I feel it's a problem that we don't see the development of broad and systematic research. Sociology has taken up the problem of communication, literary studies has taken up the content focus, and internet researchers have taken up the topic of online media, but very little of this work is organically linked. Many famous otaku theorists who followed Miyadai, such as Hiroko Azuma and Tsunehiro Uno, have conducted sociological research but are not trained as sociologists. Since the nineties, work has been sporadic and dominated by one-off studies, and while there have been some exemplary works (some of which are represented in our book), but no single systematic "otaku theory" that unified this work.
The fragmentation of research based on different characteristics of otaku culture, and the fact that historically there has not been an organic link between this works, seems to be a difference with US fan studies. One reason for this weakness may be that Japan has few anthologies like the book that we have just put together.
Mizuko Ito is a cultural anthropologist of technology use, focusing on children and youth's changing relationships to media and communications. She has been conducting ongoing research on Kids' technoculture in Japan and the United States, and she is coeditor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life, coauthor of Hanging Out, Messing Around and Geeking Out: Youth Living and Learning with New Media, and author of Engineering Play: A Cultural History of Children's Software. She is professor in residence and MacArthur Foundation Chair in Digital Media and Learning at the University of California, Irvine.
Diasuke Okabe is a cognitive psychologist specializing in situated learning theory. His focus is interactional studies of learning and education in relation to new media technologies. He also conducts research on Japanese anime and manga fan culture. He is co-editor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life and a lecturer at Tokyo City University.
Izumi Tsuji is a sociologist specializing in the sociology of culture. He has conducted extensive research on Japanese fan culture, including a study of fans of young idol musicians and train otaku. He is coauthor of Sore Zore no Fan Kenkyuu-I Am A Fan, a book on Japanese fan culture. He works as an associate professor at Cho University in Japan.



April 13, 2012
"It's 2012. Do You Know Where Your Avatar Is?": An Interview with Beth Coleman (Part One)
I first met Beth Coleman when she spoke at the first Race in Digital Spaces conference, one of two joint events hosted, curiously enough, between MIT and USC in 2001-2002. I wrote at the time, "
Cyberspace has been represented as a race-blind environment, yet we don't shed our racial identities or escape racism just because we go on line...The concept of 'digital divide,' however, is inadequate to describe a moment when minority use of digital technologies is dramatically increasing. The time has come to focus on the success stories, to identify examples of work that has increased minority access to information technologies and visibility in digital spaces."
Coleman was there as an academic speaker on one of our plenary panel and in her guise as Dj Singe from Soundlab Cultural Alchemy, she performed alongside DJ Spooky and others. This helped to cement in my mind the image of Coleman as a gifted theorist/scholar, artist/performer, and activist, who was going to help teach us to think in new ways about digital experiences and identities.
Flash forward to the present moment. I brought Coleman to MIT to be a colleague in the Comparative Media Studies Program where she taught for many years. She's continued to do cutting edge work not only in sound design but also in transmedia and locative media experiences. And she's just come out with a hot new book, Hello Avatar: Rise of the Networked Generation, which is making people's heads explode.
You may think you know all about avatars and virtual worlds: this was what we were talking about with great anticipation five or six years ago, and what has fallen from grace once everyone got past the buzz about Second Life. But, Coleman is turning this concept on its head, getting us to think about what she calls "x reality" which lies at the intersection between our digital and physical identities, thinking of our new social media as themselves places where we construct and deploy avatars, and thinking about new forms of information and entertainment which are going to be part of our fused identities in the not so distant future. I had watched the book develop over time, but nevertheless was surprised and intrigued by some of the reframing of its core concerns which had taken place in the past few years. It's a short book but it packs a wallop, as I think will be suggested by this interview.
Reading Clay Shirkey's introduction, I am reminded of our three way exchange about the future of Second Life which was conducted via our blogs. You and I were far more optomistic than Shirkey about the long-term impact of this early virtual world. What are your thoughts reflecting on the issues of that debate with 20-20 hindsight?
