Henry Jenkins's Blog, page 17

March 9, 2012

What We've Learned About Games and Learning: An Interview with Kurt Squire (Part Three)




In the book, you discuss, in relation to Montessori Schools, the concept of "normalization," to explain why some learning environments support students in their natural desires to learn. Yet, implicit in that critique is the recognition that some of this desire to learn has been trained out of the current generation of students through standardized testing and other familiar schooling practices. Given this, what steps would we need to take to create a mind-set among students which would allow them to fully benefit from the kinds of playful, participatory and passion-based modes of learning you describe in the book?



Absolutely. In writing the book, I became captured by how profound this idea is that learning should involve a cycle in which people 1) develop an interest or curiosity, 2) engage in activity to satiate that curiosity (usually developing skills in doing so) and then 3) wrap up and reflect upon that work. For Dr. Montessori, that was the core "game play cycle" of learning, and it works for me. To really embrace this, we'd have to acknowledge that any time you're learning something "for school" or "for a test" it's arguable whether or not you're learning.

As an example, James Wertsch did some excellent studies around the fall of the Soviet Union in which he asked if History had to be believed to be understood. Wertsch was interested in to what extent Estonians "bought" the history of the Soviet Union that they had been taught along side their own family histories. It turns out that Estonians didn't fully resist Soviet sponsored history but didn't entirely buy it either.



And that's a good metaphor for what happens in school. Studies of students' experience in history, chemistry or physics reveals that they can parrot back what they're supposed to know pretty well (more or less), but only when we're truly engaged does it make a change upon us as people. Restated, learners (perhaps adaptively) don't always make themselves available to being changed by formal schooling.



Playful, participatory learning to me does a lot of things. Play, as Eric Zimmerman describes, often times involves an invitation to come and try on a new mode of being. It suggests a mutually agreed upon suspension of disbelief. Participatory culture involves a commitment that if you invest in this activity, you can and should have opportunities to shape its outcomes, including the rules by which it operates.



To make this vision a reality, I think we need to acknowledge that learning requires something like Mimi Ito's cycle of hanging out, messing around and geeking out. We need spaces in which there is low stakes involvement in new ways of being, and then clear trajectories toward becoming fully functioning participants. I don't think it's feasible to reorganize schools tomorrow by this logic by any stretch. However, we can use the edges of the system (summer school, extended school days) to introduce spaces for hanging out and then (ideally) use more formal, organized periods for geeking out.



All of this involves the assumption that learners are autonomous, sense making agents who organically seek out learning experiences, though.





When people talk about bringing games into the classroom, they often act as if there were only one kind of game. Yet, throughout the book, you are attentive to the issue of genre, both in terms of the affordances of different kinds of games for teaching different kinds of content, and in terms of different kinds of gamers having preference for different kinds of game play experiences. How central do you think issue of genre should be to discussions of games-based learning?





One of the first questions I remember asking you, Henry, when I got to MIT was about genres. Educators are not trained to think about genres. Social scientists tend to think about stable lists of features inherent to fixed categories. Genres, in contrast, are historically contextualized and serve as one mechanisms to organize communication across cycles of production and consumption. Without them, we have only horrible art film that no one understands or cares about unless they are paid to do so. Genres also embody crystallized patterns of story, character, interaction and so on that are known to work which provide designers springboards to work from. Hopefully I didn't bastardize your position too much.

Educators designing games need to understand and use genre in very specific ways. Educators struggle with the fact that our audiences have differential experiences with game genres. As an example, I can't assume that every student in a class has played First Person Shooters and intuitively understand the genre's controls or tropes (such as move through spaces to clear it of enemies). If you've never done it, it's fun to sit down with someone new to a genre and watch them puzzle through the most basic of ideas (why can I interact with one object but not another?). Genre knowledge is a bizarre and interesting thing, and it makes you re-realize one more reason people enjoy parody.



As the lead of a design shop, we use genre all the time in very strategic ways. For example, we're currently working on a game about stem cells that we hope will some day teach most every adult the basic concepts of what stem cells are (and are not) and how they might contribute to a science of regenerative medicine. Our designers, Mike Beall and Ted Lauterbach had this brilliant insight that you could build a game around stem cells through "virtual life mechanisms" represented through a Bejeweled type interface (see figure 1).



Building on Bejeweled bought us a lot of things for free. If you see this interface, already you know that you're going to be manipulating symbols that might interact with one another toward building an overarching pattern. This is a form of computer interaction that 10,000,000s of people know about. We can use it to communicate ideas, much as documentarians use the mystery genre to tell stories in history or science.



Other times, we want to be in the business of inventing new genres. Trails Forward is a game that tries to take the rhythm and timing of fantasy sports, as well as sense of playing with reality, and create a new genre of "real life data prognostication" (or something like that). Basically, we're experimenting with the idea that the world is full of data that makes an excellent game board. There should be game experiences we can build by giving people compelling choices on top of these data systems, and then as researchers we should be able to study what they do.



We'll see how it works, but both examples capture the idea that you always design in terms of genre, but sometimes you're trying to reach a goal (reach a lot of users, sell a lot of games) which requires using well understood genre conventions, and other times, you're trying to innovate which means building on genres but also being open to new ideas.



In terms of building teams, I think it's crucial to have people who share a common love for certain genres but who secondarily are well versed across them. Games borrow across genres so rapidly and productively that you can't afford to have a group locked into one.





Your phrase, "replaying history," is interesting because it implies both reimagining the past through "what if" scenarios and it also implies replaying the game, changing variables, and seeing how they impact the outcome. Both seem to have been part of the practice when you brought Civilization 3 into a world history classroom. Both imply an understanding of history as a process, a logic, a system, rather than as a body of content. How does this relate to current understandings of how history should be taught?





Current thoughts on History tend to focus on moving away from names and dates and toward understanding history as cycles of interacting systems. Definitely history as a process (and, geography as well) are key to how people think about it in those domains. My own thinking with Civ is colored by the idea that world history is a unique challenge in that the world across 6000 years not bounded by nation states requires letting go of organizing categories, which isn't easy to do.

One key difference may be that history as a field is very wedded to the concept of narrative. History through games involves narratives but not in the same ways. Some of the most interesting work in history seeks to use tools like AR engines to get kids playing and building historical games.





One common concern about bringing games into the classroom is that they are still heavily gendered outside of school with boys more likely to be heavy gamers. What insights has your research brought us into the different experiences of girls and boys working with games-based learning?


So far, our research has shown that consistent with broader research in education, games themselves aren't as important (as a medium) as the content of the games. Meaning, building a game that involves non-obviously stereotyped genders in which players use science to make a difference in the world tends to increase girls self efficacy. For example, we built a game in which players are doctors analyzing CT scans to help patients. In our studies, girls began with lower self efficacy than boys but after playing the game, passed them along several measures. These results match results others in science education in which teaching science in the service of helping others tends to promotes girls' development. (Oddly, we also found that girls did better with Supercharged).

So far, counterintuitively we're seeing that games tend to work better for girls, compared to boys.



One thing I'm reminded of as we do these studies is that school, as a game, really stinks for girls (especially in middle school). The classes we observed with Supercharged involved girls mostly trying not to stand out during class discussions for fear of being branded a nerd. Games disrupted this to the point where they were able to participate along new lines in which they were much less at risk for being socially ostracized.



As I look at games and education for girls, I'm much less struck by how this medium will systematically exclude girls and much more by how gender in our schools advantages and disadvantages boys and girls in different ways at different periods in time. I'm especially concerned with the plight of low income boys (including whites) who construct identities entirely oppositional to schooling and how games could be a route to re-engage them. Poor boys (including whites) aren't especially beloved in this society, and reports abound at how they are gumming up principal offices and sucking up teacher time through behavioral issues.



Games offer an opportunity to speak to each of these populations and potentially tailor learning experiences to each. We're a long way from getting there, but disruptive technologies like the iPhone, iPad and disruptive forces like iTunes suggest that the predominant order of schooling could change sooner rather than later.





Kurt Squire is an Associate Professor of Digital Media in Curriculum & Instruction at the University of Wisconsin-Madison and Interim Director of the Education Research Integration Area at the Wisconsin Institutes for Discovery. He is the author of over 75 workson digital media and education and most recently Video Games & Learning: Teaching and Participatory Culture in the Digital Age.




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Published on March 09, 2012 22:15

March 8, 2012

What We've Learned About Games and Learning: An Interview with Kurt Squire (Part Two)









In the design world, "fail and fail often" has become a mantra. What were some of the most instructive failures you experienced working on the first phases of the Games to Teach project and how did they inform later developments in games-based learning?




Oh, there are so many. I have to start with Supercharged, though, which I still get requests for to this day (and the longer it sits, the better it becomes in my memory). We de-emphasized art production and style prioritizing the real-time simulation, for reasons including too few artists at MIT, the fact that scientists didn't really care if it looked good but did care if it was an accurate simulation, and funders' interest in having a fully 3D game. We could -- and probably should -- have prototyped much more in 2D and put the story and fiction through more cycles of refinement.



The biggest failure, though, is that we weren't up front enough about these limitations and failures. The nature of academics (in this area, at this time) required foregrounding successes (which we had). I wish, though, we had been more candid about our failures and implored our colleagues not to make the same mistakes we did.



This is one area I gain inspiration from the game developer's community. It's not uncommon to see a game developer throw down at GDC and challenge designers to stop making the same mistakes. In fact, they create a space for it through sessions such as the game designer's rants. I can easily imagine Harvey Smith or Eric Zimmerman threatening to disown any colleagues who repeated their mistakes. We don't have any space for that.



A few things we did right: Offering a suite of games instead of "one game to rule them all". Mapping out genres and affordances. Using academics as a chance to explore concepts like Augmented Reality. Experimenting with commercial game engines and tools like Neverwinter Nights to understand their potential for education. In retrospect, I wish we would have been even more daring. The work on Environmental Detectives has blossomed to the point where there's now a Spanish class at the University of New Mexico that uses iPods to get kids in their community learning Spanish, and there's a direct line between a conversation between Eric Klopfer, Walter Holland, and Philip Tan at MIT and a classroom full of kids who realize that they can learn Spanish by becoming actively engaged in Spanish speaking neighborhoods, and that's pretty cool.





Throughout the book, you address the constant push for "evidence" that games-based learning works and for measures to assess participatory culture's value in the classroom. What is the current state of our knowledge about the success of such practices? What criteria should we use to evaluate the kinds of projects and programs you are describing?





The current state of the evidence is that we've privileged certain questions (i.e. "Is this working to meet educators' learning goals) over basic questions such as "Is this a good game, when judged by the standards of participatory culture?" We haven't had, that I'm aware of, an educational game that has inspired fan fiction, for example. We need to stop evaluating games primarily by evidence for learning gains along relatively constrained measures and develop more robust measures to understand whether games are inspiring interest in target domains, connecting learners to new social networks, or leading them to produce things.

These critiques aren't wholly new, but I think as educational researchers, we may have copped out on answering these questions. It's easy to blame No Child Left Behind or even Race to the Top, but the real challenge and opportunity is to design a game that might, say, connect youth to more wide reaching social networks and then to empirically demonstrate how a game succeeds in doing so. (Fortunately, the geographically-based nature of school districting and "sequestering" model of educational assessment ensures that schools will look relatively weak as comparisons).



I want to see mechanisms for measuring if playing an educational game inspires youth to create a work of fiction, a film, or build a game. We need to develop longitudinal research programs that analyze youth development over time and begin to model how youth who participate in such a game playing (and production) network differ from those in more traditional environments. This means getting beyond statistical models borrowed from agriculture (which involve simple causality), and looking more broadly toward areas like data mining or machine learning. These kinds of analyses happen now in marketing through sites like Facebook; let's hope it finds its way to education.







Early in the book, you cite Will Wright as saying that anyone who wants to design an educational game should "start with systems." What do you see as the value of games for teaching systems-thinking and why is this approach so central for redesigning American education?




Most games can be productively understood as simulations -- representations that seek to depict systems evolving over time. It's one thing that games (especially Will's) do that other media do less well. Even relatively linear fighting games include fighting "systems" that must be mastered to excel. You might argue that even adventure games -- the most linear of games -- require players to take a step back and to understand the game as a system in order to succeed.

