Editor's Note
Welcome to another edition of the C3 Weekly
Update. First of all, apologies for this edition coming out a little
later than usual. MIT celebrated Martin Luther King Day with a
three-day weekend, and we spent part of that time wrapping up a major
phase of research in our ongoing project looking at the most prominent
content on YouTube. We hope to share continuing insight on that work
throughout the spring, through the C3 blog, the Weekly Update, and the
partners retreat currently being planned for May. More information will
be released soon about that event through the newsletter.
We're in the middle of our Independent Activities
Period here at MIT, but work at the Consortium pushes forward. In
addition to our ongoing research and planning the spring retreat, we've
also been planning a C3-sponsored colloquium for the Program in
Comparative Media Studies this spring as well, dealing with issues
surrounding viral media. We'll include more information about that
event in the newsletter in the coming weeks as well. Be sure to keep
CMS' Research Fair in mind as well, as that event will take place here
at MIT on Feb. 28. Please contact me if you need any more information.
This week's C3 Weekly Update features the
launch of two new series in the newsletter which will continue
throughout the next few weeks. In the Opening Note, Henry Jenkins is
providing portions of a forthcoming essay for publication, both in a
volume edited by Jonathan Gray and as an additional chapter for the
eventual paperback publication of Convergence Culture. This
piece builds on the citizenship and democracy focus of Convergence
Culture by looking at the CNN/YouTube debates as a place where old
media and new media, and politics and social networks, collide. In the
Closing Note, C3 Consulting Researcher Doris C. Rusch starts a series
looking at metaphors and digital games.
If you have any questions or comments or would
like to request prior issues of the update, direct them to Sam Ford,
Editor of the Weekly Update, at samford@mit.edu.
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In This Issue
Editor's Note
Opening Note: Henry Jenkins on the CNN/YouTube
Debates, Part I
Glancing at the C3
Blog
Closing Note: Doris C. Rusch on Metaphors and
Digital Games, Part I
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Opening Note
Why Mitt Romney Won't Debate a
Snowman, Part I: An Introduction
Henry Jenkins has offered to present an advanced copy
of his latest work to the readers of the C3 newsletter over the next
six weeks. These pieces look at the political process in the age of
online video and social networking and shifts in journalism, politics,
and citizenship in a "convergence culture." We look forward to any
feedback you might have. This essay will be featured in a forthcoming
book edited by Jonathan Gray, as well as in an additional chapter for
the paperback edition of Convergence Culture.
Newscaster Anderson Cooper opened the Democractic
CNN/YouTube Debate with a warning to expect the unexpected:
"Tonight is really something of an experiment...What you're about to
see is, well, it's untried. We are not exactly sure how this is going
to work. The candidates on this stage don't know how it is going to
work. …And frankly we think that's a good thing." The eight candidates
would face questions selected from more than 3,000 videos "average"
citizens had submitted via YouTube. Speaking on NPR's
Talk of the Nation a few days before, CNN
executive producer David Bohrman stressed that the new format would
give the American public "a seat at the table,” reflecting a world
where "everyone is one degree of separation away from a video camera."
Afterwards, most people only wanted to talk about the
Snowman.
One short segment featured a claymation snowman talking
about global warming, "the single most important issue to the snowmen
of this country." As the video showed Junior’s frightened face, the
snowman asked, "As president, what will you do to ensure that my son
will live a full and happy life?" The candidates chuckled. Cooper
explained, "It's a funny video; it's a serious question," before
directing the query to Dennis Kucinich. The serious-minded Kucinich
drew links between "global warming" and "global warring," explaining
how the military defense of oil interests increased American reliance
on fossil fuels and describing his own Green friendly policies: "We
don't have to have our snowmen melting, and the planet shouldn't be
melting, either."
CNN ended the broadcast by announcing a future debate
involving the GOP candidates, but the status of this debate was far
from resolved. By the end of the week, most of the GOP front-runners
were refusing to participate. Mitt Romney put
a face on their discomfort: “I think the presidency ought to be
held at a higher level than having to answer questions from a snowman."