In a nutshell, Clay was right. Second Life was too hard to use and too
essentially dorky in its "sexy avatar" ethos to achieve and sustain a broad
popular interest. Although it aspired to be a kind of Facebook, where people
would use it as hub for information, it was not that for multiple reasons. That said, Henry, I think that you and I got the spirit of the thing right. We were both pointing to the aspirational uses of the site, where people as represented by their avatars strove to create often utopian spaces. I am suggesting that those utopian space (even when they come in rather dystopic forms like my virtual cannibal) present actual events in
peoples' lives that they use, often, as a point of leverage to transform themselves. And that is what I argue in the book. Sure, Second Life was a powerful chapter in the innovation of graphic networked engagement. But the big change in network engagement is what I am calling X-Reality: the sense that all our worlds, spanning the simulated to the bodily, are working toward a greater sense of an avatar existence. In short, we are neither "virtual" or "real" but rather these networked creatures whose technologically mediated exchanges directly impact our worldly experience. The #occupy movement, the Arab Spring, even Obama's election campaign make it achingly clear that we are now occupying X-spaces in a way that we were not at the turn of the century or in the 1990s. I think Linden Lab (the creators of Second Life) got their own message wrong. If they were creating a cyber-escape from reality, then they did not realize what
century they were working in.
Given what we now know about Second Life, what do you see as the likely future of virtual worlds?
We will only see more graphically rich interactive spaces. In my definition of virtual worlds, I include Facebook and other kinds of social sites where we create by text, image, and sound the image of ourselves--the avatars as it were--that we use as our public faces. This type of "virtual" representation is not new. In the book, I talk about the concept of "persona" in ancient Rome, where one's reputation as citizen was based on how one crafted a public face.This crafting of a public face is happening at a global scale today with the support of social network platforms. In this sense, the virtual worlds of our
network persona are now a part of daily life. And the scale at which we engage
this type of virtual world is immense.In terms of the traditional, more narrow definition of a virtual world as a walled garden of text or graphic space....well, small, distinct user communities will always populate these platforms. But for the real future of the virtual world, we have to think about the value of shared, real-time visualization tools applied to the pressing issues of the day. Mapping radiation levels in Japan, crisis mapping across Kenya...these are recent historical events that illustrate the value of shared real-time graphical/informational tools. It is
no longer a virtual world. It's a networked one.
A key concept running through the book is that of "x-reality." What do you mean by this term and how does this approach differ from some older ways of talking about online experience?
At base, I use the term X-reality to signal that we are no longer role-playing online, trying out identities as it has been proposed, but, rather, that we have harnessed the power of online networks to build the world we would like to see. That it is a real world we are building is clear; that this real world includes all kinds of technological mediation is also clear. In this sense, X-Reality is a break from prior theories of online engagement.Historically, and here I am thinking of Sherry Turkle and Julian Dibbells' seminal work in the 1990s exploring online communities (but we find the same perspective in the cyberpunk of William Gibson, the technofuturism of Wired, and the libertarian hacker ethos of the code writers and legal activists of the "free" Internet), cyberspace was a space away from the rest of the world. It was a place of adventure, play, and marvelous experimentation for the few who learned how to engage in that technologically compelling and difficult space.
So it is a moment of legend, where hackers were cowboys and everything was up for grabs as long as you left the body and any ideas of embodied experience out of it. Now, some twenty years after launch of the World Wide Web as the popular (and graphical) adoption of the Internet, we see a different world. In my estimation, it is an X-reality world. I mean by this idea of X-reality that we, as networked subjects, as people who engage in mediated communication of many sorts all the time, live our daily lives somewhere between what had been the virtual and what had been the real. In other words, when you send me a text message or follow me on Twitter, you are using all manner of real-time mediation without even worrying about the fact that we are reaching each other in what might reasonably described as "cyberspace." As with the telephone and other real-time media technologies we have incorporated into our lives, we have reached a point with online networks where the distinction between the virtual of mediation and the real of embodied experience mash up into each other. In other words, increasingly we understand our world to be a porous one where the events of online exchange influence the events of the physical world. We are neither virtual nor real but a mix of theses states. And this is what I am calling X-Reality. One of the things I am grateful for is that we do not see a strong first world-versus-emerging world bias here. This is not about reliving the PC revolution of North America and Central Europe of the 1990s. The shift to X-Reality is a global one.
Another core concept here is that of the Avatar which you descirbe as a "figure of transition." How are you defining avatar in this book? What roles do avatar play in social and mobile media as opposed to in virtual worlds?