The importance of systems understanding is something near and dear to me personally. My own undergraduate education was in Interdisciplinary Studies, and my course work involved studying natural and social phenomena as systems rather than as discreet disciplines. The world itself does not naturally occur by disciplines, which is something I think we often forget the longer we live with categories such as biology, chemistry and so on. Research on the cutting edge of each of these disciplines crosses over into others as we try to understand phenomena.



The global challenges we face today -- from global warming to poverty to the Middle East -- won't be solved by single solutions. The painfully simple, yet still instructive September 12th game arguing that a war that kills innocent civilians only breeds new terrorists is a good example of something games do more easily than other representational systems.



We have to guard against fetishizing systems thinking, I think, just as we need to guard against computational, design, logical, procedural, metacognitive, or critical thinking, all of which at one point or another were offered as "the new Latin" (or the new Algebra, or more recently Logo). There is no panacea, but there certainly are models of thinking that are of increased importance in today's work. So far, none of these ideas has itself cured the world's problems. We might also go too far in dismissing how Latin / Algebra / Logo may not have solved all of society's ills, but they can be robust ways of thinking (or toolsets) that people employ. I've met many people who trace their love of language to an inspiring Latin teacher or their love of programming to Logo. But I digress.



As you note, many teachers express concern that games are not "perfect simulations," that there are built in biases in the ways they represent the world. How valid is this concern?



I don't see this as a valid concern, any more than the concern that a book would have authorial bias or that a filmmaker would employ a frame. We need more, not less critical understanding of how particular media shape the kinds of messages they tend to produce (to paraphrase McLuhan). I'd rather see a teacher use a horribly biased game and use it as a springboard for conversation than to treat a text as the ultimate authority.




You advocate passion-based learning, such as that which surrounds games, yet, as you note, many educators insist that learning is a discipline and that students should value learning for learning's sake. How can we resolve this disagreement about the role of pleasure and personal interest in schooling?




My wife, Constance Steinkuehler likes to distinguish between "learning for learning's sake" and "learning the things that I want you to learn for learning's sake". Meaning that when pushed, even the most liberal educator who wants to inspire a love of learning may not be entirely comfortable with a student who loves learning about monster trucks or bow hunting. Indeed, it's hard to separate the ideal of learning for the intrinsic value of learning from the content itself.

For example, the scientists I've met working at the Wisconsin Institutes for Discovery, for example, tend to describe their work in terms of a passion for understanding the universe, or even unraveling the mystery of how stem cells form IPS cells and then somehow know how to self-organize into tissue and organs. They don't, however, spend a lot of time talking about learning for learning's sake although many (not all) come across as genuinely inquisitive.



So, we have evidence that most people will throw themselves into passion-based learning, whether it's a passion for bow hunting or a passion for writing fan fiction around The Gilmore Girls, which schools usually don't recognize. We have a set of values that are recognized in formal schooling, although it often doesn't match up well with what people in the world care about.



I like the idea of promoting genuine inquisitiveness as a value (or passion) that schools should produce. I can't think of any better way to kill inquisitiveness than No Child Left Behind, which depending on the day, I might chalk up to being an unfortunate consequence of that legislation or a designed attempt to stifle independent thought.



Either way, we need to acknowledge that most people organically develop passions for things. These passions may not be the same that parents, teachers, or society might want them to have. Liberals like me tend to offload this concern toward a general "love of learning" without really considering that there are certain things we "want" them to love or develop passions for. I think we'd be much better off if we did, and asked, "What kind of a curriculum would truly inspire a love for history, biological systems, or an inquisitiveness toward the world?".



To borrow a page from James Paul Gee (and yourself Henry), we do (in America at least, I think) have an uneasy relationship with pleasure, particularly with kids. Perhaps it's our Puritanical roots, but Americans seem peculiarly suspicious of pleasure, which in most cases I've studied, is wrapped up in learning (as is perhaps pain). Pleasure is often something to be denied (especially so for women, who are socialized to care for others before themselves). One of my favorite political thinkers, Al Giordano often challenges his (very liberal) readers to fully embrace pleasure, and you can almost see them wince at this challenge to simply do things that make them happy. Fortunately, Henry, this isn't a quality I associate with you.



Kurt Squire is an Associate Professor of Digital Media in Curriculum & Instruction at the University of Wisconsin-Madison and Interim Director of the Education Research Integration Area at the Wisconsin Institutes for Discovery. He is the author of over 75 workson digital media and education and most recently Video Games & Learning: Teaching and Participatory Culture in the Digital Age.




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Published on March 08, 2012 22:15

March 7, 2012

What We've Learned About Games and Learning: An Interview with Kurt Squire (Part One)

In his new book, Video Games and Learning: Teaching and Participatory Culture in the Digital Age, which is one part memoir, one part research report, Kurt Squire -- now one of the country's top researchers on games, learning, and society -- tells the story of how we met. Squire, then a young graduate student from Indiana University, working on games-based learning, "crashed" a salon I was hosting at the Game Designer's Conference, and struck up conversations with Will Wright, Brenda Laurel, Randy Heinrichs, and Warren Spector. Over the course of one heady evening, he demonstrated to all of us that he was someone who was on the cutting edge of thinking about the challenges and opportunities of bringing games into the classroom.



We met at the right moment, because back at MIT, we were launching Games to Teach, a Microsoft-funded initiative to explore what kinds of games for what kinds of subjects might have an impact on American education. Half way through the night, I went up to Alex Chisholm, the red-haired wonder who was my primary advisor in those days, to ask "Who is that guy?" and by the end of the night, Alex came to me to suggest we seriously hire him to be the research director for our serious games initiative. To this day, I think we all hold up that night as an illustration of the importance of seizing every opportunity that presents itself and being ready when there's an opening in the conversation to share what you know.



In this book, Squire recounts his own remarkable history at the intersection of games and learning, going back to when being an expert player of Pirates! bailed him out of a tough spot in a history class, through the work he did at MIT as the driving force behind Games to Teach, through his projects at the University of Wisconsin-Madison, where he helped to establish the Games, Learning, and Society conference, now the keystone event in the movement to explore the many different models for how what we learn through games might be brought into formal education.



The Games to Teach Project started with the idea of developing conceptual prototypes for a wide range of different kinds of games which might be pedagogically valuable, exploring different disciplines, different game genres, different contexts where gaming could be deployed. We wanted to jump start the conversation. At the time, the models for learning games seem impoverished, and we thought if we could create vivid "thought experiments" that might inspired people to start building actual learning games. As it happened, when we were done mocking up screen shots and developing design documents for these imaginary games, they were so vivid that people found the documentation on line and tried to order the games for their classes. Moreover, the game designs were so forward thinking that we still get such requests, although fewer of them, down to the present day.



The thinking became so vivid for all of us that Microsoft was soon pushing us to build actual games -- not part of the original grants as written - and giddy with excitement, we tried to build some stuff despite not really having at the time the full technical capacity to create what we envisioned. As a result, we built two (barely) playable games -- Supercharged!, which was focused on electromagnetism, and Revolution, which was focused on Colonial Williamsburg.



The efforts at MIT evolved into the Education Arcade, which has now succeeded in completing games like Labrynth which is very much out in the world, under the direction of Eric Klopfer and Scot Osterweill. And Alex Chisholm is one of the leaders of the Learning Games Network, a non-profit organization that aims to support innovation in the design and use of games for learning. Another book about a subsequent Education Arcade venture, iQue, will be appearing later this year.



Squire's book, Video Games and Learning, is incredibly engaging and enlightening -- both in terms of its account of how games-based learning took shape as a paradigm in American education (the guy has a knack for being at the right spot at the right time and pushing things forward) and about why and how games might inform a shift in how we think about the learning process. If you've been wondering what all the fuss about games is about, the book is for you, but I have to say, as someone who has been invested in this space for more than a decade, there was much that I also learned by reading through this book (even about our own projects!)



In the following interview, which I plan to run over three installments, Squire explores what we have learned across the past decade plus of research, what the current state of the field is, and where the next phases of development may lie. As always, Squire is bold, original, provocative, but also deeply grounded in both gaming culture and educational research.



Throughout the book, you draw on your own experiences as a gamer, designer, and teacher to help construct your arguments. In what ways has your approach been informed by being part of the first generation to grow up playing Super Mario Brothers? Will the views of teachers and parents towards games shift as more and more of them also played games in their youth (if not now)?




Thanks again for inviting me to do the interview, Henry. That intermingling of gamer/ designer/ teacher was indeed deliberate, somewhat stolen from you.

It remains to be seen how the Nintendo generation ultimately will react, but my suspicion is that the overall constraints of schooling select out people interested in promoting participatory learning from the teaching profession, with the exception of select mavericks. The evidence so far (consistent with other research on teacher practices) suggests that many teachers initially teach the ways that they themselves were taught. The surveys we've done reveal that it's a unique breed who enters the teaching profession straight out of school. If you like computers, mobile devices, or social networking, it's often times the last place you go. Those who enter and stick with the profession often times align with the values of schooling as it exists.



There are these windows of time for those who make it past that 3-5 year window where we find teachers who are incredibly creative and do wonderful things with games that surpass anything I'd ever do. We worked with Tina Kurz and teachers in Oconomowoc Wisconsin who, for example, took our stock "game curriculum" and built an entire course around kids building games for mobile devices based on their local community. Jeremiah McCall has a wonderful book, Gaming the Past that is the clearest discussion of how to teach with games that I've seen. A team of teachers and principals here in Madison recently took a games course and redesigned their school to be all about place-based inquiry -- not turning it into a school about games -- but rather remaking their school to be both responsive to local needs and the broader reality of participatory digital culture.



One interesting historical footnote (I think) is that many of us exploring games and learning actually were raised with Atari, and then after the crash in the 1980s, moved to the Commodore, Apple, or other computers, when there were no more games available. Computer gaming post Atari (which Steven Kent covered nicely in The First Quarter, featured an organic oscillation between game play and game creation as we bought books teaching us to program games in BASIC and then modified them to do more interesting things. Alex Games and I wrote about this in "History of Computer Games in Education" and tried to capture how during that brief window, games for learning existed and thrived, but more importantly, digital gaming had this real sense of tinkering associated with it. I think a lot of people who have used games for learning actually came from that era, and it provides a good template for both thinking about consumption and production as well as authentic participation.



The logic of the book follows the shift in the field of games-based learning from designing games for use in school (or bringing existing games into the classroom, as you have done with the Civilization series) to developing games-based literacies which encourage kids to think of themselves as designers. What do you see as the advantages and disadvantages of each approach? Can you explain some of the factors which led to this shift in emphasis?





One advantage to teaching with games that already exist is that creating a fun, engaging game is no easy task, and when you work with an existing game, you (should) have something that is capable of developing and sustaining interest. Many good teachers actually use this as their starting spot: Give me a good engaging game that is about the content and I'll create the contexts to help kids go beyond the game.

The down side is that few games are connected well to particular theories of learning or pedagogical goals in a domain, so it's actually a lot of work for teachers. Something Jeremiah McCall does, which I like, is to treat games as interpretations that students are challenged to critique. This move immediately positions students as critical consumers of information and opens the door to design, which is just brilliant. Many of us hope, though, that some day a suite of games will capture the intrinsically interesting aspects of academically valued domains and / or require thinking in those domains to play them well right out of the box, which requires a mature field of educational games.



One of the interesting historical tensions, I think, is that in the learning sciences, there's an inclination to design learning interventions based on theory as a way to test that theory (see Ann Brown's excellent work on design research), but relatively little explicit value for elegant design. No one design necessarily flows logically from theory, and good designs often have connections to multiple theories. I think James Paul Gee's work does a nice job of demonstrating how good commercial games can be understood through a variety of lenses (to pick up on Jesse Schell's metaphor of lenses). Most games even use Skinnerian reinforcement schedules in the service of more intrinsically driven learning, which suggests how what works in the wild may actually be captured by quite a few theories of learning.



