Henry Jenkins's Blog, page 27
June 11, 2011
Going Beyond the Ending: A Wrap Up
This week, this blog has been using the debate about Smallville's ending to raise some larger questions about how cult series ends and how producers might deal with fans who are disappointed or frustrated or enraged or betrayed or... with the outcomes. Seeking to place this debate in a larger context, I reached out to Flourish Klink,who graduated with a Masters from the MIT Comparative Media Studies Program (where I was her proud mentor) and now, alongside teaching at MIT, works as the Chief Participation Officer for the Alchemists, advising this transmedia company about fan relations and participatory culture. She always has interesting things to say about the interplay between producers and fans, so I wanted to give her a chance to weigh in on this discussion.
Cult series always seem more satisfying to fans in the middle than at the end. How do you think producers should deal with the expectations which have built up over the run of the series? Are there classic mistakes which producers make in trying to respond to fan frustration with the ending of a program?
One of the most important aspects of dealing with expectations is to be honest about the situation, the possibilities, and the fact that not everybody is happy. One of the most classic mistakes that producers make is to become very defensive about their own work, suggesting that the way the show (or book, or...) ended is the only way it could have ended. Obviously, producers and writers and actors get just as wrapped up in their own long-running projects as fans do, so sometimes they become very certain that they're doing the right thing!But fans also have a perspective on the series, and if the producers are too staunch that the series ended the right and correct and only way possible, it can be very insulting to fans. It is much better to frame discussion about the end of a series in a more open way. "We decided to make character X and character Y together, because that's what everybody in the writer's room was feeling... Character Y and character Z might have a romance in an alternate universe, for sure, but we could only tell one of a million possible stories about these people."
An example of a writer who dealt with this very badly is J.K. Rowling (OK, she's a writer, not a producer - but it's a similar idea). Many fans viewed the epilogue to the final book as a slap in the face, intended to shut down any speculation about what might happen to the characters in their adult life. It would have been very easy for Rowling to mitigate some of those frustrations with a few well-placed words!
What roles can/should transmedia play in shaping the future of a cult series?
Transmedia can provide a wonderful way to explore the future of a series that ended too soon - but it can also play a wonderful role in exploring alternate universes, alternate ideas of how characters could be. That's an old idea in fanfic, but it's a new idea for Hollywood. (Here, we ignore the Star Wars extended universe - it's been doing this for years, but very quietly.) On its simplest level, changing media can allow fans who liked the ending of a TV show to enjoy that ending and consider the new medium "noncanonical" - but it can allow fans who didn't like the ending, especially an ending that centers around a romantic pairing, to continue the story until it reaches a place they find more satisfying.
What roles can/should fan fiction play in allowing fans to "repair the damage" done by the "Powers That Be" when they end a series on what some fans feel is the wrong note?
It seems silly to me to ask questions about "should" when it comes to fan works. Fan works are not really the kind of thing that "should" or "should not" exist - they do exist, and there we are. That said, I think that fan fiction is vital for this purpose. Fans are extremely invested in their shows, and fan fiction can be a way to put your money where your mouth is: instead of just saying "damn, why didn't they do X, Y and Z," you can write it yourself instead. By that stage of a show, fandom is often as much about frustration as it is about fascination; fan fiction gives one a way to work out both those emotions.
What franchises do you think have done the best job in resolving the competing expectations that surround the final episode of a favorite series?
Even though lots of fans disliked the final season, I think that Buffy the Vampire Slayer did a very good job - and it did a good job of using multiple shows and multiple media to let fans choose what view of the universe they wanted to take. Fans can choose to only watch Buffy - or also watch Angel - or also read the Season 8 comic books. Depending on what they chose to do, what they choose to consider their own personal "head canon," they can enjoy their own ideas about the series. What's more, whether you liked or disliked the final episode of BTVS, nobody was able to say that it wasn't climactic. BTVS somehow managed to have an apocalypse every season and still raise the stakes every season. If that's possible, no other show has an excuse for not having a climactic final episode!
For those who want to have a better understanding of how one can be a fan, even a very loyal fan, and actively seek to write around or think around disappointing elements in the original series, I'd recommend checking out my chapter on Beauty and the Beast in Textual Poachers: Television Fans and Participatory Culture. Here was a series that many, though not all, fans thought took a wrong turn which violated the genre contract the producers had made with their viewers and many chose to disavow an entire series and proceed with the fandom as though it had never existed as part of the canon.
Now, I want to share two letters I received from other fans who wanted to share their thoughts on the ending of cult series. I would be happy to see more such letters at hjenkins@usc.edu and will publish more if they come. Do let me know if you intend your letter for publication.
Dr. Jenkins,The ending of series can certainly be a challenge for everyone involved, especially the fans. I remember well when the original Star Trek television series moved to less-favored time slots and eventually went off the air. It is probably fortunate that they did not have the inclination at the time to do a major "wrap up" episode, which left fans and professional writers alike the opportunity to continue the storyline and expand it into many other series set in the universe that Gene Roddenberry built.
I was, by the way, one of those fans who continued the series in dreadful, typed fan-fic stories that circulated in small eddies, a practice that also got me through the long dry-spells between Star Wars movies. I'd never be rival to Timothy Zahn, but my own imaginings and characters satisfied my desire to know what happened in a way that did not detract from what became the official story line. My friends and I enjoyed our now-online "alternate universe" versions, and the challenge of creating believable plots and character development arcs gave me new sympathy for professional writers.
This is not to say that I do not understand the sense of disappointment and loss when a series - or character - is terminated before I am ready. I still consider Firefly the best series that should never have ended. The movie Serenity explained many of gems Josh Wheaton had hidden in store for us, but I will always grieve that we did not see the interplay between those 9 superb characters (and actors!!) beyond the first season. But I also wonder if, in the need to turn out an episode on schedule, the cast and crew would have started moving in directions that disappointed me and the rest of its many fans. As it is, we have our memories, favorite lines, and our mental model of who these characters would have become.
Art, after all, is a cooperative enterprise - while the television presents us with episodes in our favorite characters' lives, the audience also fills in and extrapolates for itself meaning of whom these people "are" to us. For some of us, myself included, they can be more than entertainment. If we follow them for years and invest them with importance to us personally, then they do have deeper meaning. They may be role models or exhibit a part of our personalities that we do not or cannot express in the "real world" of our socio-cultural reality. Watching them gives us an opportunity to play with identity, perhaps in ways not open to us normally. We might not have a strong, professional woman in our "real" lives, but seeing that character on the screen can help us imagine being one ... and then becoming one in a case of a projected identity becoming actual.
In retrospect, considering all the series and characters I have followed, I wonder if cult series should avoid conclusive wrap up episodes. The last episode (heck, the last season) of Lost, for instance, felt like a cheat - not answering the questions that I did have while also not advancing the characters in a way that felt authentic, to me. While, at the time, a series' sudden end (as with the very uneven Odyssey 5) leaves me with questions, it also leaves me freedom to imagine for myself what would have been if only the series had continued. And in many ways, the audience's own imagination - as Hitchcock demonstrated - is more powerful than laying it all out on the screen in vivid, authoritative, bound-to-disappoint-someone conclusion.
Barbara Z. Johnson
From Eugenia:
WHY THE FINALE TO BATTLESTAR GALACTICA (2003) DIDN'T WORK FOR ME
POSSIBLE RESOLUTIONS TO THE SERIES
Sometime during Season 3, I had decided that there were three types of resolutions to this series. These were:
Everyone dies.
Most of the main characters survive.
The postmodern non-ending ending.
1. Everyone dies
According to the laws of narrativium and story logic [1], this was the most likely resolution. Hints, or what other writers call "foreshadowing", in this direction were themes such as humanity wasn't fit to survive and children didn't come into their own until their parents were eliminated. Minor plots centered on schisms in the population leading to violence, characters suffering fatigue both mentally and physically, and characters becoming addicted to mind-altering substances. Logically these actions would have led to depleting resources to the point the fleet would be unable to defend or sustain itself.
2. Most of the main characters survive
Given Moore and Eick's manifesto [2] which described their "re-imagining" as "Naturalistic Science Fiction" and which stated, "Our goal is nothing less than the reinvention of the science fiction television series", something resembling an optimistic ending was the least likely resolution. After several seasons of "gritty realism", bleakness, and despair, the reversion to something resembling a traditional ending where the "good" guys win would be tantamount to an admission of failure of their "re-imagined" series.
Rationalizations of following the original series are mere excuses. Moore and Eick never felt obligated to follow anything in the original series beyond the title, the character names (even then demoted to "call signs" or last names), and the general design of the eponymous spaceship. It's absurd to even bring up Galactica: 1980 to justify the ending; that series wasn't titled Galactica: 148,000 BC.
3. The postmodern non-ending ending
In light of the "critical acclaim" of the series in the first two seasons, this conclusion to the series was possible if Moore and Eick sought to reinstate their favoured position with the critical intelligentsia.
The typical ingredients of postmodern works are evident in the series: style over substance, juxtaposition of different elements, references to past works, combination of the "lowbrow" and "highbrow", ambiguity, nihilism, and self-awareness of the artificial contrivance involved in creating the "work". Frequently accompanying postmodern literature or art is the author's stated intention to make it "difficult" for the reader or viewer. Not only difficult in interpreting it, but also even reading or looking at it due to the revolting subject matter.
These traits were evident in the series with its use of documentary (cinema-verite) camera work, the "re-imaging" of a "cheesy, 1970's TV show" into something "complex" with "layers of meaning", the disjointed narrative which frequently shifted time frames leaving gaps in the storyline, the monotone colour scheme of the costumes and sets making it difficult to distinguish characters, and viewers constantly being referred to deleted scenes and podcasts to fill in the gaps. Adding to the difficulty in understanding the storyline was demanding the viewer to shift frames of reference in quick succession. At times it was space opera, at others it was contemporary drama, and at still other times abstract symbolism. A frequent trait in postmodern literature is the author making an appearance in the story itself, so Moore's cameo in the final scenes was not unexpected.
What is claimed as sophisticated and erudite is merely confusing as the postmodern approach repeatedly disrupts the "suspension of disbelief" which narrative fiction relies on. The conclusions of such works are often self-referential or circular in that they return to the beginning.
WHAT DID WE GET?
Basically the conclusion was a traditional "happy" ending in which most of the main characters survive and a quick addendum of the postmodern self-referential with a few final swipes at the original series.
Moore and Eick just couldn't resist making the "Guardians" (old-school Cylon centurions) all on the "evil" side and obliterated. They just couldn't resist pitching the whole fleet into the sun accompanied by the original 1978 series title music played at the tempo of a dirge [3]. They just couldn't resist one last potshot regarding the original Baltar's beheading/non-beheading [4].