As I discussed a bit above, I think that we all engage in deep avatar play, regardless of the platforms we use. So, for example, in a classic virtual world, you will have a little figure running around a graphical or textual world that represents you, one way or another. But the space for greatest cultural shift around avatars has not so much been virtual or game worlds but the pervasive use of social media. We are everyday using mediated forms to represent us as proxies. Avatars are figures of transition in the sense that we have already arrived at a moment where it is normal to have your Twitter persona or your Facebook page convey important information about who you are. Essentially, I think James Cameron got it right with his vision of science fiction jungle utopia. In the film Avatar, the avatars were figures of transitions, conduits to a fuller self for the protagonist Jake Sully. In our everyday experience of avatars we may not be blue, giant, or quite as magical, but we are increasingly recognizing the power of our connectivity and how we might transform ourselves. The transition I see is the shift from an idea of role-playing online to the instantiation of avatars as ambassadors--the networked presence that precedes or augments the face-to-face encounter.
Professor Beth Coleman believes in the power of storytelling to transform the world. She works with new technology and art to create transmedia forms of engagement. She is the director of City as Platform, Amsterdam, a Faculty Fellow at Berkman Center for Internet & Society, Harvard University, as well as a professor at the Institute of Network Cultures, Hogeschool van Amsterdam. From 2005-2011, Coleman was an assistant professor of comparative media studies at MIT. As an artist, she has a history of international exhibition including venues such as the Whitney Museum of American Art, New Museum of Contemporary Art, and Musée d'Art moderne Paris. She is the co-founder of SoundLab Cultural Alchemy, an internationally acclaimed multimedia performance platform. As the newly appointed co-director of the Critical Media Lab and a professor of English Literature and Languages at the University of Waterloo, Ontario Canada, she continues to work internationally with collaborators in through Africa, Europe, and Asia. Her book Hello Avatar is published by the MIT Press.



April 9, 2012
Watching the Internet: An Interview with Jose M. Alvarez-Monzoncillo (Part Two)
What aspects of the Long Tail theory do you find convincing as a means of explaining what kinds of content will thrive in a networked culture? What do you see as the limitations of this model?
I don't believe the Long Tail exists, neither socially nor economically. The Net has permitted the emergence of a certain unsatisfied demand, but it is very small. The physical barriers to analogue distribution are greater on the Net. Added to that, the most difficult barriers to break down are the social, cultural and psychological ones. For example, World Cinema in the United States: before it was not possible to see these films because they weren't distributed, but even with the Net, the viewing of them has not increased. This is spite of them being free in many cases (P2P or Megaloud).
Some have imagined that user-generated content will eventually displace commercial media content (seeing this either in terms of a liberation or a decline). Yet, you seem to be suggesting that different kinds of content will co-exist on the web for the foreseeable future. In such a world, what mechanisms will need to exist to help viewers find content which is meaningful and pleasurable to them?
It is a Utopia. I think that the UGC will grow considerably in the next few years, but will coexist with professional content. The new viewer will be omnivorous but we can't generalize, it is necessary to distinguish. A film is not the same as an application for an iPhone or a poem. There is content which will greatly develop but it is difficult to imagine that USG will substitute professional content. This needs a large investment of capital which needs to be translated into income or corporate earnings.
You are generally dismissive of what you call "the utopia of free-of-charge." Yet, many have wondered how they can develop business models to get people to pay for content given these expectations. What steps do you foresee which might enable a transition from "free" to "paid" content models on the web?
Small subscription payments and advertising cannot sustain the current investment in content. It's impossible. The content should be more attractive to people to the point where they are willing to pay. I think we should maintain the neutrality of the Net and wait for innovations from the users and the logical evolution of the social networks. Facebook and Google set the standard. New business models will also appear with low profits and prices which are more attractive to users. But, advertising investment in the internet is still small and, added to that, all advertising which exists on the Net is not going to finance content (yellow pages).
Much of the book is spent describing some of the risks that television content producers face in the digital era, yet you also identify some advantages of operating across these media platforms. What are some of them?
The risk for the content producers is the difficulty they have in making money from the internet. The use of the internet is on the rise and the income from it is not increasing at the same rate. The advantages come from the fact that the net is a cheap and efficient system of distribution. It can unite producers and consumers and thereby exclude the intermediaries from the supply chain. I sometimes dream about millions of consumers in the world who can pay a little to watch a hit film, an episode of a series or to read a newspaper at a price which is much lower that what they are paying today. For the rest it could be free. This would be a good business for the producers. It is economy of scale.
Throughout, you seem skeptical of some of the claims made for collective intelligence emerging via networked communications. Where do your reservations come from?
For me it is very difficult to understand the concept of collective intelligence. The example of Wikipedia is usually given, but the management of the information demands time for it's organization and structuring. A company can do this much more efficiently than an army of net surfers. I am also not convinced by the idea of giving our individual know-how for free for the benefit of the collective. At the root of it is work. Although I also believe in the free-time productivity of the net users. We will see over the next few years how this matter develops.