Through our work on the Games to Teach project, we were among the first to map what games-based learning could look like. What do you see as the biggest changes in the space of games and education over the past decade plus since we did our initial prototypes? Why do you think we still have so few functional models of what games that teach look like, despite the enormous interest which has been focused around this topic at both games and learning science conferences?




Now we have multiple groups that take for granted that we should design educational games in direct conversation with entertainment games. Many educational games employ entertainment games tools, build on entertainment game design processes, and seek to map game mechanics on to ways of thinking. Although none of them have been a runaway hit, we can point to games like Resilient Planet, Labyrinth, Game Star Mechanic, Kodu, iCivics, Dimenxian Algebra, Surge, and Cosmos Chaos (to name a few) are all legitimate learning games and operating in this space. We're way beyond Reader Rabbit.

We also understand games as media much better now. In 2002, Salen & Zimmerman's Rules of Play was just coming out, as was Gee's influential book. More recently, papers like the Mechanics, Dynamics, Aesthetics framework or books like Jesse Schell's Game Lenses and Traci Fullerton's Game Design Workshop have advanced how with analyze and build games. We now have designers in the field who read these works as high school students and undergrads.



The big challenge though is that we still underestimate design and aesthetics. Too few educational designers do what The Education Arcade did and brought someone like Scot Osterweil into a design team so that you have talented game designers, educators, and pedagogical experts working side by side. Many funders would considering it "wasting money" to invest in such talent. On a basic level, University HR, which has to approve such hires, often times will reject such a hire because it doesn't fit their models of academic staff. Further, the funding mechanisms for games research systematically devalues design expertise, treating design as an afterthought, existing only to serve the research.



We also don't invest in groups enough over time, instead treating projects as one offs. We need groups (and communities) to work collaboratively over time to build on ideas, test them, iterate and improve upon them and then release them to the public. As an example, there is a constellation of ideas around role playing to learn science where you can trace a real intellectual lineage connecting Chris Dede's River City, Sasha Barab's Quest Atlantis, Eric Klopfer's role playing games, Filament Games'

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Published on March 07, 2012 11:45

March 5, 2012

How to Earn Your Skeptic "Badge"

Learning today happens everywhere
But it's often difficult to get recognition for skills and achievements gained outside of school. Mozilla's Open Badges project is working to solve that problem, making it easy to issue, earn and display badges across the web. The result: recognizing 21st century skills, unlocking career and educational opportunities, and helping learners everywhere level up in their life and work.

Get recognition for new skills and achievements

The web and other new learning spaces provide exciting ways to gain skills and experience -- from online courses, learning networks and mentorship to peer learning, volunteering and after-school programs. Badges provide a way for learners to get recognition for these skills, and display them to potential employers, schools, colleagues and their community.



Through a simple framework that's open to all



Using Mozilla's Open Badges infrastructure, any organization or community can issue badges backed by their own seal of approval. Learners can then collect badges from different sources and display them across the web -- on their resume, web site, social networking profiles, job sites or just about anywhere. Unlocking new career and learning opportunities. 
By displaying skills and achievements that traditional degrees and transcripts often leave out, badges can lead to jobs, community recognition, and new learning opportunities. -- from Mozilla Open Badges Wiki





Let me make a few things clear from the start: First, I was an Eagle Scout. Technically, I am an Eagle Scout since what you learn in scouting is something you carry with you for the rest of your life. I not only made Eagle but I had multiple additional palms, which means that I earned a hell (pardon my un-Scout-like language) of a lot of merit badges through the years.



I certainly valued the learning which went into each of those badges, but I also took pride and joy in that full sash of merit badges, in and of themselves, and I was motivated to see how high a rank I could earn before I aged out of the organization.



Scouting does several things right where badges were concerned: there are some badges which every Scout is expected to earn if they want to move up rank but there are also a vast array of different badges which a scout chooses from as they map their own route through scouting. The badges I remember most vividly were those having to do with journalism, communications, drama, and photography, all aspects of the person whom I would become when I grew up. The skills which the badges represented were in most cases skills which we actively deployed in our life in Scouts, so they were not simply things which I learned to earn a badge. Well, there were a few of those -- in my troop, Basket Weaving was the joke badge we all earned at summer camp because the requirements were simple and pretty lame and it was funny to have the badge on your sash. We can say that Scouting thus combines intrinsic and extrinsic motivations to create a system within which the badges are meaningful to those who opt to participate.



That said, even as a lad, I knew that Scouting and its badges were not for everyone. Many of my friends, especially during the late Vietnam War era, did not like the idea of wearing a uniform of any kind, they did not really understand the appeal of badges, they did not want adults telling them what to do. (Today, I might add my own increased questioning of the values of the organization, which has today embraced overt homophobia in its dealing with queer scouts and scoutmasters.)



For the most part, the current drive for badges in education is being pushed by people like me -- people who were proud to wear merit badges, get good grades, or otherwise, display their achievements. The problem is that badges are being designed for people who may or may not share those values and assumptions.



Second, I believe fully and totally in the value of informal learning, seeing much that youth learn outside of school as more essential to who they are and who they become than the more narrowly restricted curriculum imposed by the national standards. I was always someone who learned more outside the classroom than inside, even if I played the game of school well enough to progress to a high place in the system. Scouting was part of that and so I was glad it had such a flexible framework. But, many of the things I did outside school -- like watch and develop a knowledge of 1930s monster movies, which, ultimately, led me to get graduate degrees in cinema studies -- were not something anyone every gave me a badge for. I see the importance of recognizing, respecting, supporting, and deploying the expertise developed through informal learning and fear that when schools seek to close it out of their formal practices, they also shut what is learned in school for what kids do with the rest of their waking hours.



I fully support the ideas about "connected learning" which were announced by the MacArthur Foundation at the recent Digital Media and Learning Conference. Something very important occurs when we develop a more integrated learning ecology and when kids know how to map what they learn outside of school into categories that they can meaningfully deploy inside the system. That's part of the power of Scouting -- to convert the activities into badges into ranks which can be read and appreciated as accomplishments by adult authorities, including those who decide whether we get jobs or can move through the system of higher education.



That said, I remain deeply skeptical of the massive push going on right now to promote the use of badges across a broad array of different informal learning contexts. I am writing this as I wait in the airport on my return from the DML conference, and what I heard there was a push for badges as if they were a one-size-fits-all-solution to a range of ills in the current educational system (at least from the podium) and then a lot of people on the fringes of the party asking each other whether we really believe that badges are uniformly the way to go. Many of us fear that MacArthur, Mozilla and other foundations have jumped too quickly on the badges bandwagon. I was happy to support badges as one interesting model for thinking about how to insure greater respect for the value of informal learning; I am less prepared to accept the premise that badges might someday be the universal currency by which young people get credit for (or in some models get motivated to participate in) a range of informal learning activities.



As someone who helped to build up the current field of Digital Media and Learning, I am concerned that, if badges start to feel too much like a "party line," many are going to feel excluded from the field. This has the potential to be the first major divide in a field which many of us see as our intellectual and spiritual home. We remain silent because we do not want to disrupt the party and because we respect the leadership of the DML initiative so much, but there is much that is at risk in that silence.



So, let me spell out some of the reasons why I want to see us go slower and think through the advantages and disadvantages of badges:



1. Many young people have deep ambivalences about the kinds of "credit" adults choose to give (or withhold) around their activities. There are plenty of smart kids who don't say things in class, may not do as well as they can on assignments, and certainly would not join an organization like scouting because these kinds of achievements are not "cool" within their peer cultures. Many of these kids are learning now outside of school through participating in activities that are intellectually demanding and socially rewarding without bearing the imprint of adult approval. Some of these activities even have an air about them of transgression or subversion which make them safe for their participation. So, what happens when the scoutmasters move into these spaces and start giving out merit badges, gold stars, cookies, whatever they do, to single out those kids they think are doing what the system wants them to do. Do we not run the risk of chasing away the kids who need these kinds of informal learning the most? Admittedly, there is a value in helping these youth find ways to value what they are doing as intellectual pursuits and there is a value in seeking to validate these experiences and help them learn how to mobilize that knowledge as they learn to work through the formal structures that exert power over their lives. Much of that value may come in helping them articulate for themselves what they are getting out of these kinds of experiences. But, making the badges too central to the process may alienate them before they have a chance to exert ownership over the knowledge they are acquiring. (This problem only grows when we seek to move the system of badges from its original American context into a global phenomenon, since badges will mean very different things across a range of different cultural contexts.)



2. Badges run the risk of becoming "gamification" by another name -- that is, a system which does not trust the power of intrinsic motivation and feels the need to add a layer of extrinsic motivation. Again, scouting, I would argue, succeeds in doing both. James Gee argues that games-based communities do also. But, some forms of gamification rely so heavily on points schemes that there is far less effort to make the activities meaningful in and of themselves, and it can be easy to replace learning with "playing the game." American education is already gamified: for too many students, even good students, it is already about collecting badges and they calculate carefully what they need to do to make the 'A'. I worry that badges can become just another points system and as a consequence, undercuts the motivational structures which have historically led young people to engage in these kind of practices. Otherwise, do we run the risk of turning game modding or fan subbing into the contemporary equivalent of my Basketweaving merit badge -- something kids do because it is an easy way to get recognition or because they think it is a joke. And, as they do so, what happens to those kids who value these activities on their own terms.



3. What's working about the kinds of informal learning which takes place in participatory culture is that it is emergent and ad hoc: activities spring up, last as long as they interest participants, disappear again; young people feel empowered to create their own activities and set their own goals within these organizations; young people can feel like the experts in a subject matter which has not yet been fully integrated into the systems of formal learning. Not every child participates in such activities, and our goal should be to expand the range of options available and to provide stronger motivations and scaffording for their participation. But, informal learning works because it is informal. Yet, any coherent system of badges requires systems and structure; there have to be requirements which help to standardize forms of participation and which rank some kinds of contributions as more valuable or at least more central to the group than others. In that sense, too quick a move towards badges runs the risk of destroying the complex but fragile ecosystem within which participatory learning thrives. Our philosophy should be above all do no harm. There is a high potential of harm in a badging system which is badly applied.



4. Another thing that's working about these informal learning communities is that they are relatively nonhierarchical. They are often spaces where youth and adults interact without fixed relations of power and authority -- the adults are not parents and not teachers, they are people who share interests with the younger participants, and the mentorship that emerges is organic to the activities in which they are engaged. In some cases, the adults even learn from youth who have developed greater expertise or have more experience. This fluidity of relations across generations is threatened by a system where some people (you can call them Den Mothers or Scout Masters, Teachers or Principals, you can even call them Fearless Leader and Grand Poohbah) are giving badges to others (who are now seen as their subordinates). These roles will not necessarily break down along conventional adult-child lines, but there's a high likelihood of those roles reasserting themselves into the process, especially if the granting of badges becomes more bureaucratic or requires communications with more formal institutions and organizations.



5. Badges may work well in some circumstances or for some participants. They should certainly be explored as one way of validating and supporting informal learning. But, the rush to badges means that we have not spent as much time in the past few years as we should be trying to understand what other mechanisms for promoting participatory learning might be. It means that we are overlooking or over-riding systems of support which already exist in many of these sites of informal learning. So, even if we think badges are a potentially good idea in some contexts (and, again, my first response to this badges talk was generally supportive), we may not think it is the best or only possible solution in every situation.



6, No system of badges is going to be adopted uniformly. Mozilla's description of where learning takes place encompasses mostly forms of learning which schools and employers are likely to already recognize as valuable -- "from online courses, learning networks and mentorship to peer learning, volunteering and after-school programs." Yet, much of the early work in DML focused on informal learning sites which many adults did not yet fully appreciate -- from gaming communities to fandom. If we move to see badges as a common currency of achievement in informal learning, then what happens to those activities which chose, on principle, not to give badges or which lack the formal infrastructure to even decide who should be issuing badges. Do these activities, in fact, become even more marginalized, because they are now neither part of the formal system of schooling or part of the informal system of badging. This is another way that badges potentially disrupts what's working about participatory culture.



I guess what I am saying is:




Experiment with badges but really experiment -- that is, try to figure out if these mechanisms really do what you hope they will do and be particularly attentive to the ways that they have unintentional consequences and damage the very activities you are seeking to recognize.