WHY IT DIDN'T WORK FOR ME
It contradicted the underlying assumption of the science fiction genre. Underneath the spaceships, lasers, funny-looking makeup, etc. is the ideal that the scientific method enables progress through a greater understanding of the physical world. As such, it allows humanity to determine its own destiny by surviving threats of extermination from disease, natural disasters, and predators.
The finale succumbed to the romantic notion of the "noble savage" living in harmony with nature by giving up material possessions, advanced technology, and accumulated knowledge. In essence, these Colonials sentenced their direct descendants to ignorance and a minimal existence. This is the antithesis of the science fiction genre's foundation. The series conclusion reveals that the "optimism" that Moore and Eick criticized as unrealistic in Star Trek was actually a lack of understanding on their part of the values inherent in the scientific method and Western civilization.
The cyclical "what has happened before, will happen again" typifies Eastern traditions. Destiny is preordained meaning when it come right down to it, an individual or civilization having no "free will". References to the "Head" people as angels who are acting in accordance with God's instructions is actually in direct opposition to the original series "Beings of Light". The "Beings of Light" represented the possibility of humanity's evolution to a higher state yet they could not "interfere with freedom of choice [5]", unlike the "re-imagined" series "Head" people who directly interfered and acted in the capacity of fate or destiny.
Various comments regarding comparisons of the original series to the "re-imagined" series indicate that some viewers weren't paying attention or were not able to recognize recurring themes without a character pontificating at length. When the original series mentioned that Kobol's [6] civilization migrated and abandoned technology, it stated: "And when they settled the Colonies, they turned on the very technology that could have saved them had they used it properly [7]". This theme is later alluded to in dialogue referring to the Cylons as "a race of beings who allowed themselves to be overcome by their own technology [8]". Technology wasn't considered evil in and of itself, but that it could be misused either intentionally or through over-reliance.
The original series connected the themes of "free will" and the use of technology. These themes are intertwined in the episode "War of the Gods" and complement the surface mythic storyline. In being seduced by technology, there is the danger of losing one's humanity or soul. To retain "free will", and thus humanity, it was deemed necessary to maintain family, community, and knowledge through religious, educational, political, and military structures. To submit blindly to another power is to lose "free will" and the ability to determine one's future. This point was again visited in the episode "Experiment in Terra" with the words: "I came from a world where the people believed the opposite of war was peace. We found out the hard way that the opposite of war is more often slavery. And that strength -- strength alone -- can support freedom [9]".
[1] The force that holds the story together as defined by Terry Pratchett.
[2] Ron Moore, Battlestar Galactica: Naturalistic Science Fiction or Taking the Opera out of Space Opera 2002
[3] Has this series ever used the 1978 Stu Phillips title music theme at the original tempo in all of its orchestral glory? Especially the trumpet fanfare?
[4] That one was for me, wasn't it, Ron?
[5] Being of Light, "Lost Planet of the Gods, Part II"
[6] Incidentally, the Akkadian word for planet or star is kakkabu, which doesn't take much effort to transform into Kolob or Kobol.
[7] Adama, "Lost Planet of the Gods, Part II"
[8] Baltar, "War of the Gods, Part II"
[9] Apollo, "Experiment in Terra"



June 10, 2011
How Should Cult Series End?: A Reponse
Last time, I posed the question of how to end a series which has attracted a passionate and committed fan following -- using Smallville as our central example. Today, I wanted to give some of the people associated with the series a chance to respond and share some of their perspectives on trying to close out Smallville's tenth and final year as a television series. Specifically, I asked them to reflect on how they closed off the Chloe Sullivan storyline which some fans had come to see as emblematic of what it means to be a professional women in the early 21st century. As I mentioned last time, I am grateful to Mark Warshaw of the Alchemists for his help in arranging for these responses.
The first comes from Kelly Souders, an alum of USC's Graduate Screenwriting Program, who joined the Smallville team, with her creative partner Brian Peterson as staff writers and finished their ninth and final season on the show as Executive Producers and showrunners. Kelly's frank and intelligent discussion of the challenges of constructing and managing transmedia characters was a highlight of this year's Transmedia Hollywood 2 conference, as you will see when we release the videos of that event through this blog late next week.
What are some of the challenges you face in trying to bring about closure to something as long-form as a cult television series like Smallville?
Honestly, "challenges" is a polite way to put it. Trying to sum up a decade of stories and characters, trying to sum up that season's arc, trying to give people as much as they can (knowing even a major feature film couldn't do it and they aren't following a nine day shoot and many other tv constraints) is pretty much... impossible. But, the benefit of a ten year show is that the people that are there after so long are there because they are passionate. And everyone gave 150%.
Given the diverse investment fans make in such series, what steps can producers take to live up to their expectations?
You just do everything you can. Everyone does. You try to think of every angle every fan has and try to shine a light in that part of the story. The issue is always that fans don't agree. Some people loved Chlollie and some people loved Black Queen -- bam, right there you've failed half the expectations before you've even picked up a pen. You simply try to finish the story that was started and you don't sleep much.
Some fans have expressed concern that the ending of Smallville effectively has "undone" some of the character development from the rest of the series, for example closing off Chloe's career ambitions. How would you respond to these concerns?
Well, this answer is going to be a bit long because I'm such a big Chloe fan myself. First I have to give a big "HUH?" to the Chloe part. As a woman who has a pretty demanding job and two children at home under the age of four, I have to say I was floored by that one. I'm not sure why anyone thought her reading a book at night meant she wasn't going to her computer down the hall to check in with the JLA.I guess the thought never crossed any of our minds or we would have thrown in some line like "Say goodnight to Superman in your comics, I have a co-worker to check in with..."
Because Allison was doing a play during filming, we only had her for one week of the two parter, so that's why we had to say goodbye to her character for the most part at the end of the first part. It's also why we were very clear when she was leaving Oliver that she was going off to be a "hero" and to Star City to manage the team. It was important to us that the Chloe career woman kept climbing the career ladder.
The reasons why we book ended with the boy were because we wanted her to be the first person to say "superman" and we wanted the woman we were always rooting for who had some bad luck in her personal life over the years to be victorious in that as well. We wanted her to have it all.
This second response comes from Allison Mack, the actress who played the part of Chloe Sullivan, and has now moved on to do stage work:
I want to begin this response by stating how moved and honored I am to know that a piece of work I was involved in creating over the last decade has inspired such passion, commitment and support. I believe our ability to have deep emotional experiences is what makes life worth living. Knowing that I was and am a small part of inspiring this type of experience is more gratifying than I can express. Thank you.I will say, I have had the most interesting few weeks. When I was informed of my fans reaction to the series finale I took notice. Throughout my experience on Smallville I have been exposed to incredible amounts of support from several different fan groups. Legendary Woman and AllisonMackonline.com are just two of the many groups doing exceptional things to honor the character I helped to shape, mold, and grow. This has always been a flattering and exciting process for me.
Ten years ago my good friend Mark Warshaw (also the creator of The Chloe Chronicles) asked me what I want to do with my work. I responded by telling him I wanted "To inspire people to do more in their lives". Over the course of the show I have had the privilege to create a character that stands for nobility, integrity, and honor. As woman of strength and passion, Chloe upholds so many traits I strive to uphold in my personal life and when I heard the fans expressed deep betrayal, I did not take the response lightly.
I thought for a long time about what to do and spoke with several mentors about how to best respond to this reaction. It was amazing to me a dream I recited to a friend over breakfast had come to life and was now at risk. Something had to be done.
Your outcries have allowed me to look at my position as an actor from a new perspective and the potential potency for influence with this is both intimidating and thrilling. I see my responsibility as an actress as being very serious and an incredible privilege. This is not to say that I want to be type cast as a "Chloe" but there are certain characters that portray metaphoric representations that I will not take on.
As for the show, I would prefer not to take a stance on the storyline itself. Not because I don't have opinions, I absolutely do, but more because I believe this is not about stating if the ending was "good or bad" and "right or wrong", more it is about learning how to take what was presented and look at it from all angles. What is both good and bad about it? How are the choices the characters made valuable and not?
The point is not the judgment we place on what we watch, but what we do with what we see. Do we use it to explore our own beliefs more deeply? Do we agonize and analyze the potential of choosing one path over another, thereby expanding our own capacity for deliberate choices? Do we allow ourselves to empathize so deeply with the characters we love that we challenge our prejudices and ultimately build our strength for compassionate and humane interactions? This is a process I believe can change the world. It is the reason I love what I do.
What if the result of this ending for Chloe has created an examination of the purpose of media for both the viewers of the show and myself? What if as an effect of this very show we recognize that now is the time for people to start to examine the nature of popular culture and entertainment more deeply? What if a result of this very discussion entertainment itself becomes a tool for education and evolution rather than something used to disappear and regress?
As it currently exists media is more often than not used as an excuse to turn one's brain off, to avoid thinking or growing. In my opinion this is a tragic misuse of one of the most effective tools developed. This would be a dream come true as it is one of my personal passions for media and technology.
In the end, maybe the metaphor for Chloe in the show's finale is bad and maybe it is good, but more than that this situation reveals an opportunity to re examine the way we use this force we call "media". This is not a matter of just ending a story nor is it a matter of just having a resolution for a character. This is an opportunity to create new archetypes and change the face of our interactions with entertainment.
So, I believe, what is important about this whole experience is understanding it. Taking the lessons from our responses and seeking to more thoroughly investigate our perceived adversaries, our archetypes and ourselves. Whether it is "good or bad" remains to be seen. That part is in our hands.
I would love to hear what you are thinking. As I did with the discussion of committed relationships and Castle, I am going to suggest you send your responses to me directly via e-mail at hjenkins@usc.edu so you don't have to face the headache of my spam catcher. I will post as many responses as I can through the blog proper. Please be clear if you are sending this personally to me or want to see it published.
So, if you are a Smallville fan, what did you think about how the series ended and how might you like to see the series extended in new directions, as Mack suggests here?
And if you are not a fan of Smallville, share your thoughts about the endings of other cult series. Which ones were handled the best? Which were handled the worst? What steps can producers take in responding to fan disappointments around the series? What would you like to tell "The Powers That Be" about how cult series should end?
Next time, I will share some closing thoughts and we will hear from Flourish Klink, a former student of mine who is now Chief Participation Officer for the Alchemists, and perhaps from some of you.



June 8, 2011
When Bad Things Happen to Good Series, or How Should Cult Series End?