What do you see as the biggest threats to the hopes for the web remaining a more participatory medium than previous forms of broadcasting?
The interests of traditional companies: media, Hollywood etc. This is a medium that they do not control and from which they do not obtain sufficient profit. They lose more than they earn (those who read the press on paper Vs those who read it digitally, a cinema goer Vs a net viewer). The most successful companies on the net are those which do not have content: Google, Facebook, iTunes, Amazon etc. Companies will try to question the neutrality of and to limit the freedom which exists on the net. The signing of the ACTA agreement by different countries is a clear signal of the danger. They are also going to defend the current system of control of content, that's to say, conventional distribution via different methods (cinema, video, cable, etc.). They are reluctant to release content using the new global distributors such as iTunes, Netflix, Facebook or Microsoft with the XBOX etc.
Another big threat for the internet as a participatory medium is the privacy control of personal information on social networks. Also, the collection of data regarding people's surfing habits which other companies are interested in, in order to target their marketing campaigns, as the press highlighted days ago.I am also a great critic, perhaps unfairly, understanding that their thesis could be more pertinent than mine. But the majority of people don't have much to say. It is the convenience of passivity and the lack of "habitus" which was highlighted by Bordie. To be an expert takes a lot of work. There have always been social networks. When the Bastille was stormed the internet did not exist.
Jose M. Alvarez-Monzoncillo is Professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid. In addition, he currently holds positions as the Vice Rector for European Harmonisation and Convergence and Director of the International Doctorate School of URJC; Course Director for the Master's in Television Journalism; Coordinator of the Masters in Film, Television, and Interactive Media Studies; and Director of the INFOCENT research group. Professor Alvarez has written and co-written thirty0six books and more than twenty papers for scientific journals on the economy of communications, the cultural industries and new information technologies. Some of his works include The Future of Audiovisual Media in Spain (1992), The Film Industry in Spain (1993), Premium Images (1997), The Present and Future of Digital Television (1999), The Future of Home Entertainment (2004) and Cultural Policy Alternatives (2007).



April 6, 2012
Watching the Internet: An Interview with Jose M. Alvarez-Monzoncillo (Part One)
This summer, I am embarking on an extraordinary adventure -- a 20 city lecture tour of Europe. I have been long overdue paying a visit to the Continent, not having visited there since Convergence Culture has been translated into a host of different languages, and this will be my chance to visit academics, public intellectuals, cultural leaders, and transmedia producers, and learn more about the ways these various nations have responded to the shifts in the media landscape which my works describe. I am excited at the prospect of meeting many new thinkers there. I am still struggling to decide how to deal with this blog while on this exhausting journey but in the long run, it should allow me to bring more perspectives to you.
Jose M. Alvarez-Monzoncillo, a professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid, will be one of my many hosts on this trip, and he shared with me the English translation of one of his recent books, Watching the Internet: The Future of TV?, which takes up many of the issues we like to discuss through this blog. I asked him if he would be willing to do an interview and share some of his takes on the intersection between old and new media as seen from his perspective, as a veteran of the old media industries and as someone deeply immersed in a Spanish context.
Early on, you quote Gilles Lipovetsky's description of "the unstoppable process of individualization." What factors do you think are leading to the individualization and personalization of our media experiences? How does this personalization impact the existing models shaping the entertainment content industries?
I think there are two distinct, though closely related tendencies. On the one hand there is a tendency towards social individualism which is referred to by Lipovetsky, and on the other hand there is that which refers to the experience of the media. I think the first is indisputable, at least in Europe. "Close relationships" have diminished considerably in recent years (going to church or to the cinema on Sundays, chatting on public transport, talking every day to the person who sells you your newspaper or to the one who serves you coffee in the neighbourhood where you live etc.. There is a great demand to escape from "social control" or anonymity. With regard to television or the cinema I think there is also a trend towards individualism. The concept of the family sitting together in front of the television has disappeared and groups of friends who go to the cinema are doing so less frequently.However, social networks allow a new social relationship that is replacing the previous ones. I do not agree with Lipovetsky when he argues that virtual communities will eventually destroy the real community, the direct encounter, collective bonds. This is a new form of social relationship that overlaps with the previous ones.