CNN's Bohrman deflected his criticism on the Talk of the Nation
piece: "I think running for president is serious business...but we do
want to know that the president has a sense of humor."
Many bloggers also argued that the snowman demeaned
citizen participation in the debates: "By heavily moderating the
questions, by deliberately choosing silly, fluffy, or offbeat videos to
show the nation, CNN is reinforcing the old media idea that the
Internet entertains, but does not offer real, serious discussion or
insight." (See here and here.)
There would be a CNN/YouTube GOP debate but behind the scenes
negotiations delayed it and substantially toned down the content.
This series will use the snowman controversy as a point
of entry for a broader investigation into the role of Internet parody
during the pre-Primary Season in the 2008 presidential campaign. This
debate about debates raises questions about the redistribution of media
power, the authenticity of grassroots media, and the appropriateness of
parody as a mode of political rhetoric. Parody videos, both produced by
the public and by the campaigns, played an unprecedented role in
shaping public perceptions of this unusually crowded field of
candidates.
This essay picks up where my recent book, Convergence
Culture: Where Old and New Media Collides, left off – with a
call for us to rethink the cultural underpinnings of democracy in
response to an era of profound and prolonged media change. The rise of
networking computing, and the social and cultural practices which have
grown up around it, has expanded the ability of average citizens to
express our ideas, circulate them before a larger public, and pool
information with each other in the hopes of transforming our society. A
closer look at the role parody videos played in American politics in
2007 may help us understand how we are or are not realizing the
potentials of this new communication environment. Such videos give us
an alternative perspective on what democracy might look like, though we
have a long way to go before we can achieve anything like a new public
sphere in the online world. As Anderson Cooper suggests, none of us
know where this will take us – and for the moment, at least, that’s a
good thing.
Debates about digital democracy have long been shaped by
the fantasy of a “digital revolution” with its assumptions that old
media (or, in this case, the old political establishment) would be
displaced by the rise of new participants, whether new media startups
confronting old media conglomerates, bloggers displacing journalists,
or cybercandidates overcoming political machines. This depiction of
media change as a zero-sum battle between old powerbrokers and
insurgents distracts us from the real changes occurring in our media
ecology. Rather than displacing old media, what I call convergence
culture is shaped by increased contact and collaboration between
established and emerging media institutions, expansion of the number of
players producing and circulating media, and the flow of content across
multiple platforms and networks. The collaboration between CNN (an icon
of old media power) and YouTube (an icon of new media power) might be
understood as one such attempt to work through the still unstable and
“untried” relations between these different media systems.
CNN’s Bohrman dismissed new media platforms as
"immature" and questioned whether the user-moderated practices of
YouTube would have been adequate to the task of determining what
questions candidates should address, given how easily such processes
could be "gamed.” Bohrman often cited
what he saw as the public’s fascination with “inappropriate” questions:
"If you would have taken the most-viewed questions last time, the top
question would have been whether Arnold Schwarzenegger was a cyborg
sent to save the planet Earth.The second-most-viewed video question
was: Will you convene a national meeting on UFOs?" However, this stance
ignores a participatory culture's power to negate. Tongue-in-check
questions about cyborgs and aliens allowed many to thumb their noses at
the official gatekeepers and what they view as old media's dismay at
being “forced” to put such content in their programming. Such gestures
reflect a growing public skepticism about old media power as well as
uncertainty about how far to trust emerging (though still limited and
often trivial) efforts to solicit our participation.
Some such material made it into the final broadcast but
only as part of an opening segment in which a smirking Cooper lectured
the public about the kinds of videos that did not belong on national
television: "Dressing up in costume was probably not the best way to
get taken seriously." Here, participatory culture's power to negate ran
up against old media's power to marginalize. Old media still defines
which forms of cultural expression are mainstream through its ability
to amplify the impact of some user-generated content while labeling
other submissions out of bounds.
Because the public openly submitted their videos through
a participatory media channel like YouTube, the selection process
leaves traces. Even if we can't know what happened within the closed
door meetings of the CNN producers, we can see which submitted
questions got left out, which issues did not get addressed, and which
groups did not get represented. Afterward, some who felt excluded or
marginalized deployed YouTube as a platform to criticize the news
network.
anonymousAmerican, a rotund man in a Mexican wrestling
mask who speaks with a working class accent, posted a video labeled "Fuck You, CNN".