The May 20th issue of Entertainment Weekly included a list of what they saw as the most controversial television series finales; they included Lost, The Sopranos, Seinfeld, Saint Elsewhere, and Newhart. The piece was timely since as I was reading it, I was hearing of some of the controversies surrounding several of the cult television series which concluded this season.
Reader Polly Robinson shared with me an interesting set of developments around Stargate:Universe getting canceled. I wrote some time ago about the ways Stargate fans worldwide had lobbied to keep this franchise in production. In this case, the much publicized Universe extension had been canceled by the SyFy Network after only two seasons and dedicated fans wanted an explanation. Craig Engler, Senior Vice President and General Manager of Syfy Digital, went on the GateWorld blog to offer an explanation, offering some interesting behind the scenes insights into how cable networks make decisions about how long and in what ways to prolong struggling series. Not every fan was satisfied by Engler's answers, but most appreciated his efforts to help them understand what had happened.
About the same time, I received an email from Margaret J. Bates, a longtime Smallville fan, who was disappointed with some of the narrative choices made in that series final episodes. Bates had been part of an effort featured on this blog to produce a television commercial paying tribute to the character of Chloe Sullivan, though she wanted me to be clear that the opinions she expressed were her own and not necessarily a reflection of that movement as a whole. I asked her to frame her concerns in a way that I could share them with you via this blog and this is what she had to say:
Chloe Sullivan and Caveat Emptor
By Margaret J.B. Bates
Betrayal.
I've wracked my brains for a week to find a way to express my feelings about the finale that don't seem trite or the feelings of a scorned shipper. I tried a first draft pointing out the host of problems about the finale in general, from the insult of Lex's mind wipe to the terrible Superman Returns plot rip off to only seeing a CGI cape after a decade, but I was asked to focus on Chloe only. I can say that, as one of her biggest fans, I was left crushed and angered by her end.
I want to separate this from what I've done for Legendary Women, Inc. and for the Legendary commercial. This is my personal opinion piece and reflects what I feel and what other online fans I've talked to at length feel. It does not, however, speak for either the women who made the commercial or the women who work at LW, Inc. This is personal, not professional.
I also wanted to separate this from what I've done as a fan, as far as working in campaigns, sending in letters, making donations in Chloe Sullivan's name for charity, creating a commercial, and erecting organization in her honor. While I speak for myself only, I still can't separate all that Chloe Sullivan was and can be from my fandom experience, which did include these ventures. I witnessed it. It wasn't just in myself. Chloe Sullivan inspired women and men, both, to write a myriad of letters to the producers expressing what a role model she was by being devoted to her career and by helping superheroes without even having abilities or fighting prowess. She just had herself and her wits. Chloe Sullivan inspired people to raise thousands over two years for The Christopher and Dana Reeve Foundation because she, as a character, would support philanthropy. Chloe Sullivan inspired a charity to rise composed of other young, business-minded women
She's a hero and a role model, and I cannot speak for anyone officially but myself, but I also can't ignore what a monumental impetus she's been over the last decade for young women and men everywhere to take action.
That's why the finale crushed me and left me feeling cheated beyond words.
Ten years ago, I was promised in part the story of who Chloe Sullivan was. I was promised that I'd see her grow and see an ending to her, and I didn't see that on my screen on May 13, 2011. Chloe was set up as a reporter and a heroine. In the pilot, she's the only character even noticing and investigating Smallville's weirdness, her home illustrated to be the corners of The Torch office. Five years later, fans everywhere cheered when she achieved what she called her dream of working at The Daily Planet ("Thirst," 5.05). When she was fired two and a half years later, not for incompetence but for protecting Clark's secret from Lex Luthor, fans were outraged and waited for her to return. They wrote letters, made books, made donations, and kept asking online spoiler sources and at Comic Con "When will Chloe go back to journalism?"
In the mean time, Chloe established herself as a hero in her own right, especially in season nine and her limited run in season ten, by re-organizing the disbanded Justice League as well as establishing Watchtower as an entity. In season ten, after faking her death, she was able to best the Suicide Squad and use them to save Clark, Oliver and the rest of the JLA from the clutches of the government. This was a woman who was active in her heroism, used her intelligence to outwit opponents such as the Suicide Squad whom the JLA failed to stop, and fought vibrantly for what was right.
She never backed down.
In the final two episodes of her winter arc this season, she expressed that she hadn't "felt like Chloe 1.0" since her days at The Torch student newspaper. She longed to go back to journalism as much as her fans had always begged and asked for it. In "Fortune" (10.15), although it was rushed and established offscreen while the episode was a wastedHangover rehash, Chloe told Clark she was going to report at The Star City Register under an alias so that she could work as a journalist by day and mentor young superheroes personally by night. She was going to have a double identity inspired by Clark, himself.
I was excited when I learned Chloe would return in the finale, ecstatic even. I figured with the press hints about future flash forwards and the quotes about how the finale would show Chloe evolving that we'd be able to glimpse her working at a newspaper, to see that career woman so many fans had missed and clamored for during the last three years, the person Chloe said that she wanted to be. We were also excited to see how she'd mentor the new generations of heroes. Even if it was just a minute or two flash of her leaving her office at The Register to go to a night training session of an unnamed student, it would have been a coda to who she was independently as a journalist, a mentor, and a heroine.
We didn't see that.
We didn't see anything that reflected what Chloe Sullivan had been established as over the ten years of the series. She was there merely to be the maid of honor, promote the wedding we all knew was destined to happen at some point, and to disappear with little aplomb fifty minutes into the episode. While returning cast members like Rosenbaum, O'Toole and Schneider (who played a ghost no less) all had final one-on-one scenes with Welling, Mack was denied this. Chloe and her fans were denied final closure on the only relationship that had been presented onscreen for all ten years of the show's run. An eleven second hug and a "See you in the funny pages" quip was not sufficient, especially in a finale that dragged in the first hour and repeated plot points like Lionel making a deal with Darkseid.
It was a clear slap in the face.
The producers, for whatever reason and I suppose ratings, held out a steak for us and promised that the finale was about returning characters and that Chloe had something special just for her and a great moment to shine.
They lied.
Chloe was an afterthought.
Her biggest role as narrator was the biggest slap to me. It could have been done more convincingly with any Canadian day player/random extra reading a comic book to their son. It would have made so much more sense. Why would there even be a Smallville comic book in a universe with Superman in it? How does Clark even have a secret identity in a world with Smallville and DC Comics? Why does Lex have to have an erased memory if everyone can learn Clark's secret identity for the price of a comic?
Besides being an essential paradox to have Chloe Sullivan reading Smallville comics to her son in 2018, it's a huge retcon to the character. In ten years, over two hundred episodes, Chloe never once expressed the desire to become a mother, never once. Lois has. Lana has. Tess acted as a surrogate mother with Alexander/Conner Kent. Chloe Sullivan was one of the few female characters on the show never to express an interest in motherhood. She wanted and talked endless about her career--whether that be journalism, heroism, or both---and she was always shown as having severe abandonment issues because of her mother leaving her as a child. Of all the women of Smallville, frankly, Chloe's deep psychological issues make her least fit to even be one.
But that's moot. She never once expressed the desire. The majority of her fans wanted her to be kickass reporter or kickass Watchtower or both. There wasn't a need to see her out there, seven years down the line, a spectator to the world of heroes she'd forged, reading bedtime stories. It doesn't match with the character created over a decade, nor does it match the character from the comics. In DC Comics, Chloe Sullivan was introduced as a well-decorated blogger out to investigate Luthorcorp, not a mother.
I wouldn't complain as vehemently if we'd seen her tuck her son in and then walk down the hall past awards for journalism on the walls or if she'd kissed him goodnight and said "Mommy has an article to finish up tonight." Then I could at least know she was still living her dream of reporting.
We didn't see that.
It would have taken a line drop, a prop, even an extra scene in the middle of a turgid pace to clear up the ambiguous and shoddy end for Chloe Sullivan, but the producers didn't even bother. The writers didn't care. They wanted the wrap around gimmick of reading Clark's story to be done by Chloe, probably not even realizing the paradox it created or the way it took Chloe from hero helping shape Clark's world to a narrator passively retelling it half a world away.
Yes, half a world.
No one bothered to explain why the package she sent Lois came from Signapore, a place Chloe had never been to during the series and a place she'd never expressed an interest in living and one, frankly, that was pointedly as far from Clark, Lois, Superman and The Daily Planet as possible and fairly far off from The Star City Register and Oliver Queen as well. No one bothered to explain why after going through superhuman efforts to "free herself from her old identity, she settled for something lesser...a relationship" (10.14 "Masquerade") by being married to someone under her birth name. Note it is even unclear to whom she is married, Oliver or a nameless future beau. Writer Al Septien and director Greg Beeman have differed publicly on the child's parentage already. The producers didn't explain why, as pointed out in "Legion" (8.11), no one even knows Chloe's name or that she ever existed when she's using it here, when she's alive, and when she basically built Watchtower from the ground up as her baby and saved Clark, Oliver and the League a dozen times over.
No one bothered.
They didn't care to.
That's what hurts most---to see my heroine reduced from this vital intense career woman to a forgettable person half a world away doing daily mommy chores and acting a passive narrator to the great exploits of Clark Kent. She was a non-entity and after ten years of waiting she deserved more .
Her fans deserved more.
It was a contract. We paid hundreds of dollars over the years for merchandise and DVDs, gave them ratings to survive, and invested a decade and hours upon hours in Chloe's story as well as Clark's and Lex's. All we got was "It's a comic book because it's like a comic book." Clark reached destiny because the future said so. Lex was stripped of his mind and any reason for even being evil, stripped to two dimensional villainy. Worst of all, Chloe Sullivan became a forgettable housewife in Asia with an ambiguous and poorly written ending because, I'll just say it, she has the wrong name.
Chloe Sullivan shouldn't exist.
So the writers did worse than kill her; they murdered everything she ever stood for and promised us we'd like it.
We hate it. I hate it.
They had the final say and discretion in how Chloe Sullivan's onscreen life ended on the show Smallville , but, I hope via fanfiction and charity projects and even lobbying DC to see more of Chloe the comics, that the fans can ensure that the character doesn't fade away.
She's a reporter. She's a career woman. She's a mentor and hero.
To us, she'll always stay that way.
The final shots of Chloe onscreen were a betrayal, but they give us a choice too. A choice to reject and re-appropriate, a choice to vote with our wallets. I might not have seen an ending that honored ten years of show continuity, character history or even comics canon, but, then again, I don't have to buy box sets ever again, and I won't.
Buyer beware but, damn, how sweet it is to be paying for it no longer.