Also seed other kinds of research and experimentation which looks more closely at other mechanisms for promoting and appraising participation, including those which may already be in place within such communities of practice.

Be aware that the process of badging is going to make things more comfortable to those who are comfortable with getting recognition from adults and may make things less comfortable for those who have not yet fully bought into the values of the current educational system.

And above all, if you are embracing badges, make sure you are doing so because you agree with the core premises, because it's the right thing to do for your group, and not because someone is offering a bucket of money to those who are willing to "give it a try."



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Published on March 05, 2012 11:45

March 2, 2012

Connected Learning: Reimagining the Experience of Education in the Information Age

This weekend, I am attending the Third Digital Media and Learning Conference, hosted by the MacArthur Foundation, as part of their efforts to help build a field which takes what we have learned about young people's informal learning, often through the more playful aspects of participatory culture, and apply it to the redesign and reinvention of those institutions which most directly touch young people's lives -- schools, libraries, museums, and public institutions.



Today, the MacArthur Foundation is releasing an important statement about the underlying principles they are calling "connected learning," a statement which helps to sum up the extensive research which has been done by the DML network in recent years. Their goal is to foster a wide reaching conversation not simply among educators but involving all of those adults who play a role in shaping the lives of young people -- and let's face it, that's pretty much all of us. The document is a collective statement from some of the smartest people thinking about contemporary education:



Kris Gutierrez, professor of literacy and learning sciences who is an expert in learning and new media literacies and designing transformative learning environments, University of Colorado, Boulder



Mimi Ito, Research Network Chair, a cultural anthropologist with deep expertise in the implications of how youth are engaging with technology and digital media who led benchmark three-year study of digital youth, University of California, Irvine

Sonia Livingstone, a leading expert on children, youth, and the internet, including issues of risk and safety, and author of a massive study of 25,000 European children and their parents on internet usage, London School of Economics and Political Science



Bill Penuel, expert in learning with digital media in both formal and informal settings, literacy, and using digital tools for digital storytelling, University of Colorado, Boulder



Jean Rhodes, clinical psychologist with expertise in mentoring, adolescent development, and the role of intergenerational relationships in digital media and learning, University of Massachusetts, Boston



Katie Salen, a game designer who has founded two 6th-12th grade public schools that employ game principles for learning, Depaul University



Juliet Schor, economist and sociologist who has published broadly on work, family and sustainability, Boston College



S. Craig Watkins, expert on young people's social and digital media behaviors and is piloting new programs for in-school and out-of-school learning, University of Texas, Austin







I promised them that I would share this important statement with the readers of my blog, and I hope that you will in turn help pass this along to the many communities you represent.

Although the name, "connected learning" could sound like another attempt to describe the impact of new media on our lives, it goes far beyond a focus simply on the technologies which connect us together, and instead, is focused on the cultural practices and social communities through which this connection occurs, and more generally, on the consequences of these new kinds of connectivities and collectivities on the learning process.



I share with the authors a deep appreciation for the idea of a learning ecology, within which learning occurs everywhere, and with their goal to remove some of the obstacles which block the flow of information, knowledge, skills, and wisdom between different sectors. I especially value the focus here on participation -- in the learning process, in the governance of society -- since the struggle to achieve a more participatory culture remains one of the central battles of our times. Like other previous work from the DML realm, the focus is on valuing the kinds of learning that children and youth value, the kind that is deeply motivating and tied in meaningful ways to their construction of their identity, recognizing that the goal of education in the 21st century should be in allowing young people to discover and refine their own expertise as they follow their passions and inform their interests. It is not simply about providing rich databases of information, though such resources help, but rather about providing rich and diverse contexts which support many different kinds of learning and many different kinds of learners.



As they suggest in the statement, the concept of "connected learning" remains a "work in progress," and the best way to make progress is for thoughtful people, across a range of fields, to read, debate, and respond to their provocation and for those of us who find something here to value, to try to put its core principles into play through our work.



For more information, check out this website.



CONNECTED LEARNING:

REIMAGINING THE EXPERIENCE OF EDUCATION IN THE INFORMATION AGE



We are living in a historical moment of transformation and realignment in the creation and sharing of knowledge, in social, political and economic life, and in global connectedness. There is wide agreement that we need new models of education suited to this historic moment, and not simply new models of schooling, but entirely new visions of learning better suited to the increasing complexity, connectivity, and velocity of our new knowledge society. Fortunately, we are also able to harness the same technologies and social processes that have powered these transformations in order to provide the next generation with learning experiences that open doors to academic achievement, economic opportunity, and civic engagement.



Specifically, we now have the capability to reimagine where, when, and how learning takes place; to empower and motivate youth to pursue knowledge and develop expertise at a pace, to a degree, and on a path that takes advantage of their unique interests and potential; and to build on innovations across a growing spectrum of learning institutions able to support a range of learning experiences for youth that were unimaginable even 15 years ago.



We propose a new approach to learning -- connected learning -- that is anchored in research, robust theories of learning, and the best of traditional standards, but also designed to mine the learning potential of the new social- and digital media domain and the heart of which is aimed at the following questions:





What would it mean to think of education as a responsibility of a distributed network of people and institutions, including schools, libraries, museums and online communities?



What would it mean to think of education as a process of guiding youths' active participation in public life that includes civic engagement, and intellectual, social, recreational, and career-relevant pursuits?



How can we take advantage of the new kinds of intergenerational configurations that have formed in which youth and adults come together to work, mobilize, share, learn, and achieve together?



What would it mean to enlist in this effort a diverse set of stakeholders that are broader than what we traditionally think of as educational and civic institutions?



Connected learning is a work in progress, building on existing models, ongoing experimentation, and dialog with diverse stakeholders. It draws from social, ubiquitous, blended and personalized learning, delivered by new media, to help us remodel our educational system in tune with today's economic and political realities. Connected learning is not, however, distinguished by a particular technology or platform, but is inspired by an initial set of three educational values, three learning principles, and three design principles.



At the core of connected learning are three values:



Equity -- when educational opportunity is available and accessible to all young people, it elevates the world we all live in.

Full Participation -- learning environments, communities, and civic life thrive when all members actively engage and contribute.



Social connection -- learning is meaningful when it is part of valued social relationships and shared practice, culture, and identity.



In order to realize these values, connected learning seeks to harness and integrate the learning that young people pursue in the spheres of interest, peer relations, and academics based on the following three learning principles:



Interest-powered
- Interests power the drive to acquire knowledge and expertise. Research shows that learners who are interested in what they are learning, achieve higher order learning outcomes. Connected learning does not just rely on the innate interests of the individual learner, but views interests and passions as something to be actively developed in the context of personalized learning pathways that allow for specialized and diverse identities and interests.

Peer-supported - Learning in the context of peer interaction is engaging and participatory. Research shows that among friends and peers, young people fluidly contribute, share, and give feedback to one another, producing powerful learning. Connected learning research demonstrates that peer learning need not be peer-isolated. In the context of interest-driven activity, adult participation is welcomed by young people. Although expertise and roles in peer learning can differ based on age and experience, everyone gives feedback to one another and can contribute and share their knowledge and views.



Academically oriented - Educational institutions are centered on the principle that intellectual growth thrives when learning is directed towards academic achievement and excellence. Connected learning recognizes the importance of academic success for intellectual growth and as an avenue towards economic and political opportunity. Peer culture and interest-driven activity needs to be connected to academic subjects, institutions, and credentials for diverse young people to realize these opportunities. Connected learning mines and translates popular peer culture and community-based knowledge for academic relevance.



Connected learning builds on what we've long known about the value and effectiveness of interest-driven, peer-supported, and academically relevant learning; but in addition, connected learning calls on today's interactive and networked media in an effort to make these forms of learning more effective, better integrated, and broadly accessible. The following design principles involve integrating the spheres of interests, peers, and academics, and broadening access through the power of today's technology.



Shared purpose -- Connected learning environments are populated with adults and peers who share interests and are contributing to a common purpose. Today's social media and web-based communities provide exceptional opportunities for learners, parents, caring adults, teachers, and peers in diverse and specialized areas of interest to engage in shared projects and inquiry. Cross-generational learning and connection thrives when centered on common interests and goals.



Production-centered
-- Connected learning environments are designed around production, providing tools and opportunities for learners to produce, circulate, curate, and comment on media. Learning that comes from actively creating, making, producing, experimenting, remixing, decoding, and designing, fosters skills and dispositions for lifelong learning and productive contributions to today's rapidly changing work and political conditions.

Openly networked -- Connected learning environments are designed around networks that link together institutions and groups across various sectors, including popular culture, educational institutions, home, and interest communities. Learning resources, tools, and materials are abundant, accessible and visible across these settings and available through open, networked platforms and public-interest policies that protect our collective rights to circulate and access knowledge and culture. Learning is most resilient when it is linked and reinforced across settings of home, school, peer culture and community.



The urgent need to reimagine education grows clearer by the day. Research has shown that too many students are disengaged and alienated from school, and see little or no purpose to their education. Business leaders say there is a widening gap between the skills of the workforce and the needs of businesses seeking competitive advantage. Additionally, technology and the networked era threatens to stretch the already-wide equity gap in education unless there is decisive intervention and a strong public agenda



The principles of connected learning weren't born in the digital age, but they are extraordinarily well-suited to it. Connected learning seeks to tie together the respected historical body of research on how youth best learn with the opportunities made available through today's networked and digital media. Connected learning is real-world. It's social. It's hands-on. It's active. It's networked. It's personal. It's effective. Through a new vision of learning, it holds out the possibility for productive and broad-based educational change.



To find out more about the connected learning community and ongoing research, please visit connectedlearning.tv and clrn.dmlhub.net.




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Published on March 02, 2012 03:35

February 29, 2012

C Is For Convergence: How the Cookie Monster Reformed Canadian Health Care

A few weeks ago, Glenn Kurbish, an Alberta-based reader of this blog, wrote to me to share a remarkable story about the power of grassroots media and participatory culture. Like a typical U.S. yokel, I had no idea what had happened up in Canada, but was blown away by the story he told and asked him to share it with the other readers of this blog. Kurbish is currently working on a thesis which explores more fully the implications of these events, and would be happy to receive insights or suggestions from you fine folks. With this in mind, I've included his contact information in the bio which follows this piece. For now, sit back, grab some cookies and milk, and read what happened.



C Is For Convergence!

by Glenn Kurbish



It's fairly widely known that Canadians are passionate about health care and the state of hospitals, so what happened to the man who used to run Alberta Health Services (AHS) shouldn't have come as too much of a surprise.



What was surprising was the role played by the Cookie Monster.



Welcome to my astonishing introduction to convergence culture.



You may not have heard of CTV Edmonton (the local television station in Edmonton, Alberta, Canada, where I used to work as news director) or Stephen Duckett (who used to work as president and CEO of Alberta Health Services, the government agency that oversees all aspects of health delivery in this province), but you have heard of the Cookie Monster, and I guess that is part of the point. But first, the facts.



On the morning of November 19, 2010, we did what we in the broadcast news craft always did to start the day. We met around around a table and behind a door to discuss story ideas and decide the shape of the evening news. Emergency room wait times was again a big issue that day, as hospital leaders from around the province were themselves meeting around a table and behind a few sets of doors at a downtown hotel. Their goal was to establish new standards for care and admissions.



The center of attention was Stephen Duckett. As he left the meeting, he was met by our reporter, who asked if she could ask him a question.





Actually, my words won't do justice to the 2:14 encounter. Some 337,000+ others took a look at it on YouTube.



Summary: Duckett wouldn't answer conventional media questions because he was:



a) eating a cookie,

b) still eating a cookie,

c) interested in eating his cookie,

d) of the opinion that the media should not question him, but, rather, go to a news conference at which an underling would speak about the day's discussions,

e) crossing the street, and

f) eating his cookie.



Dubbed the Cookie Affair and Cookiegate, that piece of video made it to the highest office in the province. The Alberta premier told the legislature, "I think everyone in Alberta watched and saw the offensive comments. I'll just leave it at that." Of course, he didn't leave it at that; he fired Duckett later that day.