He describes his anger over the fact that CNN deployed his masked face
but not his words: "This could lead the public to imagine that my
question was insulting or irrelevant. We all know that CNN would never
air anything insulting such as a host asking the only Muslim member of
Congress if he's a terrorist or irrelevant like a very old man spending
his show interviewing people like Paris Hilton." Links lead to the
question he submitted (calling for the immediate withdrawl from Iraq)
and other political videos concerning the Bush administration’s crack
down on civil liberties. His mask allows him both to speak as an
everyman figure and to represent visually the process of political
repression; it also links his videos to the Lucha Libra tradition where
Mexican wrestlers often used their masked personas to speak out against
social injustice. (For more on this topic, see Heather Levi's essay
"The Mask of the Luchador: Wrestling, Politics, and Identity in
Mexico," in Nicholas Sammond's Steel Chair
to the Head.
Next week, in the Opening Note, Jenkins looks at the
history of the production of the snowman video at the center of this
discussion about the CNN/YouTube debate.
Henry Jenkins is the
chief faculty investigator for the Convergence Culture Consortium and
is Director of the Comparative Media Studies program and the Peter de
Florez Professor of Humanities at MIT. His blog is available here.
Glancing at the C3 Blog
Meeting
Scheduled to Discuss
Digital Deadline for TV. Discussion about the Feb. 1, 2009,
deadline for transitioning broadcast television from analog to digital
moves forward, as a new hearing is scheduled for Feb. 13 for the House
Energy & Commerce Committee.
C3
in the News: Soulja Boy, Soaps, and Friday Night Lights.
Xiaochang Li's blog posts on Soulja Boy continue to get attention,
while friend of the Consortium Jean Burgess is interviewed for CBC
Radio's Spark, Sam Ford is featured in CBS Soaps in Depth, and
Diana Kimball references C3's writing about Friday Night Lights.
Field
Notes from Shanghai: Fansubbing in China. C3's Henry
Jenkins provides notes from his recent trip to China about Prison
Break's distribution amongst Chinese fan communities and the
fansubbing process.
McCracken
and Green's Qualitative Research Course at MIT. C3's Research
Manager and one of C3's Consulting Researchers are offering a course at
the Institute during the Independent Activities Period here on
qualitative research methods. The class overview is provided here.
Around
the Consortium: Web 1.0, 2007 in Review, and The Playboy Professor.
Ilya Vedrashko writes about Web 2.0, while The Extratextuals review
2007 and Rob Kozinets writes about being "The Playboy Professor."
As
the World Turns in a Convergence Culture: A Summary, Part VIII:
Soap Operas as Brands and Conclusion. In this concluding piece of
the eight-part review of Sam Ford's thesis work, Ford makes some
concluding observations about how soap operas should be viewed as
brands and how those shows can better understand their
transgenerational fan base.
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As
the World Turns in a Convergence Culture: A Summary, Part VII:
Quick Fixes and Fan Proselytizers. Sam Ford looks at the current
problems plaguing soaps and takes a more long-term view as to what
might have led to the current plight of the soap opera industry,
particularly regarding the danger of a short-term view of these shows
and not valuing the social processes through which these programs are
viewed.
As
the World Turns in a Convergence Culture: A Summary, Part VI:
Product Placement and Transmedia Storytelling. Sam Ford looks at
the history and current state of two pivotal components of what we call
"convergence culture," product placement and transmedia storytelling,
and how both are impacting one of America's
longest-standing television genres.
As
the World Turns in a Convergence Culture: A Summary, Part V:
Utilizing Soap Opera Archives in a Long Tail Economy. In the fifth
part of this series, Sam Ford looks at how soap operas might be able to
utilize their vast archives in an age that many have called the "Long
Tail" of online distribution.
As
the World Turns in a Convergence Culture: A Summary, Part IV:
Understanding Online Fan Communities. In the fourth part of this
ongoing series on the C3 blog, Sam Ford makes a variety of observations
about contemporary fan discussion groups online about American soap
operas.