Craig Byrne, webmaster of KryptonSite and author of five Smallville licensed companion books, offered this account of fan response to the final episode:
I think the general response to the finale of Smallville is dependent on what the viewer signed up to see. There are people who were elated that their favorite characters ended the series together, and there were people who celebrated the fact that after ten years, Clark Kent has become Superman. There is some negative reaction - some have complained about the computer-generated Superman and lack of full-on Superman from Tom Welling, and others didn't care for having Lex Luthor forget everything - but there is a strong feeling that the show at the very least was able to go into a series finale and conclude itself rather than having the network make the decision for them.There have been several cult series that have been canceled with no real warning. Veronica Mars, Terminator: The Sarah Connor Chronicles, Heroes, and recently V being prime examples. To be able to go into the last year, as a viewer, and know that I'd end up satisfied, that things wouldn't be left hanging, was really appreciated, as I'm sure it was for the show's producers as well.
There are inevitably people who won't let go. The ones who want a Season 11, or those who want Tom Welling to be the next movie Superman. Having been through this before with Lois & Clark, I know the routine when it comes to Superman projects - it's onward and upward to the next version of the story. I have no doubt Tom Welling, Erica Durance, and others might take part in future Superman projects in other roles - much like Christopher Reeve, Margot Kidder, Teri Hatcher, and even Annette O'Toole did with Smallville. It's a legacy and something they will never lose.
It sounds cheesy but a cult series never ends as long as it exists in your heart. If you wonder what happens to the characters after that final moment, they did their jobs.
Personally I'm excited to discover new things and hopeful another comic book TV series that's as good as Smallville was comes along someday. I'd love to see a "Smallville Season 11" comic as Joss Whedon did so well with Buffy for Dark Horse comics. But if we don't - that's fine. Sometimes I think Clark's destiny as Superman is best left to the imagination.
I think every effort was made to throw in as much as possible for the long-time fans. Getting Michael Rosenbaum back was a must, and although their time with him was limited, he elevated the material. Having John Schneider back as a ghostly Jonathan was also one of the episode's best touches.
Inspired by what GateWorld had done to help fans get some closure on the ending of their series, I reached out to contacts I had with the Smallville production team via Mark Warshaw of The Alchemists, who had developed some of the original transmedia content around the series. Through his help, we've been able to talk with several folks associated with the program, and their responses will run next time. I should be clear that I have only seen a limited number of episodes of Smallville and so am not taking my own position on this, but since I was in a situation to help clarify things between the producers and the fans, I am offering this website as a channel of communication.
I welcome your feedback on the conclusion of Smallville or of other cult series, and will run a special reader's response post, if I hear back from enough people. Send your comments directly to me at hjenkins@usc.edu and signal if they are intended for publication.



June 3, 2011
Coming Soon: Acafandom and Beyond
In the summer of 2007, this blog hosted a rich series of exchanges concerning "gender and fan studies," which paired male and female researchers together to reflect on the impact that gender had on their work. We are still feeling the impact of these exchanges in terms of new collaborations between researchers and new paradigms for approaching our shared interests.
This summer, the blog is going to host another large scale conversation, this time focused on the concept of the Acafan and the kinds of work this term has done for helping us to sort through our complex emotional and intellectual relationships to our object of study and the equally complicated relationship between our professional lives as fans and who we are in our personal lives. We wanted to expand the concept to bring together people from Game Studies, Critical Race Theory, Performance Studies, Queer Studies, and Gender Studies, who are confronting similar issues surrounding the role of subjectivity and cultural criticism. This time, we are working with groups of three, a number purposefully chosen to avoid binaries and force us to collectively find common ground across a range of perspectives. Each week, we will have three short 500-1000 word provocations coupled with the transcript of an exchange between the three contributors. Public discussion sparked by these provocations will continue at a yet to be designated spot on Live Journal and periodically I will be sharing highlights from this larger public discussion through this blog. We want as many fans, academics, and acafen to weigh in on these topics as possible and will do our part to give you stuff to chew on all summer long.
The discussion has been organized and will be moderated by Kristina Busse, Drew Davidson, Henry Jenkins, Louisa Stein, and Karen Tongson.
This series builds upon a series of exchanges in the Fan Studies world over the past year around the concept of the "Acafan," including a rich discussion last summer through Jason Mittell's and Ian Bogost's blogs, a special issue of FlowTV, and a Society for Cinema and Media Studies panel organized by Louisa Stein. Contributors for the series are also drawn from participants in Drew Davidson's Well Played books, which offer subjective criticism of computer and video games, and are intended to showcase the launch of the new Postmillenial Pop book series which Karen Tongson and I are co-editing for New York University Press.
Overview
At the heart of the acafan debates has been the question of what aspects of our lived experiences we bring to our work as scholars and critics. All of us, of course, write from many different identities based on race, gender, class, sexuality, ethnicity, religion, generation, ideology, discipline, and cultural preference. The acafan identity, as it has emerged through fan studies, offers a response to accounts of media consumption that in their supposed objectivity were too distanced, too critical, and ultimately pathologizing. The term describes specific relations to our objects of study and draws upon situated knowledge to help explain the contradictions of contemporary popular culture. Acafan scholarship has worked to model a scholarly position that is proximate and impassioned and engaged, but which also is substantive and demanding (in all of the best ways that fan writing can be).
In this discussion we want to expand the questions and the focus to address autobiographical research and the role of the researcher in general. In so doing, we want to look at the ways different fields and disciplines have faced the problem of being invested in and accountable to different aspects of our identity, such as academic and fan. We are interested in the way this can and has affected our research and the way it has affected our intersectional identity. We are also interested in discussing the relationship between forms of academic knowledge creation and presentation and the relation between lived experience and academic work.
As we search for interdisciplinary commonalities, we also want to explore the limitations to the notions and practices of acafandom. Beyond objectivist proponents, who fault acafans for being too close and too engaged, some scholars resist the approach for the way it possibly affords fans special status and forces too much attention on one particular mode of interaction, ignoring other equally important modes of inquiry. Acknowledging and exploring these objections without abandoning the concept of a participatory and vested research with autobiographical self-awareness is central to this conversation.
Provocations
[Intersectional identity] How do these identities--as lived, performed, constructed, and embodied--shape what we see, what we study,what we say and who we address through our professional work? What are some of the ways we mobilize these identities within our work and when do they get in the way of the critical distance expected of serious scholarship?
[Origins and influences] What does the acafan concept owe to larger debates about the nature of "subjective criticism" in feminism, critical race theory, and queer studies? What has been the contribution of fan studies to these other related fields, or what might fan studies contribute in the future?
[Related developments] How might the debates about the acafan concept relate to other debates in connected fields of popular culture studies, such as discussions about the emergence of the "new games journalism" as a means of capturing the subjective experience of players?
[Affective investment] These debates historically had to do with the unstable relations between pleasure/affect/the body/desire and politics/identity/power. Do stable or essential terms have the flexibility to respond to this shifting terrain? Have we found a way to talk about pleasure which no longer requires self-reflexivity about our politics?
[Acafan as a concept] How have the evolving traditions of acafandom shaped the landscape of which fan practices are studied and which are left invisible? In our increasingly digitized academic public sphere, how do performances of simultaneous academic and fan identities raise both pragmatic and ideological concerns?
[The limits of acafandom] Acafandom--be it understood as a cultural and scholarly position or as an interdisciplinary community--has increasingly come under fire from a variety of directions. After more than a decade of use, what do you see as the strengths and limits of the term acafan as a way of characterizing the shared subjectivity between fans and academics? What has the term allowed us to communicate? What mixed messages might it carry? What has it limited our ability to see and to say?
[Acafandom as institutional practice] The term acafan emerged from a particular configuration of the relations between fandom and academia, yet the emergence of a new and rather substantial generation of acafans has resulted in some changes in the practices and norms of the academic world. How have the relations between fans and academics shifted over the past decade and how do these changes impact the concepts which acafan was intended to express?
Participants:
Christine Bacareza Balance
Sarah Banet-Wiser
Nancy Baym
Gerry Bloustein
Will Brooker
Jayna Brown
Rhiannon Bury
Jay Bushman
Kristina Busse
John Campbell
Heather Chaplin
Melissa Click
Francesca Coppa
Drew Davidson
Alex Doty
Jennifer Doyle
Corvus Elrod
Sam Ford
Nick Fortugno
Jonathan Gray
Judith Halberstam
Karen Hellekson
C. Lee Harrington
Matt Hills
Henry Jenkins
Alex Juhasz
Flourish Kink
Derek Kompare
Anne Kustritz
Frank Lantz
Alexis Lothian
Alan McKee
Jason Mittell
Roberta Pearson
Alisa Perren
Erica Rand
Cornel Sandvoss
Suzanne Scott
Parmesh Shahani
Sangita Shreshtova
Louisa Stein
Karen Tongson
Catherine Tosenberger
Matt Yockey



June 1, 2011
How The New York Public Library is Sharing "The World of Tomorrow" Now: An Interview with Deanna Lee
I am now the proud owner of an iPad. I'd been meaning to get one for some time, but what motivated me to make the leap was the release of Biblion, an extraordinary new app developed by the New York Public Library to showcase and contextualize their rich collection of materials surrounding the 1939 New York World's Fair. I I was honored to be asked to participate in this great new venture of the New York Public Library. The App includes an interview which describes the ways that the Fair translated early ideas from science fiction into a physical location which promised people a chance to see the World of Tomorrow and offers insights into the continued hold that the Fair has over the popular imagination, including its role in shaping "retrofuturist" trends in contemporary comics and novels. In the interview, I share a little about my own lifelong fascination with the Fair:
When I was a child, my godfather and godmother went to the 1964 New York World's Fair and brought back a program which described in detail each of the pavilions. I spent endless hours reading the descriptions and imaging what the buildings were like, somehow not quite grasping that the Fair itself was long gone. As I've gotten older, though, my interests has been drawn towards the 1939 Fair, in part because of my intellectual engagement with science fiction as a genre, and in part because of my personal fascination with the style of that period. I have started to collect artifacts from the fair -- through antique shops when I am lucky, increasingly through eBay -- which exist in my collection alongside other remains of older media practices -- magic lantern slides, a 1920s era dictaphone, wax cylinders, Victorian stereoscope slides, Winsor McCay comic strip pages. Much of this constitutes "residual media" or what Bruce Sterling has called "dead media."I prefer residual media because it suggests the "undead" presence of such media in our culture, the sense that bits and pieces of them have been left behind, shoved into the corners, often forgotten but still shaping the way we understand ourselves and the world. When I moved to Los Angeles last year, we ended up moving into a 1930 era Art Deco building, which reflects similar aesthetic sensibilities. My interest in the fair has been fueled by the fact that my Mother-in-Law grew up in Brooklyn and came to the event as a child. She had valued a medallion shaped like a Heinz Pickle which had somehow gotten lost through the years. When my wife found the item on eBay, she ordered it and snuck it back into her mother's jewelry box, just to mess with her mind and see how long it would take her to find it. The item, a cheap disposable novelty at the time, was welcomed with tearful nostalgia and shared laughter.