And, as it turned out, Albertans did more than just watch and see the video. They posted thousands of comments in that new public square, the YouTube rectangle. Some found fault with the media:



Damn! Let the man eat his cookie! #$#$ media! Would you even had to bother him if he was sitting in the toilet?!? (SpiderQED)


Others defended the reporters' tack:



what a F**ing jerk. He is just so rude, so inconsiderate...They were asking him questions about the state of Alberta's healthcare, something he is responsible for. (maymonk)

And, predictably, others responded by playing some version of the Sesame Street card:

COOOOOOOKIIIIIIIIEEEEEEEEEEMOOOOOOOOONNNNNNNNSSSSSSSAAAAAARRR!!!!!!!!!!!!!!!!!!!!!? (hunuthevolkswagen)


(It is fascinating how one 61-lettered, upper-cased, misspelled word gets the message across, complete with a moving image, with audio, of The Cookie Monster!)



And while many responded from their various perspectives, some recreated the video, using the video of the Duckett-media encounter as their own raw material in remixes that drew tens of thousands of views. Take a look (and tell me if you don't smile at the editing touch at :50!)





Here's another creative, autotune remix effort





And here's one that combines contributions from mass media current and past (Sesame Street's Cookie Monster, NBC's The Apprentice, CBS's Hee Haw) to make a grassroots media case against Duckett.





All of this news and reaction dominated front pages, tops of newscasts, radio call-in shows, chat forums, political blogs, Twitter and Facebook pages. TV Tropes picked it up. I'm Eating My Cookie badges popped up.



For his part, Duckett, a day after the video was posted on YouTube, responded, conventionally, with a letter to the media, which ended:



Most regrettably, I did not convey what I deeply feel, which is the greatest respect for the difficult challenges our health care providers face every day, and their innumerable achievements, and what those challenges and achievements mean for our patients and their families. When I got back to my desk I finalized and uploaded a blog which conveys my feelings in my words.


The blog was seen by AHS staff, but what struck me at the time was what strikes me now as I hit the keyboard letters, and that's how weak written words can be -- especially up against the Cookie Monster! Admittedly, that's not a new insight. Here, Lawrence Lessig in Remix makes the same point: "My favorite among the remixes I've seen are all cases in which the mix delivers a message more powerfully [emphasis added] than any original alone could, and certainly more than words alone could."



But it was a new insight for me as a news director and for the newsroom I managed, even though the superior power of the image and the sound over the word was the price of admission into the TV news industry. This was different. It's not that our station's question-asking and video-recording sparked subsequent debate, because that was routine. It was that the media we produced in this case became the primary material for others, and not so much to produce their opinions as much as to express their opinions by producing their own media.



This, for me, was new territory where, in the words of Henry Jenkins, "old and new media collide, where grassroots and corporate media intersect, where the power of the media producer and the power of the media consumer interact in unpredictable ways."



It is surely the case that Duckett, an erudite and by many accounts friendly and caring citizen, was caught unaware not some much by the pitch of his opponents' attacks -- he was, after all, no stranger to public and political criticism -- but by the strange key in which it was composed, allowing notes from , well, muppets. Of course, this is my speculation, but it seems reasonable on the evidence that Duckett simply did not see the convergence culture moment he became trapped in and, ultimately, a victim of.



The evidence is admittedly indirect, but his retreat into the written word, and his wife's subsequent written defence of her husband's actions suggest, at the very least, a discomfort with the mashup tools arrayed against them.



"Alberta," wrote Duckett's wife in a letter the following month published in the capital city's broadsheet newspaper, "will not find a more passionate defender of publicly funded health care.



"In retrospect...was it too flippant? Probably."


This is all very reasonable. And it would have been very reasonable for the most vociferous of Duckett's critics to debate the statistics around emergency room admissions and treatment versus the targets for the same. Just like it was very reasonable for Duckett, who was bestowed by the University of Bath with a Doctor of Business Administration degree in Higher Education Management, to remind reporters that a news briefing on those very questions would take place within the half hour. (I should note that our news station also covered that news conference).



But all this talk of reasonableness only makes Stephen Duncombe's voice louder and his argument more insistent. In his 2007 book, Dream: Re-Imagining Progressive Politics In An Age Of Fantasy, Duncombe chastises progressive leaders for hitching their star to the rationalism wagon.



Appeals to truth and reality, and faith in rational thought and action, are based in a fantasy of hte past, or, rather, past fantasy. Today's world is linked by media systems and awash in advertising images...We live in a "society of the spectacle," as the French theorist-provocateuer Guy Debord declared back in 1967.



Keep in mind the mediasphere that grew around the Duckett Cookie episode as Duncombe briefly surveys the work of cognitive linguist George Lakoff, who found in the mysterious human capacity for metaphor a radical admission that hard information, rationality, reasonableness are not enough. These categories and metaphors, he argues, allow us to "translate hard information and direct experience into a conceptual form familiar and comfortable for us." He continues:



[P]rogressives need to think less about presenting facts and more about how to frame these facts in such a way that they make sense and hold meaning for everyday people.


Quite apart from whether you are in the progressive chorus, this is a solid stage on which to build a case for what really happened in the Duckett Cookie episode. Those who used the tools of spectacle, including raw material culled from pre-existing media and a laptop edit suite, have heard Duncombe's admonition. Says Duncombe in a chilling remark: "Those who put their trust in Enlightenment principles and empircism today are doomed to political insignificance."



As I continue to study this episode, and ask you for any thoughts or directions on finding and picking the theoretical fruit it contains, it is worth sharing a few provisional conclusions:



It was not the bloggers nor the twitizens nor any other member of the new media who played the pivotal role of being in place to ask Duckett the questions and record his answers. The conventional media may indeed face a threatening business model, but we are not yet in the new world where public figures are directly asked questions by those other than the conventional media who have the resources (time, money) to do so.



The Duckett Cookie episode is unthinkable without the contributions of mass media (Sesame Street) and the gamble, not much of one, that viewers of mashed up videos would immediately understand the Cookie Monster text.



Laughter and ridicule remain potent politcal weapons. I am not the first to point out that once a public figure is ridiculed, he or she cannot be taken seriously.



None of this would have happened if one unconventional decision was made in our conventional newsroom, and that was to post the raw video to YouTube in the first place. Why did we do this? For many reasons, including the feeling that the usual packaging of a television news story (heavily edited, 1:45 in length, reaction clips) did not serve our viewers in forming opinions about the issue.



In convergence culture, the Cookie Monster matters.





Glenn Kubish is working towards a Master of Arts in Communications and Technology at the University of Alberta in Edmonton, where his final research project will analyze what happened in the 2:14 of video and in its sharing across social media. He can be reached at glenn.kubish@gmail.com




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Published on February 29, 2012 13:30

February 27, 2012

Announcing Transmedia Hollywood 3: Rethinking Creative Relations

UCLA School of Theater, Film, and Television,

and

USC School of Cinematic Arts &

USC Annenberg School of Communications and Journalism

Present:



Transmedia Hollywood 3: Rethinking Creative Relations

April 6, 2012, USC



Conference Overview:

As transmedia models become more central to the ways that the entertainment industry operates, the result has been some dramatic shifts within production culture, shifts in the ways labor gets organized, in how productions get financed and distributed, in the relations between media industries, and in the locations from which creative decisions are being made. This year's Transmedia Hollywood examines the ways that transmedia approaches are forcing the media industry to reconsider old production logics and practices, paving the way for new kinds of creative output. Our hope is to capture these transitions by bringing together established players from mainstream media industries and independent producers trying new routes to the market. We also hope to bring a global perspective to the conversation, looking closely at the ways transmedia operates in a range of different kinds of creative economies and how these different imperatives result in different understandings of what transmedia can contribute to the storytelling process--for traditional Hollywood, the global media industries, and for all the independent media-makers who are taking up the challenge to reinvent traditional media-making for a "connected" audience of collaborators.



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

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



Fearing obsolescence in the near future, many of Hollywood's traditional studios and networks are looking increasingly to outsiders--often from Silicon Valley or Madison Avenue--to teach these old dogs some new tricks. Many current studio and network executives are overseeing in-house agencies, whose names--Sony Interactive Imageworks, NBC Digital, and Disney Interactive Media Group--are meant to describe their cutting-edge activities and differentiate themselves from Hollywood's old guard. Creating media in the digital age is "nice work if you can get it," according to labor scholar Andrew Ross in a recent book of the same name. Frequently situated in park-like "campuses," many of these new, experimental companies and divisions are hiring large numbers of next generation workers, offering them attractive amenities ranging from coffee bars to well-prepared organic food to basketball courts. However, even though these perks help to humanize the workplace, several labor scholars (e.g. Andrew Ross, Mark Deuze, Rosalind Gill) see them as glittering distractions, obscuring a looming problem on the horizon--a new workforce of "temps, freelancers, adjuncts, and migrants."



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



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





PANEL 1 (9:15-11:15): "Realigned Work-Worlds: Hollywood/Silicon Valley/Madison Avenue" Denise Mann, moderator



This panel seeks to capture the unruly, still unfolding, wild wild west moment of cultural-industrial conversion taking place in both virtual and real-world workplaces as Hollywood looks for top-down solutions to engaging with consumers where they live--online. Once the dominant players in the content industry, Hollywood today is having to look as far away as Silicon Valley and Madison Avenue for collaborators in the 2.0 space. Many in Hollywood are trying to bridge the gap between the old and new ways of doing business, describing their operations as "Silicon Valley startups within a big media company." Disney is buying out the founders of social experiments like Club Penguin, Togetherville, and Playdom in order to reinvent their family business for the connected generation. In each instance, Hollywood's old guard is having to rely on a new generation of entrepreneurs from the tech and geek communities to teach them how to navigate the 21st century.



Break: 11:15-11:30



Panel Two (11:30-1:30): "Creative Economies: Commercial vs. State-Based Models"

Henry Jenkins, moderator



In the United States, transmedia production has been often coupled with issues of promotion and branding, because of the ways that production is funded in a Hollywood studio or network television models. But, around the world, in countries where there is strong state support for media production, alternative forms of transmedia are taking shape, which are governed by different imperatives (cultural, educational, artistic). How has transmedia fit within the effort of nation-states to promote and expand their creative economies? What can commercial media producers learn from these alternative models and approaches? How might these developments further expand our understanding of what transmedia is and what it can contribute to the language of storytelling? What are the advantages and disadvantages of creating transmedia content under these different kinds of creative economies?



Lunch (1:30-2:30)



Panel Three (2:30-4:30): "Working on the Margins--Who Pays for Transformative Works of Art?" Denise Mann, moderator



The independent film industry isn't working any longer--so says powerful indie producer Ted Hope, who now advocates for using transmedia entertainment models that allow media-makers to engage directly with fans, and in the process, rethink old production, marketing, and distribution patterns that no longer make sense in the 21st century. A new generation of media-makers, actors, writers, directors, and producers are taking concrete steps to reinvent bottom-up entertainment for the contemporary, connected, tech-savvy audience. For some independent-minded creators, the best way to connect with today's self-aware audience is by creating a self-mocking, self-reflexive web series like The Guild or Dr. Horrible. For others, the best way to engage with the audience is by creating collective works of art via star-driven companies like hitRECord or Funny or Die. The impulse behind each of these works of collective intelligence is to take art out of the rarified world of crumbling art-house theaters, museums, and galleries and put it back into the hands of the masses-- creating an immersive, interactive, and collective works of transmedia entertainment, made by and for the people who enjoy it most.



Break (4:30-4:45)



Panel 4 (4:45-6:45): "Creative Intersections: How Comics Fit into the Transmedia Ecology"

Henry Jenkins, moderator



By many accounts, the comics industry in the United States struggles to survive, with mainstream titles facing declining readerships, despite some growth in the sales of independent graphic novels through bookstores. Yet, the comics industry has never played a more central role in the entertainment industry as a whole, with comics seeding more and more film and television franchises, and with comics performing important functions within larger transmedia projects. So, how can we understand the paradoxical status of the comics industry? In what ways are these other media outlets helping to subsize the production of printed comics? What kinds of advantages does content audience-tested through comics bring to other media industries? Why have so many television series sought to extend their narratives through graphic novels in recent years? As comics are brought to the screen, what do the producers owe to the fans of the original material as opposed to new viewers who may have little to no awareness of the series' origins in comics? What lessons might transmedia producers learn from the larger history of extended universes and intertexuality within comics?