The factors which explain the new socialisation process are very diverse and profound: changes in the family, the design and planning of cities, new forms of social relationship with the arrival of the internet etc. Nobody is denying that the Internet is a powerful tool which allows a new form of socialisation, although it also has the opposite effect: for example, parents have fewer opportunities to have a relationship with their children as they are using social networks or mobiles. The content industries are already taking into account the personalisation and individualism of nomad entertainment. More and more variations of different products are being made to be used on different devices and in different locations: from the cinema to tablets. I think there is still much to be done in this area.
Others, myself among them, argue that television viewing has in fact become more "socialized" as people respond to and debate what they are watching through formal and informal social networks. Would you agree?
Yes, I agree in general terms as people are talking, expressing their opinions, debating and sharing much more than in the past. However, I also believe that television audiences have become much more fragmented in the last few years. The mass audiences of the past are more divided. Broadcasting vs narrowcasting. New digital divides are being created (in their use of the net), economic and social (between the rich and poor), generational (young people, the middle aged and elderly) and cultural (technophobes and technofiles). Inside every group, however, a larger socialisation has appeared. For example, television is more "collectivised" and the dreamed of interactivity of the past is starting to become reality.
You write, "The social functions once fulfilled by TV are in crisis, while new ones have yet to be defined." Does this imply that television is in crisis? Should a medium survive if it has outlived its social functions?
In Europe, yes. The television of the masses which emerged during the previous century to inform, teach and entertain and was controlled by the State has died. All of the public television stations are in crisis and commercial television, though highly competitive, is losing audiences and advertising. Young people are now deciding how to do these three things. That form of television is changing at the hands of the internet. The logic of demand is changing to the logic of choice. It is the viewer who decides what he wants to see.
Is the "new television" television, and if so, how do we define this medium? Is watching a television series on Hulu television? Is watching a web series? What about playing a game on our television set? What defines the nature of this medium -- the content, the delivery technology, our modes of consumption, its social functions?
This new concept will be created by all of us. But for me, what defines television is the content. When we watch an HBO series, we are watching television. It doesn't matter what screen we are watching it on or the type of telecommunication (cable, satellite, ADSL etc) .The day the internet produces content, things will change. We will then have to invent new concepts. Hulu will always be a joint venture.......
As you note, the rate of change has been uneven across countries and later, you point out that Spain has one of the lowest level of creative participation in net culture in the world. How would you describe the current state of participatory culture in your country and what factors do you think contribute to its relatively slow rate of creative sharing?
This has more to do with what the statistics say than with my opinion. Spain is the leader in pirating and, traditionally, a culture of sharing has not existed, to the point of defrauding the tax office being well looked upon. The Spanish are individualists, in contrast to what is usually supposed. However, I believe that little by little the UGC is catching on among young people, but more slowly than in other countries.
To what degree do you think television will become a global rather than a local, national, or regional medium in an era of networked communications?
Global television for big events (sports, news programmes etc) will continue for a time and will coexist with regional and national television. The Net will complement and start to integrate with television. The internet offers a fascinating complementary opportunity.
Like many others, you speculate that the BRIC countries may become dominant players in the audiovisual culture of the future. Since I have many readers from those countries, I wondered if you might spell out a bit more what you think their impact is going to be and what factors might lead to their increased visibility in the global media market.
I don't believe so. The global mainstream will be North American. It will be difficult for them to break into China but they will manage it in the end. My position is very similar to that of Frédéric Martel. We are moving towards "standardised diversity". We are not faced with a value system that wants to impose itself on the world, rather a "hydra" of companies that feed off each other and know how to adapt themselves to circumstances. The power of the USA on the net and in the production of content makes me think this. Without doubt, styles and vanguards from other cultures will be incorporated, just as happened during the 20th Century. The size of the American national market will help to provide high production costs which will make it very difficult for other cultures to compete.
Jose M. Alvarez-Monzoncillo is Professor of Audiovisual Communications at the Rey Juan Carlos University in Madrid. In addition, he currently holds positions as the Vice Rector for European Harmonisation and Convergence and Director of the International Doctorate School of URJC; Course Director for the Master's in Television Journalism; Coordinator of the Masters in Film, Television, and Interactive Media Studies; and Director of the INFOCENT research group. Professor Alvarez has written and co-written thirty0six books and more than twenty papers for scientific journals on the economy of communications, the cultural industries and new information technologies. Some of his works include The Future of Audiovisual Media in Spain (1992), The Film Industry in Spain (1993), Premium Images (1997), The Present and Future of Digital Television (1999), The Future of Home Entertainment (2004) and Cultural Policy Alternatives (2007).
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