As for myself, I was born far too late to have attended the fair, so it remains only a mental construct -- as much an object of fantasy as a historical reality -- yet one which has become more material for me as I have been able to claim some bits and pieces from the fair for my own collection. Ironically, one of the key events at the Fair was the creation of a time capsule which sought to choose representative items from the 1930s and preserve them for the next generation. The time capsule is premised on the idea of scarcity -- that much of the past will be lost -- while today, so much of the junk people bought at the fair is still in circulation, thanks to eBay.
There has never before been such a rich resource for 1939 Worlds Fair buffs than what the New York Public Library has pulled together -- a rich mix of documents, photographs, videos, and audio files, coupled with smart contemporary writing which puts the events of the fair into a range of contexts, from the history of American diet to the ways the Fair was impacted by the encroaching events in Europe, from its place in the history of American media and domestic technology to the spectacular showmanship that shaped the Midway attractions.
Much like the 1939 World's Fair itself, Biblion represents a chance to see the World of Tomorrow...Today. The emergence of new publishing platforms should not simply be greeted with fear by public institutions or by the simple reproduction of traditional print books into new delivery systems. Rather, we need creative people to explore what e-publishing can do that expands the capacities of authors to convey information in powerful new ways, that enhances and broadens the capacity of print to include a wealth of other affordances, and which gets readers thinking about the reading process from new perspectives. Biblion takes a bold new step towards achieving all of these goals and it's fitting that the New York Public Library, one of our most established and cherished national institutions, is helping to guide our progress towards distant horizons. After all, the future is where we are going to be living for the rest of our lives.
The following is an interview with Deanna Lee, one of the primary architects of the Biblion project, which discusses both the discoveries they made digging through the New York Public Library's collection and the ways the design of this new app reflects the library's larger vision for epublishing.
What has been the historic relationship of the New York Public Library and the Fair?
As early as 1936, the Fair's Director of Research and Library, Frank Monaghan, began discussing a "mutually advantageous working agreement" with New York Public Library Director H. M. Lydenberg. The Library would provide research and advice to the Fair--everything from information on previous fairs to input such as Lydenberg's questioning of what language Time Capsule materials should be written in (an exchange included in the app). In exchange, the Library would receive all of the Fair archives and materials "to be preserved for posterity" (and for Biblion readers!).
What are some of the discoveries you made in pulling together the materials for this project?
There were so many treasures that emerged from the collection; and the 700-some items contained in the app represent just the tip of the iceberg. There were the poignant pieces such as the letter from the Czech Consul's wife (actually William Grimes' discovery while researching his book Appetite City--unexpectedly contained in the food boxes), many heartbreaking, and others even ridiculous. A glossary for words coined for the Fair and folders full of letters from people who were desperate for money offering up family members to the sideshows are both cited in the application. All of the contributors made interesting discoveries in the materials--from the real story behind William Grant Still's supposed "color-blind" selection as composer of the Theme Music, complete with administrators' correspondence weighing the pros and cons of how the race issue might play, to the process of how the documents were originally arranged and catalogued.Finally, a constant source of amusement and admiration were the charming, informative captions by the Fair's PR guru Leo Casey and other publicity staff. In this app, not only do you see the original source items, but also the original backs and captions of the items. Just take a look at Casey's captions throughout the "New York is Calling" story on the AT&T exhibit where visitors could make free long-distance calls (E. B. White's favorite exhibit) and you'll see captions like "'Hey Mom! Send me some money' says Robert Craig, 16 years old, of Akron Ohio. Craig, who hitchhiked to the New York World's Fair, won a free telephone call...and promptly called home for bus fare."
What do you think the organizers of the Fair, who embraced "the World of Tomorrow," would have made of this contemporary mode of publishing?
I think Robert Kohn, the Fair Board of Design member responsible for defining the "Building the World of Tomorrow" theme, would have fully appreciated the potential of e-publishing, and what we have tried to open the door to, with this digital publication. As one can read in the app, in a memo titled "Catholicity of the Fair's Design," his vision of Tomorrow was right in sync with our idea of "Know the Past, Find the Future"--building upon traditional presentations of the written word to achieve a new "variety of expressions." The Fair, he said, "is attempting to use the past and the present as stepping stones toward a much better future," using "things that are available in the world of today and with which, as tools, the 'World of Tomorrow' is to be built." This is a great time for content producers doing just that through new directions in publishing.
Biblion has elements of a magazine -- rich and compelling stories -- and of an archive -- primary documents, photographs, audio and visual materials. What does this suggest about the ways that the multimedia potentials of the ebook may be rewriting the genres of academic and scholarly publication?
Biblion aims to provide an "infoscape" within which readers can not only experience but pursue and explore different story lines--guided by curators and scholars, but towards more personal journeys of academic discovery. It includes a magazine-like compilation of stories, galleries and essays--but moving beyond the traditional magazine experience, each person's reading of a story may lead to different places. It also has the feel of a research archive--but moving beyond the experience of riffling through boxes of original source material to a process by which people group those multimedia source items into what become their personal stories.There is a definite spatial aspect: the whole layout of information is metaphorically based on taking one into and through the Library stacks, entering through an exhibition wall as you might in a museum. After taking in that exhibition wall orientation, you often want to be able to choose which rooms you visit in which order, and which items to focus upon. Biblion is based on the premise that once original sources are given shape, infinite narratives emerge. We've referred to it as a multilinear reading experience, one in which you can jump from story to story, stack to stack, through multiple combinations of media.
For example, while reading Professor Ethan Robey's essay about the Westinghouse "Battle of the Centuries" competition between Mrs. Modern (with the new electric dishwasher) and Mrs. Drudge (hand-washing), one might follow an inter-story connection to see and learn about the model Electric Kitchen in the Town of Tomorrow. Another reader might be led to a second Westinghouse exhibit, the Time Capsule. Film of the Middleton family visiting the capsule can then lead to additional video of their other visits, or through the audio/video sort function to the "Cavalcade of Centaurs" soundtrack, newsreel, and more contained within the story lines; it's all very organic and integral. A particularly fun multimedia piece is an original piece--a recreation and remix of the Democracity exhibit. Using and incorporating designs, photographs, the script, score, and even lighting directions from the Fair records, we've made a video complete with 3D animation that rebuilds and imagines the experience of visiting the Fair's centerpiece futuristic city.
Overall, the presentation of multimedia was key--not as simple add-ons to written stories, but as elements one could experience in a variety of ways. And so, landscape or "gallery" view allows people to browse horizontally in a way that feels like research, flipping through and zooming in to photographs, memos, press releases, letters, telegrams, film, news clippings, posters, and more. At the same time, you have the option of experiencing the documents and media in a more traditional magazine-like way. In "reader" or portrait view, we've added text breaks to give the documents context and more of a story line, drawn from the extensive press materials by the Fair's public relations whizzes, and the extensive finding aid to the collection compiled by the Library's archivists and curators. The "discovery" here, for us, was actually about the idea of research--and translating it into a different, perhaps less intensive, activity. In order to bridge the ideas of searching/discovery and narrative--we had to provide context in which people would be encouraged to read the documents and see them as more than mere artifacts (things to look at instead of to read and to read about). Text breaks and narrative voice--providing just enough of an introduction as to encourage further exploration--ended up making the documents seem like entry points. In the end, the text breaks made the items feel more like actual content--parts of original and deep stories that in turn could lead to further narrative lines.
I would add that these last ideas came as a revelation to us--an evolution in how we came to present the material. We tried a variety of ways of incorporating and displaying media, including with differing amounts of text. What you see in Biblion today evolved from and is part of a whole discovery process in creating the app.
Do you have other future projects planned? If so, can you share any details?
The Library has a number of new digital projects underway, including a crowdsourcing project now in beta, to transcribe tens of thousands of historical restaurant menus from 1840 to the present that are in our digital gallery menu collection (you can find out more and take part, at menus.nypl.org).We're also preparing for next year's 100th anniversary of John Cage's birth a multimedia "living archive"--a website featuring music performance videos narrated by professional musicians, students, and anyone interested in contributing to the understanding of Cage's philosophy and the process of interpreting his music. The starting point is our Library for the Performing Arts John Cage Music Manuscript Collection; from there we want to bring the music alive through videos that encourage an exchange of ideas on not only how to perform Cage, but on the questions his work raises of what constitutes music, sound, art and more.
Finally, we're working on a web version of Biblion: World's Fair tied to our Digital Gallery at nypl.org, and an NYPL app allowing users to manage their accounts and search our catalog online from mobile devices.
Deanna Lee is the Vice President of Communications and Marketing at The New York Public Library, appointed in April 2009. She is responsible for promoting the Library and its mission, activities, collections and milestones through publicity, marketing, system-wide publications, advertising, graphics, new- and multi-media.
Ms. Lee came to The New York Public Library from the Asia Society, where she oversaw media relations and marketing across all program areas--policy, business, education, arts, and culture--extending the worldwide reach and profile of Asia Society. Under her leadership media recognition of the Society doubled, with a 688 percent increase in broadcast coverage, in two years. She also developed new media content partnerships with The Far Eastern Economic Review, WashingtonPost.com, Project Syndicate, the Huffington Post and YouTube.



May 27, 2011
Why It's Great to Be a Media Buff in LA (Part Two)
The Velaslavasay Panorama -- The 19th century Panoramas were astonishing mixtures of painting, music, sound effects, and spoken narration, important ancestors of the cinema and other immersive media of our century. This facility is dedicated to preserving the memory of these great spectacles. We saw a great re-enactment from the original script of a narrative about a journey from South America up the coast of California last summer and throughout the year, they have hosted periodic lectures on 19th century showmanship and popular art.
The Hollywood Museum -- Inside the old Max Factor Factory, this collection of movie memorabilia is full of treasures. For example, it turns out that Pee-Wee's bicycle is not in the basement of the Alamo as he suspects, but rather, here is the heart of old Hollywood. There are also the death masks which Forest Ackerman collected of Karloff, Lagosi, Chaney, Price, and other great horror actors alongside the set from Hannibal Lecter's cell in Silence of the Lambs, costumes from Theda Bara, Mae West, Marilyn Monroe, W.C. Fields, and Lucille Ball, alongside materials from this year's hot releases. The signage is pathetic, the display is more or less random except for a downstairs area organized by the hair color of leading ladies (so red for Lucile Ball and Rita Haywood, blond for Shirley Temple and Jean Harlow). This is less a museum than a romp through someone's attic. Glance through a window into the storage area and you can see a Maltese Falcon, heaven only knows if it is real. This is truly the stuff that dreams are made of.