Moderators:



Henry Jenkins

Henry Jenkins is the Provost's Professor of Communications, Journalism, Cinematic Arts, and Education at the University of Southern California. He is the author or editor of 15 books on various aspects of media and popular culture, including Textual Poachers: Television Fans and Participatory Culture (1992), Convergence Culture: Where Old and New Media Collide (2006) and with Sam Ford and Joshua Green, Spreadable Media: Creating Media and Value in a Networked Culture (Fall, 2012).





Denise Mann

Denise Mann is Associate Professor and Head of the Producers Program at the UCLA School of Theater, Film, and Television. Her most recent book is Hollywood Independents: The Postwar Talent Takeover (Minnesota, 2008). Previously, Mann co-edited Private Screenings: Television & the Female Consumer (Minnesota, 1992) and has published articles on television and consumer culture in a range of journals. Mann served as an associate editor on Camera Obscura, a journal of feminism and film theory, for six years.





Speakers include:



Ivan Askwith



Ivan Askwith is Senior Director of Digital Media at Lucasfilm, where he oversees strategic and creative direction for the wide range of online, mobile, social and cross-platform initiatives that make up the digital presence of Star Wars, Lucasfilm, and the company's other properties. Previously, he was the Director of Strategy at Big Spaceship.



Morgan Bouchet

Morgan Bouchet is Transmedia and Social Media Vice President of the Content Division of Orange and is Director of the Orange Transmedia Lab . Orange is a brand of France Telecom, the main telecommunications company in France (and one of the world's largest). Bouchet joined France Telecom in 2000, developing content experiences and Vod products before moving to transmedia and social media. Prior to France Telecom, Bouchet was manager of the New Media division of FKGB, a French entertainment marketing company.





Angela Chen Caplan



Angela Cheng Caplan is the President and CEO of Cheng Caplan Company, Inc., a boutique literary/talent management and production company based in Los Angeles, California, representing Academy Award nominated filmmakers, best-selling book authors, Pulitzer Prize winning journalists and world famous comic book creators such as Brian Wood





Katerina Cizek



Director Katerina Cizek is an Emmy-winning documentary-maker working across many media platforms. Cizek directs the National Film Board of Canada's Highrise series on residential skyscrapers. For five years, she was the National Film Board of Canada's Filmmaker-in-Residence at an inner-city hospital, in a many-media project that won a 2008 Webby Award, a Banff Award, and a Canadian New Media Award.



Sara Diamond



Sara Diamond is the President of the Ontario College of Art and Design (OCAD) University, Canada's "university of the imagination." Prior to her presidency at OCAD University, Dr. Diamond was the Artistic Director of Media and Visual Art and Director of Research at the Banff Centre, where in 1995 she created the Banff New Media Institute (BNMI) and led it for 10 years. Dr. Diamond holds a PhD in computer science and degrees in new media theory and practice, social history, and communications from the United Kingdom and Canada.



Christy Dena

Dr. Christy Dena is the director of Universe Creation 101, an organization that creates and consults cross-media narrative development. As a transmedia analyst, she collaborated with colleagues Tim Kring, Nokia and The company P on Conspiracy for Good, a Digital Emmy-nominated alternate reality experience (2011 Digital Emmy-nominated alternate reality experience. Another recent project includes curating and co-organizing Transmedia Victoria, an industry conference and workshop for the Australia Council of the Arts. She holds a Ph.D. from the University of Sydney, a postgraduate diploma in Creative Writing from University of Melbourne, and a B.A. in Visual and Performing Arts from Monash University.



Nick De Martino

Nick De Martino is a media and technology consultant and was Senior Vice President of Media and Technology at the American Film Institute for 20 years before retiring in 2010. Under his direction, AFI and Apple Computer developed the first training lab for Hollywood filmmakers, the beginning of many collaborations with high-powered technology companies (that also included Adobe, Intel, and IBM, among others). The Los Angeles Business Journal named De Martino a leader in technology twice, and in 2006, the Hollywood Reporter and the Producer's Guild of America's New Media Council ranked De Martino #3 in the "Digital 50" which recognizes digital innovaters.



Jennifer Holt



Jennifer Holt is Associate Professor of Film and Media Studies at the University of California Santa Barbara. She specializes in the areas of media industry studies, film and television history, and media policy. Her current research looks at regulation and policy in the era of digitization and convergence. She is the co-editor of Media Industries: History, Theory, and Method (Blackwell, 2009) and author of Empires of Entertainment (Rutgers UP, 2011), which examines deregulation and media conglomeration from 1980-1996. She is also the Co-Director of the Carsey-Wolf Center's Media Industries Project.





Ted Hope



Ted Hope has produced Academy-Award nominated independent films such as 21 Grams (2003), The Savages (2007), and In The Bedroom (2001). Three of his entries to the Sundance Film Festival have won the Grand Jury Prize: American Splendor (2003), The Brothers McMullen (1995), and What Happened Was.. (1994). In the early 1990s, he co-founded Good Machine, an independent film production and distribution company that went to become Focus Features. Currently, Hope works from his New York-based indie production house, This Is That, which he co-founded in 2002. He is the recipient of the 2009 Vision Award from the LA Filmmakers' Alliance as well as the Woodstock Film Festival's Honorary Trailblazer Award.



Gareth Kay

Gareth Kay is Chief Strategy Officer of Goodby, Silverstein & Partners, an ad agency based in San Francisco. He joined GS&P as the Director of Digital Strategy in 2009. Prior to joining GS&P, Kay was Head of Planning at Modernista!, where he oversaw the strategic direction of all accounts including Cadillac, HUMMER, Napster and (RED). Gareth began his career in the UK and worked at TBWA, dfgw and Lowe. Gareth serves on the boards of Boulder Digital Works and the VCU Brandcenter, and sits on the Google Creative Leadership Council.



Katherine Keller



Katherine Keller is a "Founding Tart" and the current Culture Vultures

Editrix at Sequential Tart. She is married to Ralph Mathieu, owner of

the Eisner nominated Alternate Reality Comics. (Yes, she married her

neighborhood comic shop owner.) In her day job she works at the Lied

Library, University of Nevada, Las Vegas. She is passionate about

comics, pop culture, fandom, and open access publishing.





Joe LeFavi



Joe LeFavi, is a transmedia producer and brand strategist who launched consultancy Quixotic Transmedia in 2010. His company provided the transmedia strategy for Immortals (2011), Relativity Media's highest grossing film. He has also collaborated with I am Rogue, Lionsgate and Crest Animation. In addition, his company has published motion comics for Platinum's Cowboys & Aliens, numerous titles for Archaia such as Immortals and Johnny Recon, and over 100+ titles for The Jim Henson Company, which includes their line of Archaia graphic novels.



Jordan Levin



Jordan Levin is founding partner and CEO of Generate, a management and cross-platform production company in Los Angeles. Levin is best known for co-founding the WB, where he where he helped develop a distinctive brand of young-skewing shows (Dawson's Creek, Gilmore Girls, Buffy the Vampire Slayer) and served as the youngest-ever network CEO.





Sheila C. Murphy



Shelia C. Murphy is an Associate Professor in the Department of Screen Arts & Cultures at the University of Michigan. Murphy is also the author of How Television Invented New Media (Rutgers UP, 2011). She received her B.A. in Art History from the University of Rochester and her M.A. and Ph.D. in Visual Studies from the University of California, Irvine. From teletubbies to cybernetics, television to "convergence," net.art and hacking, her interest lies in visual discourse of and cultural rhetoric about how, why, when and where we use computers and incorporate them into our everyday life.





Jose Padhila

Jose Padhila is a Brazilian filmmaker and producer. His credits include Bus 174, Elite Squad, and Elite Squad: The Enemy Within, a trilogy that explores corruption and brutality in Brazil. Elite Squad won the Golden Berlin Bear at the Berlin International Film Festival in 2008, one of Padhila's many filmmaking awards. Upcoming films include Robocop, Words with Gods and Rio, eu te amo.



Mike Richardson



Mike Richardson is the current president of Dark Horse Comics, a comics publishing company he founded in 1986, as well as the president of Dark Horse Entertainment, which has developed and produced numerous projects for film and television based on Dark Horse or other licensed properties. Dark Horse publishes many licensed comics, including comics based on Star Wars, Buffy the Vampire Slayer, Aliens, Predator, Mass Effect, and Conan; the company also publishes creator owned comics such as Frank Miller's Sin City and 300, Mike Mignola's Hellboy, Stan Sakai's Usagi Yojimbo, Paul Chadwick's Concrete, and Michael Chabon's The Escapist.





Mary Vogt



Mary Vogt is a costume designer who has been Emmy-nominated for her work on Pushing Daisies (2008). She was the costume designer for the Men in Black movies, Batman Returns (1992), Fantastic Four: Rise of the Silver Surfer (2007), and the 2010 Tamil (South Asian) science fiction blockbuster, Endhiran (Robot).





Watch here for further speaker announcements.



Location:

Venue


Eileen Norris Cinema Theatre, USC Cinematic Arts Complex, Los Angeles



Parking

The USC School of Cinematic Arts is located at 900 W. 34th St., Los Angeles, CA 90007. Parking passes are available for Parking Structure D (PSD) for $8.00 at Entrance Gate #4, located off Jefferson Blvd. at Royal Street (east of Hoover Street). The School of Cinematic Arts is down 34th Street (heading away from Figueroa) from the Parking Structure. To view a map of the Parking Structures and Entrance Gates, visit http://web-app.usc.edu/maps/



Conference Pass (includes admission to all panels and reception)



General Public: $40

Faculty/Students: $10

(Valid university ID required at check-in)

Purchase Tickets here

Processing fees may apply.

All sales are final.



Extra Event: Teaching Transmedia



As more and more colleges and universities are teaching courses in transmedia enertainment, crossmedia design, and convergence culture, Transmedia Hollywood wants to invite people interested in exchanging resources or trading experiences to gather for a special "birds of a feather" meeting at the Annenberg Innovation Lab on the eve of the conference -- April 5 -- at 7 pm. If you want to come, drop me a note at hjenkins@usc.edu




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Published on February 27, 2012 12:00

February 23, 2012

Inventing the Digital Medium: An Interview with Janet Murray (Part Three)


You suggest a broad range of design fields as important for addressing the core properties of digital media. I know you've thought a lot about the process of educating designers. Do you imagine expanding the curriculum so that all designers know at least something of these various fields or do you imagine building multidisciplinarity into the design process through collaboration across various expertise?



I do think that designers should know about all the contributory fields - such as visual design, human computer interaction, industrial design, computer science, media studies. These fields overlap one another and each one is already drawing on multiple other disciplines, so even those with a more narrow training have had some exposure to other disciplines. For me, the key thing is that we should understand design as a collective process of inventing a common medium - that all of these practices should be seen as contributing to a common design palette of conventions that are available for use by any application. For example, we can't think of information design as separate from game design, because game mechanics can be very useful in explaining complex systems, and information visualization can be very useful in offering an overview of a complex multiplayer world. The more we think of every artifact we make as occupying this larger potential design space, the more strategies we have at our disposal for making expressive, coherent digital artifacts.



But we need a way to unify these different approaches, which is why I suggest that we think of the digital medium as having four characteristic affordances (the procedural, participatory, encyclopedic, and spatial) so that we can understand the role of each of these contributory disciplines in helping us to maximize these affordances.



Of course curriculum decisions are always influenced by local configurations - by what departments are more open to change or to collaboration within any particular university. Digital Media is being taught in many departments, and degree programs are proliferating so rapidly that we seem to have a new faculty ad to post to our PhD students every day. My hope is that Inventing the Medium will make it possible for more people to teach digital media design from a wider range of disciplines. I'm hoping that humanities and arts faculty will be able to introduce the technical issues using the book, and that computer science and engineering departments will be able to use it to integrate media-oriented design questions into their teaching. And I've made an extensive Glossary in order to encourage professionals from varying disciplinary backgrounds to share a design vocabulary.