The Cinefamily at the Silent Movie Theater -- A LA tradition, this is an all purpose retrohouse with strong emphasis on camp and cult cinema during much of the week, but I love it for two great ongoing series. First, there's The Silent Treatment the first Wednesday of every month, which is when the theater lives up to its name, and shares both classic and obscure silent films to a packed house of folks who love what they are seeing. They do Chaplin, Keaton, Griffith, and Eisenstein, to be sure, but they also do titles there I have never seen showing anywhere else. So, coming up this summer are W.C. Fields in So's Your Old Man and Lilian Gish in The Scarlet Letter. My other favorite are the animation screenings currated and hosted by Jerry Beck. I was really happy to see a showcase of the works of Cartoon Modernist Gene Deitch, including an appearance of the great man himself.
Arclight Cinerama Dome: Arclight promises us a "state of the art" exhibition experience and it provides it, but what I am most interested in is the Cinerama Dome itself, one of the few surviving theaters with this configuration in the world. It's wasted, for the most part, on contemporary movies which are not designed to exploit the screen's surround-vision features, but I was lucky enough to catch part of a Cinerama Festival the theater hosted shortly after I arrived. I was awestruck to see How the West Was Won shown through three projectors simultaneously on a screen that completely engulfs your peripheral vision. I had seen the movie on television, but nothing prepared me for the actual Cinerama experience. I can only wish they would show more Cinerama movies there.
The Academy of Motion Picture Arts and Sciences -- I will admit that I have so far underutilized the remarkable lecture and screening series hosted by the Academy, but I hope to make up for it this summer. All summer long, the Academy is showing films from the 1920s, which won Photoplay's Medal of Honor (a kind of People's Choice award). The films include many which have fallen into relative obscurity, including Humoresque, Four Sons, The Covered Wagon, Seventh Heaven, and Beau Geste.
The Hollywood Heritage Museum -- Across the street from the Hollywood Bowl, this ramshackled old facility would be easy to overlook. Built in 1913 by Jesse Laske and Cecil B. Demille to shoot The Squaw Man, this was the first major film studio in Hollywood. A few times a year, they open the facility and screen movies there. The screenings are technically poor but the sense of history of watching silent movies within these walls more than makes up for the periodic blackouts and the folding chair seating, making for a memorable occasion. My favorite experience here so far was a lecture and screening by a Three Stooges fan group which was trying to track down the locations where their silent comedies were shot.
The Fashion Institute of Design and Merchandising: Only a few blocks from my apartment, the FIDM was host to the LA season of Project Runaway, but more immediately pertinent, it hosts an ongoing series of exhibits of costume designs, including annual showcases for the Acadamy Awards and Emmy Award nominees and showcases of specific projects (Tim Burton's Alice in Wonderland, being a personal fave) and designers.
California Artists Radio Theater -- A recent discovery of mine, though a long-time Los Angeles institution, a group of veteran actors get together once a month and publically perform radio drama inside the Beverly Garland Holiday Inn's conference room. We discovered it because they were doing one of Norman Corwin's historical dramas in honor of my USC colleague's 101st Birthday. Corwin was there amongst us, enjoying Birthday Cake, thank you very much, and his gifted friends shared an hour of high entertainment. Take a look at the list of actors who have performed here through the years, and you will see why I plan to come back as often as I can.
The Magic Castle -- This is where all the magic geeks go to hang out. There are typically six or more different magicians performing each night in different showrooms embedded in this meandering Victorian mansion, and there are many more magicians, professional and amateur, in the audience, many of whom will also break out a deck of cards and show you a few tricks while you are awaiting the next performance, and the space is crammed with artifacts reflecting the history of prestidigitation, including stuff from Houdini and W.C. Fields.
And of course, the one truth about media in LA, above all others, is that no matter where you go to watch an old movie in this town, the odds are high that it is going to be introduced by Leonard Maltin. :-)
These are some of my favorite media experiences in Los Angeles. There are a few things I know about like the summer movie screenings inside the Hollywood Forever graveyard which I have yet to see and I am leaving off the big amusement parks, the research archives, university film screenings, and some of the live shootings for network television here. But what else am I missing? Share your favorite media experiences in Los Angeles with me via email at hjenkins@usc.edu



May 26, 2011
Why It's Great to Be a Media Buff in LA (Part One)
I moved to Los Angeles two years ago July 1 and good and loyal readers, I am having a blast, exploring this phenomenal city and taking advantage of some of its many opportunities to watch old movies and hear front line perspectives from people in the entertainment industry.
I figured that I would share some of my favorite things about this city in hopes that I may flag something one of you has been missing out on and in hopes that you may know some things going on here that have so far missed my attention. If the later, write me at hjenkins@usc.edu and I will pass your tips along to my readers. Be sure to let me know whether your letter is for publication or not. These are listed in no particular order.
The Paley Center for Media: Beyond a rich archive of materials from across television history, the Paley Center hosts a broad array of public programs showcasing the best of what the media can do. Every Spring, they run the Paleyfest which includes screenings and conversations with the cast and crew of top contemporary series. This year, I was lucky enough to get tickets for evenings focused on True Blood, White Collar, The Walking Dead, and best of all, a reunion of the casts of Freaks and Geeks and Undeclared. They have also launched a Rewind festival which brings back the casts of classic television series and shows episodes from their archival collections. Highlights for me last summer were Room 222, My Three Sons, and the Rogers and Hammerstein Cinderella. I am eagerly awaiting news of what's on tap for this July. And throughout the year, they have other special events, including a program on Bing Crosby's specials, with members of his family and friends. The conversations at the Paley are much sharper than those with some of these same groups at Comic-Con: the audience is less likely to ask spoiler questions, more apt to ask about insights into the production process and the storytelling, since so many in the crowd are from the industry or would like to be in the industry.
The Cinecon Classic Film Festival -- Held in The Egyptian Theater in the heart of Hollywood, Cinecon is the hardcore movie buff's event of the year. My wife and I have gone for the past two years and it now has a permanent spot on our calendar for the fall. Basically, for four straight days, they show films that even I have never heard of -- genre films primarily from the 1920s-1950s, often from minor studios. A key selection criteria is that the films can not have been released on DVD and are rarely if ever shown on television. These films come from archival vaults and especially from private collectors. Despite the grab bag like effect of moving between genres, studios, and periods, each film is selected with some wisdom -- I have rarely seen a film here which is not without interest and most are really engaging examples that fill in the gaps for me in terms of understanding this period of film history. For example, my big discovery last year was the silent westerns of William S. Hart. I'd seen his picture in books for years and I had no idea how visually compelling and morally complex these early westerns could be. I also have seen several silent or early sound films from Frank Capra, one of my personal favorite directors, which I had never been able to catch before. Part of the pleasure is also eavesdropping on the conversations of aging movie collectors, who have an encyclopedic knowledge of whatever kind of film they are passionate about. And for the rest of the year, The Egyptian hosts the American Cinematique and the Art Deco Society often hosts screenings and lectures here.
TCM Classic Film Festival -- Hosted by the television network, the festival is held primarily at the Grauman's Chinese and its accompanying multiplex. TCM's schedule is organized to sustain the interest of film buffs at all levels of sophistication: lots of "The Essentials" but also several screens showing much more obscure stuff, often stuff being restored by the country's leading film archives. My experiences this year included seeing Kubrick's Spartacus introduced by Kirk Douglas himself, seeing Whistle Down the Wind with Hayley Mills, watching Drew Barrymore introducing Night Mail, which featured Lionel and John Barrymore, laughing my way through Cary Grant's delightful first film, This is the Night, enjoying Buster Keaton's The Cameraman with a live orchestra, and seeing the last film of Clara Bow, Hoop-La. Despite the star power which TCM provides throughout the event,
I still tend to prefer the more intimate and more obscure Cinecon, but this is a great way to spend a weekend.
The Art Directors Guild Screenings: Of all of the Hollywood Guilds, the Art Directors are doing the best job of explaining to the general public what they do and why it matters to our experience of great movies. Organized by my friend, John Muto, the Guild shows roughly a film a month at either the Egyptian or the Aero theater, accompanyed by a panel discussion with veteran art directors, film scholars, and others who know about the craft of production design and shown with great clip reels which showcase the featured Art Director/Production Designer's body of work. I was lucky enough to be asked to speak at a program focused around The 5000 Fingers of Dr. T, which is one of my very favorite movies, and have attended programs on everything from Bollywood epics to British science fiction classics.
The UCLA Film Archive -- I have yet to make it to the UCLA Film Archive's Festival of Preservation, which is where they share rare films which have been saved from decay and destruction and brought back to something akin to their pristine qualities. But I have enjoyed some great screenings through the past two years. I was flattered, for example, that earlier this year they did a series, Mixed Nuts: Vaudeville and Film, which, unbeknowst to me, was inspired by my dissertation book, What Made Pistachio Nuts?: Early Sound Comedy and the Vaudeville Aesthetic. It was great to see films that I had watched 20 plus years ago in archives being shown to a sparse but engaged audience at the Hammer Museum, in some cases on original Nitrate prints!
El Capitan -- This vintage movie palace is the flagship theater for the Walt Disney Studios and shows only Disney releases, mostly contemporary but also periodically vintage animated titles. Everything is done with the showmanship and "magic" one associates with a Disney production, including exhibitions of props and costumes from the films, live stage presentations (a lazer light show for the new Tron movie, a live animal show for African Cats, etc.). My wife and I took a day off recently to watch all four of the Jack Sparrow Pirates of the Carribbean movies shown back to back, complete with performances of classic Disney songs on the Wurlitzer Organ, appearances by minor cast members, pirate bands, jugglers, and stiltwalkers to entertain us while waiting in line, and a spectacular pre-show for the most recent installment. I confess that I have fallen hard into Disney fandom since moving to LA, revisiting childhood favorites, and taking advantage of an annual visitor's past to Disneyland.
Last Remaining Seats</strong>: We are lucky enough to live on Broadway in the heart of what was Los Angeles's Theater District during Hollywood's golden years. I can see the neon of the Orpheum theater out my window and all along the street there are what remains of some great movie palaces (not to mention the often filmed Bradbury Building). Every summer, the Los Angeles Conservancy organizes a screening series, which shows classic films in some of these great old facilities. So last year, I was introduced to Mexican melodramas of the 1940s at the Million Dollar Theater and saw the silent version of Peter Pan at the Orpheum. This year's series includes Sunset Boulevard, King Kong, Captain Blood, and Safety Last. We have season tickets so look forward to seeing some of you there. Throughout the year, there are other amazing one-off events, such as a screening of an obscure Colleen Moore film last year, and of course, the Orpheum is the host of tryouts for American Idol, So You Think You Can Dance, and other reality shows. And the Conservancy does walking tours of the theater district, of the Art Deco buildings (including Eastern Columbia, where I live), and other downtown landmarks.



May 19, 2011
Learning from Hollywood: Voices from the Joan Ganz Cooney Center Conference
I spent the first part of the week participating in a conference, hosted by the USC Cinema School and organized by the Joan Ganz Cooney Center, "Learning from Hollywood: Can Entertainment Media Ignite an Education Revolution?" This was the kind of event that warms my radically undisciplined heart and mind -- a gathering of people from many different backgrounds (educators and academics, media industry people from both the commercial and public media worlds, activists and nonprofits, foundations, librarians and curators) to talk about the potential intersection between education and entertainment. In the course of the two days, we heard a lot about the value of stories and storytelling to incite the imagination, to provoke curiosity, to convey our collective memories and wisdom, and to inspire more acts of creativity.
This was perhaps best brought alive for me through a performance by The Story Pirates -- a group of actors, improv comedians, and otherwise kooky and creative people, who go into schools around the country, help young people construct their own stories, and then incorporate them into their performances. In this case, they brought a class of Latino/a elementary schools with them, both performing one young man's previously written stories, and soliciting elements from the kids for a story performed live on the spot.
My own remarks at the conference centered on what the practices and logics of participatory culture might bring to the paradigm of "entertainment education" which I have been learning a lot about since coming to USC. Under the classic version of this model, experts consult with script writers to get information about health or social concerns integrated into the fictional programs and sometimes to get tags or bumpers which help link viewers to the groups working on these issues. I really respect the commitment behind such work and know that it does make a difference for many people. But increasingly, I've wondered what would happen if these same projects got taken up by the fan communities around the show, if the messages were not simply embedded in the program but designed to be acted upon in more creative and public ways. I used the example of what's happened around Harry Potter to describe a movement from inspiring reading to inspiring writing to inspiring activism, remarks which build upon the work my Civicpaths research group has been doing for the MacArthur and Spencer Foundations.
Scott Traylor from 360KID, who I knew from back at MIT, was nice enough to capture my remarks and those of several other speakers via his cellphone camera and has given me permission to share some of these segments with you through this blog. Thanks, Scott. So, this first bit is my talk on Harry Potter and the potential of a more participatory model of entertainment education.
Scott also captured some of the highlights from a panel on Monday night on "Storytelling and the Art of Engagement," hosted by Betty Cohen, the former President of the Cartoon Network and the Lifetime Network, and including film producers Don Hahn (Beauty and the Beast, The Lion King) and Doug Wick (Gladiator, Memoirs of a Gesha) and television producer Marcy Carsey (The Cosby Show, Roseanne, Third Rock from the Sun), sharing their insights on Hollywood's craft and speaking about their desire to see the work that they do more fully incorporated into both formal and informal education. Getting these kinds of glimpses into the behind the scenes production processes is one of the great joys of living so close to Hollywood.
Here are two highlights Scott captured -- showing Carsey talking about the need to "respect the audience"...
And Wick talking about how he draws inspiration from the work of Bruno Bettelheim:
The event was also a place for demonstrations by some top digital designers and developers, including this segment on Sifteos by a Media Lab alum Jeevan Kalanithi.
On Tuesday morning, we heard from Linda Burch from Common Sense Media and Frank Gilliam, Dean of the UCLA School of Public Affairs, talking about the challenges of overcoming existing frames parents and teachers have for thinking about the relations between digital media and schooling. Scott captured Gilliam's remarks, which offer some real insights into how and why some of the messaging around digital media and learning may be falling on deaf ears.
Unfortunately, Scott had to fly back to Boston so we do not have some of the other highpoints of the conference, such as a presentation by Participant Media's John Schreiber on their Waiting for Superman documentary;
an interview with Kari Byron, the charming host of Mythbusters, about their new Headrush initiative, to help inspire girls to think about STEM; and closing remarks by media mogul Peter Gruber.
All told, my head is exploding from new insights and beyond that, new connections, many of which I hope to build upon through this blog in the weeks ahead.
Special thanks to Cooney Center Director Michael Levine who has helped pull together this phenomenal event.



May 17, 2011
Shall We Play? (Part Two)
Because of the importance we place on play, we call the professional development program Project New Media Liteacies is developing PLAY (which in this case stands for Participatory Culture and YOU!) (We usually accompany this definition by pointing our finger at the person we are talking to, itself a playful ritual which surrounds our collective discussion of this work.) You can read more about the core concepts underlying our PLAY approach through a series of blog posts being developed by Vanessa Vartabedian at the Project NML blog.
For the moment, I will simply offer this one paragraph explanation of our general approach:
Participatory learning is characterized by:
Heightened motivation and new forms of engagement through meaningful play and experimentation;
Learning that feels relevant to students' identities and interests;
Opportunities for creating using a variety media, tools and practices;
Co-configured expertise where educators and students pool their skills and knowledge and share in the tasks of teaching and learning;
An integrated system of learning where connections between home, school, community and world are enabled and encouraged.
While there is no one-to-one mapping between the 6 Ps of Play and these principles of participatory learning, I hope it is clear that these two frameworks have informed each other in significant ways. What we are describing as participatory learning can and often is linked to new media tools and platforms but it does not have to be. We stress the value of low-tech and no-tech versions of these processes, even if we also try to model ways that state-of-the-art tools can be integrated into this kind of learning environment. The principles of participatory learning emerge from our close examination of what I call participatory culture, a topic which surfaces often here on the blog.
Blake Anderson, a student in my New Media Literacies class made this video to explain the concept, which I had to share. This graduate student was motivated by a series of YouTube videos to make a puppet for the first time, as he sought ways to translate my conceptual model for a new audience. As you will see, the protagonist of the video is The Professor who bears an uncanny resemblance to the actual instructor of his class but was also a tribute to a childhood spent in the company of Muppets. This deflation of academic authority was received with great pleasure by all involved, especially by me.
What does participatory learning look like in practice? Well, one example might be the workshops in interactive design which I ran for many years at MIT in collaboration with the late Sande Scoredos from Sony Imageworks. We formed teams of students with many different educational backgrounds and interests. Each team was to chose an existing media property and began to develop a plan for how to expand it into interactive media -- most often, how to translate it into the vocabulary of contemporary video games. Students in this intensive class broke their time between hearing lectures on aspects of interactive design by faculty and industry people and working in teams, brainstorming, refining their ideas, and working towards a presentation. By the end of the week, the students "pitch" their game ideas to a panel of people from different parts of the entertainment industry, pretending to be a start up company trying to get a contract, and they got feedback on both their ideas and their presentation styles.
The result was always memorable -- a rich array of imaginative ideas which showed a deep understanding of the core concepts and information running through the class. Students listened with the idea that they would be applying what they learned in this creative and playful process. I plan to adapt this approach for the Transmedia Entertainment and Storytelling class I am offering through the Cinema School in the fall.
Participatory learning might also look like what we have been doing through an after school program which we launched at the Robert F. Kennedy Community Schools this semester, a program focused around themes of digital citizenship. The RFK schools (six altogether, each with different focuses and philosophies) launched this fall and they are still trying to work through their identity and norms as a community. We sought ways to get students focused on the process of defining who they were as a community through play and creative activities. Vanessa Vartabedian ran the program, with strong support from Erin Reilly and Laurel Felt, and in the end, it involved all of the current Project NML students and staff, as well as students from my New Media Literacies graduate seminar.
One activity had the students taking photographs of "invisible borders or boundaries" which shaped their social interactions, whether borders based on gender, class, or the line between student and teacher or the line between the different schools using the shared facility. This focus on norms of inclusion or exclusion was enhanced by the challenge of using photography, normally a medium for capturing the visible, as a means of representing things which are understood but often not explicit, often not seen or observed.
Another activity, developed by the Rossier Schools' Stefani Relles sought to get students to construct an anthem for their school, using very open ended modes of visual orchestration, and then, using simple instruments, trying to produce meaningful noise together. The goal was not only to get students to articulate what their schools meant to them but also to experience music-making as a creative process, one which was structured to free them from anxieties about performance.
Another activity, developed by Meryl Alper, got them to focus on the history of the school, which had, among other things, been the site of the Coconut Grove nightclub, which has been partially preserved as a drama facility, and was also the site of the Ambassador Hotel, where Robert F. Kennedy was assassinated. In fact, the media lab where the after school program meets is the kitchen where RFK died, something which students had not fully understood until Alper explained it. Alper shared with them a photograph of the Latino bus boy who prayed with and comforted RFK in his final moments, and asked them to think about their own place in the history of the school. Using an app which pastiched a range of different film stocks, she asked them to go out and stage images which conveyed something of the history of the school, and again, they were invited to creatively explore and document their physical surroundings. These are simply a few of the forms of participatory learning activities we've incorporated into our work at the RFK schools. Most of these activities are playful and creative, but they are not in and of themselves games.
So, let me close with the invitation to all of the educators who read (or hear) this talk: Shall we play?



May 13, 2011
Shall We Play? (Part One)
A few weeks ago, I delivered one of the two keynote addresses at the USC Teaching with Technologies conference. This year's theme was "The Connected Mind." I chose to spend my time talking about the value of play, a theme which has surfaced several times in my recent talks, so I wanted to share the core ideas from this presentation with you here.
SHALL WE PLAY?
In many ways, I am speaking to you today under false pretenses. This talk is not primarily about teaching with technology. After spending two decades of my life at MIT, I have almost reflexively become that guy who challenges claims about technological determinism and who stresses the importance of the culture which informs the design and deployment of tools.
These themes are explored more fully in the white paper which I wrote for the MacArthur Foundation on Learning in a Participatory Culture. New media tools and platforms have affordances which support new kinds of learning, but those forms of learning are also very strongly informed by participatory practices, many of which have a history far older than the web. Today, in focusing on play, I am going to be drawing heavily on ideas that emerged prior to the introduction of digital games, but which continue to be relevant in rethinking our pedagogical practices. If we embrace the values of play, we may find ourselves toying with new technologies and insofar as these participatory practices are closely associated with some of the new platforms of the Web 2.0 era, we may also find that in working with these tools, we are drawn towards a reappraisal of the value of play in our teaching.