You write that "media expand the scope of our shared attention." Yet, the issue of attention remains a central one for critics of digital media. What relationship do you see between this idea of "shared attention" and the competing claims by Steven Johnson that "Everything Bad is Good For Us" and Nicholas Carr that "Google is Making Us Stupid"?





I think that Steven Johnson is right - more complex storytelling (as in the change in serial drama that he charts in that book) makes us smarter. And I see the digital medium as supporting more complex cognitive forms, not only story-telling forms, but also representations of the world as replayable simulated systems, so that we can look at how the same situation can be configured in multiple different ways, or how multiple causes can contribute to a single event. I thank that Nicholas Carr and other dystopian chroniclers of the digital era are correct in identifying the distracting effect of information overload, but they mistake the immediate situation for something that is intrinsic to digital culture. Right now, we have a growth in the quantity and variety of information that we can encode and deliver - a big growth spurt in inscription and transmission - but a lag in the conventions of representation that make information coherent. Google is making us much smarter in exactly the way that external media representation has always made us smarter: the new encyclopedic affordances of the digital medium lets us offload information that we no longer need to carry in memory, and to share information with one another that we no longer need specialists or personal contact to access. Google makes all this encyclopedic information retrieval on demand. Of course it is not as refined as we need it to be, but it has already made it orders of magnitude easier to find an address, identify an author, check on professional affiliations, etc. So it is absurd to say that internet resources reduce our ability to focus.



Now, it may be the case that people are less patient with self-indulgent prose, that people are less willing to submit to the long-winded authorial voice, to enter the trance of reading a longer work. But in some cases that may mean that we can convey the same information in more concise terms. For example, I needed to express the argument for Inventing the Medium in book form, but now that I have laid it out, I would love to make an ebook that segmented the same information in smaller chunks and allowed for multiple navigational paths.




Your book makes a strong case for medium specificity, critiquing the over-reliance on "inherited structures" from "legacy media." Yet, others have made the argument for media impurity, seeing real value in the cross-polination of different traditions and practices. And in your earlier work, you often saw such borrowings as necessary to help people make the transition into a new medium. So, how might designers think about when elements borrowed from other media are enabling or retarding the growth of digital culture?



Borrowing is a necessary feature of design. But designers should be aware of the provenance, the origins, of design features and think about the function they serve separately from the medium in which they live. For example the front page of a newspaper and the headlines on the page are very useful conventions for conveying a common understanding of what is news in a short time. But the sound bite and display behind the news anchor, the scrolling headlines at the bottom of the screen, the magazine cover, are similar conventions, and they all relate to the core cultural task of taking in diverse summary information in an efficient manner. If we are making a news site for the web, or for a mobile device, or for some future platform that operates from a chip in the corner of special glasses, we would have to think about the purpose served by the aggregation of headlines on the front page, and consider what we want to merely borrow the legacy conventions (or the web conventions when they become digital legacy) and what we will need to reinvent.



I don't believe that the digital medium is wholly new and separate from cultural history--quite the contrary. But I do see the need for designers to borrow, invent, and refine the appropriate conventions of the new medium in a way that is mindful of how earlier customs reflect earlier limitations (such as column size and page size and the fixity of paper) that we need not reproduce.




You focus here primarily on the work of designers. But, as you know, the digital has brought about a more participatory culture where lots of everyday people are designing and producing media. How do their "untrained" and "unprofessional" design decisions contribute to the process of inventing the medium?



That is a great question and of course one answer is that I rely on you, Henry, to tell me about that!



But I don't think designers can abdicate responsibility. It is our job to invent the conventions that scaffold popular invention. For example, the status line and hash tag are incredibly powerful organizing conventions, which then make possible the inventive uses (such as professional convention commentary, fan commentary, political organizing, even ironic pseudo-hashtags) that we value on a viral success like Twitter. People need a coherent structure in order to share focused attention and pool their creativity.




Janet H. Murray is an internationally recognized designer and media theorist, and Ivan Allen College Dean's Professor of Digital Media at Georgia Tech where she also directs the Experimental Television Laboratory. She holds a PhD in English from Harvard University and was a pioneer of digital humanities applications at MIT in the 1980s and 1990s, moving to Georgia Tech in 1999, and serving as Director of Graduate Studies in Digital Media from 2000-2010 during which time she led the redesign of the MS curriculum and the founding of one of the first PhDs in the field. She is the author of Hamlet on the Holodeck: The Future of Narrative in Cyberspace (Free Press, 1997; MIT Press 1998), which has been translated into 5 languages, and is widely used as a roadmap to emerging broadband art, information, and entertainment environments, and Inventing the Medium: Principles of Interaction Design as a Cultural Practice (MIT Press, 2011). At Georgia Tech, her interactive design projects include a digital edition of the Warner Brothers classic, Casablanca, funded by NEH and in collaboration with the American Film Institute; the Interactive Toolkit for Engineering LearningProject, funded by NSF; and a series of prototypes for the convergence of television and computation, created in collaboration with PBS, ABC , MTV, Turner, Intel, Alcatel-Lucent, and other networks and media companies. Murray is an emerita Trustee of the AFI and a current board member of the George Foster Peabody Award. In December 2010 Murray was named one of the "Top Ten Brains of the Digital Future" by Prospect Magazine.




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Published on February 23, 2012 12:45

February 22, 2012

Inventing the Digital Medium: An Interview with Janet Murray (Part Two)


You describe the digital as still an "immature medium." What would constitute a mature medium and what steps would still need to take place before the digital can reach this state?



Well, movies are a mature medium - we don't think about the devices by which the story is told - the placement of the camera or the acting style: all of that has become conventionalized and made transparent to the viewer and at the same time it affords the practice of virtuosity, of invention of the new within a stable expressive range of conventions.



And some parts of digital expression are more mature than others - web page design is pretty stable for example. But it is easy to think of changes in the inscription or transmission layer that will make current web design obsolete. For example, if 3D screens become the norm we might enter a period of exploring and refining some of the established film techniques - we can see that happening in Scorsese's Hugo for example, but all within the recognizable conventions of a Hollywood movie. But if 3D screens become the norm for interactive environments, then we will have to develop a whole new set of conventions for navigation along the Z axis, and we will see a rearrangement of archives into 3 dimensions (think of the tables of iTunes songs) and this will inevitably make us more eager to use gestural interfaces to reach in and grab things or send them hurtling back and forth. The disruption in inscription of a 3D screen would not just lead to 3D shooter games but to new genres and formats that would organize information and experience in ways that we cannot predict until we start messing with it. So this openness to disruption is a symptom of an immature medium.



What is the case for seeing the computer as a medium as opposed to a delivery mechanism for a wide array of different kinds of media formats and practices?



That is what I asked myself to prove in Chapter 3 of Hamlet on the Holodeck. It is a medium because it has its own affordances, particularly the procedural and participatory affordances that we recognize as "interactivity." But that does not mean that we can't think about videogames as a medium within the larger digital medium, just as newspapers are a medium within the larger print medium.



As McLuhan pointed out, the content of any new medium is an older medium, and Bolter and Grusin are right to call attention to "remediation" as a cultural phenomenon that is always going on: we are always transposing conventions from one medium to another.



But when we treat the computer as merely a wire for sending down packages of video or print in imitation of legacy formats then we are missing out on new expressive opportunities and often reinscribing the limitations of older physical structures.



For someone trying to make money in the short term from legacy properties then creating a DVD of a movie or streaming a TV show or an electronically delivering a PDF of a "book" seems like a win. But designers should think beyond this: they should ask what we are communicating with these legacy formats - what stories we are telling, what concepts we are explaining -- and then consider whether we can serve the same purposes in more powerful ways by drawing on the affordances of computation. For example, maybe it is time to replace all the physics text books with manipulable system models. Or to go back to a project you and I worked on at MIT some years ago, wouldn't it be better to teach film studies in a digital environment where you could access any film at multiple levels of granularity, comparing multiple examples of the wipe or dissolve? If we think about the digital medium as just a way of reinscribing the print-era text-book or other legacy media formats we will deprive ourselves of new strategies for expressing, sharing, and understanding human experience.




Though you write near the end about the importance of creating "more expressive machines," Hamlet on the Holodeck's concern with expression often takes a back seat here to issues of functionality and transparency. Does this suggest that you think the kinds of debates you used to have with Sven Birkerts and others have been resolved? Are you personally less interested today in the issue of whether the digital can be art or literature?



No, I am still interested in art which is one of the primary ways of exploring the expressive qualities of a new medium - of stretching the clay, so to speak -- and there are many expressive examples in the text, such as Camille Utterback's work, which I admire tremendously as well as a section in the last chapter on playfulness as a design strategy.



But the book does engage the nitty gritty conceptual work of shaping something in digital form: how to abstract experience into coherent procedures and structured documents, how to think about loops and metadata as the raw materials for expressive practice. To my mind, you must understand the specific materiality of the medium - the plasticity of code and data structures - in order to exercise creative power as a designer. That doesn't mean that everyone has to write their own code on every project, but you have to understand how to shape the bits in order to have a wide enough understanding of the design space. If you don't understand how code makes meaning then you can't imagine a wide enough range of possibilities to be a strong designer.





As for Sven Birkerts -- I was happy to see him announce that the journal he was editing was moving to the web just a few years after our debate. He was one of the first to express a kind of nostalgia for print, which I can sympathize with - I'm very fond of books and have just written a very fat one. What I still don't sympathize with is the notion that there is a hierarchy of media, so that anything in print is somehow better than anything on TV or in the digital medium. But Sven was very poetic in evoking the joy of print, which people will likely continue to do as we become more aware of media forms because of the changing landscape.



You rather quickly dismiss the concept of "transmedia" or "crossplatform" storytelling from your focus here. Yet, I know you have been working with the American Film Institute on various projects to think about the computer as a "second screen" in relation to film or television. What insights might you be able to share from this work with my readers who are interested in transmedia issues?



My etv group has been an important focus of my own research since I came to Georgia Tech. It assumes a convergence platform that combines everything we love about TV with all the affordances of the digital medium. This is what I predicted in HoH in 1997, and described in chapter 9. The home TV is converging with the computer, the game platform, and the telephone which is now a video telephone. The tablet has become a useful second screen and is very well positioned to replace the remote control. Our prototypes address these possibilities. For example, we assume that TV series are stored in an archive that is navigable across episodes and across series. Then we ask, what kinds of connections will viewers want to make? So we do prototypes that connect two American history documentaries that explore the Cuban Missile Crisis from Castro's perspective and from Kennedy's. Or we show how a long-form story arc, like Graham Yost's masterfully controlled Justified season, can be made clearer to viewers by scene-specific synchronized visualizations that do not distract them from the unfolding story.



I like your categories of transmedia very much and I know the term has been very energizing within the entertainment industry. I particularly like your calling attention to the need for a consistent storyworld across media instantiations. I have picked a friendly quarrel with the term "transmedia" on my blog and I am taking up the same issue in a keynote at Euro iTV next August, calling for a process of "transcending transmedia. " Instead of interactive environments as separate media from television, I want to encourage people to think about more complex storyworlds that integrate the affordances of the digital medium, such as documentaries that are indexed for multiple paths, or dramatic series that come with the ability to follow a single thread across multiple episodes or seasons, or fantasy dramas that support investigation and sharing of clues to mysterious forces without a sense of leaving one medium and entering another one. I'm more interested in the integration because I think that more complex storytelling is a human resource. It holds the power to make us smarter and more empathetic.




In the interest of continuing this "friendly quarrel," let me add a few thoughts about Janet's arguments about "transmedia" as a purely "additive" concept. She is in some senses rehashing arguments she made two decades ago against the concept of "multimedia," which she argued was like "photoplay" a transitional term which described our limited understanding of how media could be integrated together and that as better design principles emerged, we would see a richer deployment of the affordances of the digital, which included new understandings of the properties of once distinct media. I agreed with her then about multimedia, and still do despite the resurgence of the concept as a result of the iPad's appeals to more integrated media experiences (perhaps, a second stage in the integration process). I am less certain that transmedia is a transitory term in this same sense. Here, I see the gaps between media as a feature and not a bug. For me, transmedia is about creating meaningful layers, where much of the pleasure and agency is in making connections across texts and deploying them as resources in an ongoing social conversation. The gaps between different extensions encourage a more active engagement, accounting for the recurring interest in transmedia across the entertainment industry as Hollywood seeks models for what engagement-based content looks like. I do believe we will see more and more integration of the functions of transmedia as more and more content comes to us through digital platforms, but I also think something vital will be lost if all of the content becomes instantly available to us in a more integrated fashion. This is the moment where transmedia changes back into multimedia (which for me is media across multiple modalities but within the same platform). The result will be to make the layered texts associated with transmedia more popularly accessible, but potentially at the expense of the hunting and gathering (not to mention the social exchange and collective interpretation of content) which has made the transmedia model so effective at mobilizing buzz and participation around media properties. Janet anticipated some aspects of transmedia with her discussion in Hamlet on the Holodeck of the notion of "hyperserial." The key concept here is "serial." Transmedia is a kind of seriality. Serial fictions have a distinct aesthetic and economic function, which would not be achieved by simply integrating all of the elements into a mega-text, and I think the kinds of seriality represented by transmedia will have value even when it becomes technically possible to more fully integrate the extensions. My five cents worth.


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Published on February 22, 2012 12:10

February 20, 2012

Inventing the Digital Medium: An Interview with Janet Murray (Part One)

I first met Janet Murray when I arrived at MIT almost 25 years ago. At the time, she was working on her book, Hamlet on the Holodeck: The Future of Narrative in Cyberspace, while I was working on Textual Poachers: Television Fans and Participatory Culture. Murray, along with the members of the Narrative Intelligence Reading Group, was an early guide for me to the emerging realm of digital culture and helped to shape my thinking in ways that I will never be able to fully acknowledge.



A few years later, Murray and I worked together, along with Ben Singer and Ellen Draper, to create The Virtual Screening Room, the prototype for a fully interactive digital textbook for studying film analysis. In many ways, what we constructed together using Hypercard was more advanced than anything we've seen so far coming out of the realm of e-books, with hundreds of clips on command from almost as many movies to illustrate core concepts in film editing.



Shortly afterwords, she left MIT for Georgia Tech, while with William Uricchio, I took over the leadership of our newly created Comparative Media Studies Program. We've remained in touch through the years, with Murray always proving to be a wonderful thinking partner, sometimes affirming, sometimes challenging my own thinking, and always overseeing cutting edge projects which stretched the affordances of digital media in the service of expanding human expression or more fully realizing its pedagogical potential. We've both found ourselves under attack for being "narratologists" in the famous "Ludologist" debates, and sharpened our own thinking about games as a medium in the process. I was delighted (well, for many reasons) when the British magazine, Prospect, identified both of us as among the top thinkers for the digital future.



Murray recently released her long-awaited new book, Inventing the Medium: Principals of Interaction Design as a Cultural Practice. On one level, the book is a textbook designed to help designers in training develop a fuller, more robust understanding of digital media, one which builds productively on principles she first outlined in Hamlet on the Holodeck, but which also reflects on the past decade plus of developments as many once cutting edge practices have now become normalized and routinized within digital media. This book captures some of the thinking she did as the chair of her program at Georgia Tech, which remains one of the most forward thinking about new media platforms and practices.



On another level, the book is a theory of media -- especially of media change -- with a strong emphasis on the intersections between technology and culture. I was delightful to see how much more deeply Murray had read and thought about media theory since the first book, and in the process, she is pushing all of us to think more deeply about what it might mean to consider the digital as its own medium rather than as a delivery system for multiple media or what it might mean to think about the local choices made in digital design as contributing to a larger evolution of that medium. Murray's writing has shifted in a more technical direction than her first book, which was very much an argument for why humanists should engage with new media production and critique, but she remains very much a humanist at heart, who sees digital media as making vital contributions to our contemporary culture. Inventing the Medium is an epic accomplishment, one which we will all be mining for years to come.



In this interview, Murray reflects about the larger conceptual framing of the book, what it has to say about the nature of media change and the role of design in constructing contemporary culture. Her thoughtful and engaging responses to my questions should provoke further reflections about the state of the art in digital design.





Your earlier book, Hamlet on the Holodeck, has been described as an experiment in speculative poetics, in that you were reading early signs of what kind of affordances digital media would offer for human expression. Inventing the Medium now has several decades of experiments and innovations to draw on. How did this change the way you approached this project?



When I sat down to write Hamlet on the Holodeck (HoH) I challenged myself to prove what I believed from the day my students at MIT showed me Eliza and Zork - that this was the beginning of a new medium of expression that could be as rich as print or film. To do that, I had to step back and say what were the equivalents of the material affordances that made film a new medium and not just a way of recording plays or acting out novels. So I came up with the formulations in Chapter 3 of HoH which is probably the most widely read part of that book - that the equivalent of cutting the film and changing the focus of the lens, etc. for cinema was the procedural, participatory, encyclopedic, and spatial affordances of the computer as a medium of representation.



At that point my interest was just in talking about these 4 properties as affordances for storytelling, but it immediately became clear to me in my work as an interaction designer, leading educational computing and (what would now be called) "digital humanities" projects that talking about these affordances and the aesthetics of interactivity and immersion that come out of them was a great way of focusing design teams and conceptualizing key design choices.



So the new book picks up that focus on the design process itself, and it looks beyond narrative to see the design of any digital artifact - any device, web page, app, archive, based on electronic bits and running code - as part of a common enterprise that I call "Inventing the Medium."

So the new book grows out of the previous one, but it also reflects the very different experience I've had since moving to Georgia Tech in 1999 where I served as Director of Graduate Studies (2000-2010) and where I established and continue to teach courses in interaction design, game design as a cultural practice,,and interactive television for students go on to work for all the major players in digital media from Apple and Ideo to Disney Imagineering, Electronic Arts, and Zinga, to Turner Broadcasting, Showtime, DirectTV, and AOL to Google, Amazon, and IBM and so on. Working in this community of diverse creative abilities, brought me much closer to the concrete design challenges of commercial world than my work at MIT. And my contact with all those companies, as well as my work with the American Film Institute as a Mentor and Trustee throughout the heady changes of the 2000s gave me a first-hand look at how productive change can be nurtured or thwarted within a community of practice. . .



So the short answer to your question is, my core ideas from 1997 have proven quite useful despite the profound disruptions and exhilarating inventions of the past 15 years because my experience at MIT from the 1980s through 1990s anticipated a lot of the challenges that hit the wider society later. And the principles I'm always trying to teach my students and that I did my best to put down in Inventing the Medium (ITM) should last over the next several decades of change, because they are not about how to design for any particular platform, but about how to approach the digital design process itself so that decisions you make today will align with the trends of lasting innovation and solutions that you arrive at in the context of today's gizmos can teach you something and inform choices that you will make as a designer in the unknown future environment.



You describe this book as documenting "the collective cultural task of inventing the underlying medium." In what sense is this a cultural as well as a technological project? To what degree do you think designers are aware of their impact on the future of a medium as opposed to the pragmatic issues of designing an App?



In my own teaching I encourage designers to have a kind of double consciousness, sort of short-term and long-term. The short-term consciousness involves serving the immediate users - and the more specifically we can think about them the better - and honoring the constraints of the immediate task, which can mean using a specific platform or limiting functionality in some way. But another part of their mind has to be fixed on the horizon, on the immediate work as part of a larger cultural task, that draws on media conventions from the past that have made for coherent communication, and that creates a foundation of conventions that will make for ever greater coherence going forward.



I have identified design in this book as a cultural project but I think there can be a whole bookshelf or Kindle folder full of books elaborating on that idea, and taking other aspects of our understanding of human culture as starting points for understanding digital design. For me, the key cultural task is the creation of media conventions - the equivalent of the headline, the byline, the chapter division, the cinematic establishing shot or 180 degree rule - the organizing conventions that allow us to build greater complexity and expressivity into the rituals by which we share our understanding of the world and our empathy for one another.



The cultural task I have in mind is meaning-making. I think this is the same task that babies undertake and early humans must have undertaken in clapping hands in imitation of one another, in pointing to something to direct attention to it, in intentionally clapping hands in synchrony with another person. These are the the radical cultural primitives, and language, drawing, writing, print, photography, and now computation are all ways of expanding our ability to clap, to point, to think together and synchronize our minds and our behaviors.



You draw on some of the same core concepts here as in Hamlet on the Holodeck. Which ones have had to be rethought the most to reflect the actual changes which have taken place?



Well if I were writing HoH again I would have to make changes, and I intend to do something like that for my next book - sort of a Return to the Holodeck (!) But Inventing the Medium is really a matter of taking the same ideas deeper, and so I see it as continuous with HoH.. The main change is that just as I had to think deeply about the affordances of the medium for HoH in order to think about interactive storytelling as a special case of digital affordances, for ITM which focuses on digital affordances as the basis of a design process, I had to think much more deeply about what a medium is. In HoH I took "medium" for granted. For ITM I had to think about whether what I was claiming about a medium was true for other media. I actually had another 50,000 words about this that I had to cut out and condense into parts of the Introduction, Chapter 1, and the last chapter on the Game Model, because it slowed down the main argument about design too much to go into it. But I am writing more about that in other places. I gave a talk about it for the MECCSA in the UK and I'm going to be writing that up for an article in Convergence.



I have two main insights about what a medium is that I can state briefly here. One is that any medium is composed of three parts: Inscription, transmission, and representation. (I define all this in the book and summarize it in the Glossary which is also reproduced on my blog ) . The other is that the most productive paradigm for designers in thinking about a medium, to my mind, is the paradigm of focused attention.



And actually this paradigm, come to think of it, came indirectly from one of the most dramatic reactions to HoH, which was the hostility (which you received as well) from the ludologists who were trying to set off a place for Game Studies separate from what they thought of as the "hegemony" of "narratology." I found it very useful to my thinking that they foregrounded games as its own communicative and representational genre. This led me to think about the place of games in human culture, and I realized in reading Michael Tomasello and Merlyn Donald, neither of whom talk about games explicitly, that the experience of focused attention and "theory of mind" that the cognitive folks think of as distinguishing us from our primate cousins, is really the pleasure we find in synchronizing our behavior with one another - which is the essence of games.



For me it was a particularly illuminating moment when I read in Merlyn Donald's work the statement of how much human culture could accomplish without first inventing language. This was amazing to me as a hyperverbal person of course. But then it was illuminating to my thinking about what a medium is. And it led me to think of focused attention as the key to the design of a new medium.



Janet H. Murray is an internationally recognized designer and media theorist, and Ivan Allen College Dean's Professor of Digital Media at Georgia Tech where she also directs the Experimental Television Laboratory. She holds a PhD in English from Harvard University and was a pioneer of digital humanities applications at MIT in the 1980s and 1990s, moving to Georgia Tech in 1999, and serving as Director of Graduate Studies in Digital Media from 2000-2010 during which time she led the redesign of the MS curriculum and the founding of one of the first PhDs in the field. She is the author of Hamlet on the Holodeck: The Future of Narrative in Cyberspace (Free Press, 1997; MIT Press 1998), which has been translated into 5 languages, and is widely used as a roadmap to emerging broadband art, information, and entertainment environments, and Inventing the Medium: Principles of Interaction Design as a Cultural Practice (MIT Press, 2011). At Georgia Tech, her interactive design projects include a digital edition of the Warner Brothers classic, Casablanca, funded by NEH and in collaboration with the American Film Institute; the Interactive Toolkit for Engineering LearningProject, funded by NSF; and a series of prototypes for the convergence of television and computation, created in collaboration with PBS, ABC , MTV, Turner, Intel, Alcatel-Lucent, and other networks and media companies. Murray is an emerita Trustee of the AFI and a current board member of the George Foster Peabody Award. In December 2010 Murray was named one of the "Top Ten Brains of the Digital Future" by Prospect Magazine.




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Published on February 20, 2012 14:25

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