This is also not a talk about games-based learning. Through the work I did almost a decade ago at MIT with Kurt Squire, Philip Tan, Eric Klopfer, Alex Chisholm and others on the Games to Teach Project, I have been an early and frequent advocate of games-based learning. I both share James Paul Gee's belief that good game design is also good pedagogical design and have worked to model what games for education might look like. But in talking always about games, we may under-estimate the value of more open-ended forms of play and of play as a general disposition in the educational environment. These are the themes I want to explore more fully today.
This is also not a talk about gamification, a term which is being used far too often today, as if it could adequately sum up the larger movement towards games for change. To me, gamification as a concept grossly simplifies what research on games-based learning has shown us over the past decade or so. When the Games to Teach team worked with content experts, we sought ways to embed information from the curriculum, knowledge from the text book, into activities in the games. We asked each expert what knowing this allowed people to do and then we sought to capture those activities through the game design and mechanics so that they provided deep motivation for the learner to master these concepts.
At the heart of this model was intrinsic motivation. The power of games is in part that they provide such clarity in defining the roles and goals, that they helped us to know what to do and how to do it, and as such, they motivate deeper forms of learning. Gamification, at its worst, rejects a theory of intrinsic motivation in favor of one based on extrinsic motivation. That is to say, it attempts to motivate "proper" or "desired" behavoirs through attaching points to otherwise mundane and uninteresting activities. For example, Foursquare represents a gamification of consumer loyalty programs.
One might argue that this version of gamification does not in any significant way break with current educational practices which may be why it has been easier for schools to embrace than the more challenging kinds of learning games which were proposed in the past. Our students learn NOW in schools not because they value what they are learning but because they have been taught to value grades. And where their grades are not strong, they plead for extra credit points, which represents another way of adding points as rewards or incentives to behaviors valued by their teachers. I do believe we can learn much from games but I sure hope that what we take away from them goes deeper than most current models of gamification.
But, for the moment, I want to push games aside and talk about play. The distinction I am making here comes from an essay by the child psychologist Bruno Bettelheim. Here's what Bettelheim tells us:
'Generally speaking, play refers to the young child's activities characterized by freedom from all but personally imposed rules (which are changed at will), by free-wheeling fantasy involvement, and by the absence of any goals outside the activities itself...'
Bettelheim thus links play to freedom, experimentation, personal investment, and process, all values to which I will return later in this talk.
"Games, however, are usually competitive and are characterised by agreed-upon, often externally imposed, rules, by a requirement to use the implements of the activity in the manner for which they were intended and not as fancy suggests, and frequently by a goal or purpose outside the activity, such as winning the game."
We might think about the game, Candyland, as an ideal transitional device -- a game which teaches young players the basic mechanics of board games, one which often plays a key role in socializing us into the world of games. For Betteiheim, learning to play games represents an important step in the socialization process -- learning to accept outside and sometimes arbitrary constraints on one's behavior for the purposes of social reciprocity and delayed gratification.
"Children recognize early on that play is an opportunity for pure enjoyment, whereas games may involve considerable stress."
So, while learning to play games is a step forward, it also is accompanied by some kinds of losses -- in terms of personal expression and immediate pleasure. People cheat at games, for example, as a way of coping with the anxiety of competition in ways that they do not generally find it necessary to cheat at play. Indeed, it is not clear what cheating at play would look like given the lack of social constraint on individual expression it entails.
By that same token, institutions find it much easier to incorporate games, which preserves the notion of rule-driven activity, rather than play, which is often understood as a kind of anarchic freedom from any and all constraints. So, schools often treat most forms of play as minimally a distraction, more often a disruption, of school practices, hence the concept of "class clown" which runs through educational literature. In other cultures, the clown is an educator who invites us to re-examine existing hierarchies and structures, taking the world apart and putting it back together again, where-as the clown in our schooling is seen as an unwelcome rival for the classes attention, a challenge to discipline and a disturbance of learning.
In part, this is because our puritan culture maintains a world view in which play is the opposite of work. We have decided that schooling should be about work rather than play, and as such, we are driving down the creative impulses of our students. No wonder that many are seeing a crisis of creativity in contemporary America!
Interestingly, though, when we work with teachers in professional development programs focused on learning and teaching the new media literacies, they consistently gravitate to play out of the 12 social skills and cultural competencies we've identified through our work. Here's how our white paper defines play as a literacy: "the capacity to experiment with one's surroundings as a form of problem solving." Today, we are pushing beyond play as a skill to think about play as a disposition -- a way of seeing oneself and the world through new creative lens which depend on suspending real world consequences and encouraging a process of innovation and creativity.
Educators are sometimes drawn to play for the wrong reasons -- because they seek to entertain their students. I sometimes hear various lay theories of "stealth learning," the idea that we can smuggle in learning disguised as play into schools and students will have so much fun that they will overcome their resistance to the schooling process. In many ways, I see this as like that moment in Tom Sawyer where Twain's protagonist sells others in his cohort into helping him white wash the fence by convincing him that doing so is great fun. This is perhaps the same kind of trap that we fall into when we talk about gamification -- a confusion between intrinsic and extrinsic motivations. Play is not disguised learning; play IS learning.
Jean Piaget captures this sense of the value of play when he tells us that "play is the work of childhood." He rejects any simple opposition between play and work, suggesting that play is the most important work children perform, because it is through play they acquire basic knowledge and skills fundamental to their culture. A kitten plays at stalking. In a hunting society, children play with bows and arrows. And in an information society, people play with information and interfaces.
We can rehearse and acquire core skills and knowledge through play because play lowers the stakes of failure. One of the activities we've developed through Project NML for thinking about play is called "Fail and Fail Often," and it uses the casual game, Bloons, to get people to reflect on the strategies of experimentation and calibration they apply in solving problems in games. This is a totally addictive game in part because it is so simple and the way you move forward through the game is to try different strategies, most of which will not work. Through this process, we learn basic things about the physics of the game and how different materials respond to us. We can compare this with the role failure plays in schools: children are afraid to fail and teachers are afraid to tell their students that they are failing. As a result, students do not take risks which might push their performance forward and they do not get the feedback they might need to better calibrate their efforts.
Lately, as I've talked about the value of play for learning, I have started to identify a series of properties which help us to better understand the core principles of play. I call them the Six P's of Play (though this remains a work in progress and may end up with fewer or more Ps before all is said and done).
1. Permission. Before we can play, as adults, as students, we have to give ourselves permission to do so. This is of course different for many children who play often and only stop playing when they are prohibited from doing so. The concept of permission is closely linked to what game theorists call the "magic circle," that is, a mental bracket which we put around our activities which changes their affect, their meaning, and most of all, their consequences. Within that magic circle, we lower the consequences of risks; we agree to engage with each other with good humor; we try hard but do not take the outcome as seriously as we would if we performing the same activities outside of a play context. I love the example of the little girl who is sweeping the floor -- we would understand her activity differently if she were doing chores or playing house, even though the actions would be the same. In a school culture, where there is a long history of prohibiting play, we must work very hard to give signals when play is an acceptable mode of engaging with the activities and we have to build up trust with our students that we are not going to retrospectively count their play against them.
2. Process -- Play values process as much or more than product. Eric Zimmerman and Katie Salens make the point that the most efficient and effective way to play golf is to walk right up to the hole and plop the ball into it. But we would not see that as a very fun way of playing golf. Instead, we create as many obstacles as possible -- we use strange implements, we move far away from the hole, we create sand and water obstacles, we slope the landscape to give us less effective control over the outcome. In an education system now focused so heavily on how students perform on standardized testing, performance based on product completely displaces performance assessed based on process, yet play's value is focusing our attention on the experience itself, in the moment, in the process. It asks us to be aware of how we do things as much as on what we do. This is why play can be helpful in supporting the acquisition of basic skills which can be rehearsed and valued on their own without regard to the finished product.
3. Passion --The Gates Foundation has found that an increasing number of young people are dropping out of school not because they are incapable of performing what's expected of them but because they are bored. Work in the Digital Media and Learning Field tells us that we need to recognize the rewards of passion-based learning, of students pursuing those topics which they care about most deeply and using these interests to motivate and sustain other kinds of learning. Mary Louise Pratt has a great story she tells about her son's baseball card collection and how talking with him about it pushed him to learn more about history (as a backdrop to the key games in baseball history), geography (as a context for where the teams come from), architecture (as a way of discussing different stadiums), and math (as a way of playing around with batting averages.) This brings us back to Bettelheim's notion of play as open-ended, free-flowing, self-determined, and thus as something which is experienced as a site of freedom and passion.
4. Productivity -- Play is highly generative, despite or perhaps even because of its focus on process rather than product. I am very fond of the photographs which Martha Cooper took in the 1960s and 1970s of children's street play in New York City. These images show the imaginative ways that children transform their geographic environments through their play, claiming space even in relatively inhospitable environments where they are free to explore and interact; these images also show them taking up everyday materials around them as raw materials for their own play, transforming them from their mundane functions through a clever recognition of their underlying properties and affordances. And of course, they do the same thing with their bodies and with their social relations, performing new roles, trying out new structures, redefining old situations. This is the sense in which play can be linked to creativity. While in the spirit of play, old rules and structures are suspended, allowing us to look at the world in new ways, and allowing us to transform and transcend our environments.
5. Participation -- Play occurs in a social context which invites us to enter into the fun. We do sometimes watch others play, to be sure, and this represents what educational theorists call "legitimate peripheral participation." We watch with the anticipation of future participation. We watch to observe how others perform, to learn new skills, to appraise our own performance, or simply because we do not yet feel in the right spirit to play. But watching in this case is also a form of learning and is of a very different kind than watching which occurs when we know we will never be able to participate, when we feel that our participation is not welcome, when we anticipate not being able to do what's expected of us. As we sit in classrooms where no one offers up answers and no one is engaging with the learning process, we could learn a lot by going back to the ways that young people are introduced to a new kind of play and the ways that ideally they are encouraged to participate. (Of course, I don't want to romanticize this. As someone who often was not picked for teams in school, I know that the promise of participation can become cutting if we experience exclusion rather than engagement.)
6. Pleasure -- Pleasure is the byproduct of play. The search for pleasure is often what motivates play. This takes us back to Bettelheim's point about the stress around winning a game versus the relative freedom of participating through play. The game remains an operationalization of play, it represents a stress on the outcome that undercuts play's focus on process. And thus, a game may offer pleasure to some but with no guarantees and often a strong threat of displeasure if we lose the game. Thus, while it is very valuable to bring games into school, it is also important to provide contexts for more free and open-ended forms of play, which can offer pleasure to all who participate, rather than offering rewards to those who win.
(MORE TO COME)



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