As
the World Turns in a Convergence Culture: A Summary, Part III: The
History of Fan Discussion. In the third part of this review of Sam
Ford's Master's thesis work at MIT, Ford looks at the history of fan
discussion and fan organization for American soap operas.
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Follow the Blog
Don't forget – you can always post, read, and carry
out
online conversations with the C3 team at our blog.
Closing Note
Shooting Is Shooting Is Shooting
Is Shooting…? How Tackling Metaphors Can Help Us Expand the Meaning
Potential of Digital Games, Part I
C3 Consulting Researcher Doris Rusch looks at
metaphors and digital games in the first of this three-part series. The
other two parts will run in the next two weeks' Closing Note.
I want games that make me see the world in a different
light; that allow me deep insights into the human condition; that stay
with me long after I have put down the controller and make me think
about the complexity of life, its absurdities and wonders, injustices
and grandness. I want games that tackle big and small themes in a way
that enriches my understanding of the world. And I know that they can
do that.
So far, most fictional games are about physical action,
meaning that physical action is an end in itself. In these games,
running, grabbing, shooting, fighting does not stand for anything else
but running, grabbing, shooting fighting. There is a limit to the
insightfulness physical action per se can generate. For games to mature
as a form of expression, they need to expand their thematic range and
dare to deal with more abstract topics. In this article I want to
suggest some first idea on a systematic approach of how we could get
from games being solely about physical action to games that express
more complex and thought-provoking ideas and concepts. Regarding the
design of fictional games as a metaphorical process seems to be a good
starting point for a structured approach to the task. Please note that
this is still a work in progress.
In fictional games, many game rules are statements about
the quality of world objects, phenomena and experiences. They make
claims about the essential characteristics and behaviors of fictional
elements and about how these elements interrelate. They express a point
of view, a game designer’s (more or less) subjective interpretation of
the world. E.g. in the Beowulf game, rhythm has been identified
as the crucial characteristic of orchestrated action. Rowing, rolling
heavy objects and other sorts of joint efforts thus have been
translated into a rhythm game, meaning that the player has to push the
right buttons at the right time. This expresses the idea that efforts
must be coordinated to be effective. Other metaphors might have been
possible to convey that idea.
Teasing out the essential qualities and characteristics
of fictional elements and translating them into rules has the potential
to make the player see the world in a different way, just like more
traditional forms of artistic expression, such as literature or film
can foster Aha!-experiences.
I have had quite a few Aha!-experiences during
game-play, but mainly in regard to the way physical processes were
integrated in the rule-system. Seldom did I go away from a game
thinking, “so, this is how the designer sees the mechanics of loyalty.”
I see a main problem for the thematic limitation of
fictional games in their effort to create verisimilitude, meaning a
coherent, believable and seemingly immediate interaction with the
gameworld and its characters and objects. The development of computer
graphics and artificial intelligence technology has not necessarily
made life easier for game designers. Great power leads to high
expectations (both on the producers’ and the consumers’ side) and
rather big challenges.
The possibility to create detailled environments as well
as (halfway) intelligently behaving characters suggests itself to be
used to enhance the fictional aspects of computer games, although we
know that the relationship between rules and fiction is not a
straightforward one. Still there is an increasing number of games that
not only aim at providing rewarding game-play experiences, but that
also try to create the illusion of the player walking in the shoes of
the heroe / heroine.
There is an emotional as well as a cognitive
gratification to playing games that create verisimilitude. On the one
hand they facilitate psychological as well as physical immersion in a
fictional world, on the other hand they stimulate what Ed Tan calls
“artefact emotions”, the cognitive pleasure of deciphering how the
logic of the gameworld was applied to explain game conventions or to
compensate for the deficiencies of digital games as mediated
experiences.
The cognitive pleasures evoked by verisimilitude already
hint at the two main challenges game designers have to deal with in
order to achieve it in the first place:
“Gameness”: beneath the dazzling graphics, digital games
are still rule-based systems that clearly define the specific behaviors
and attributes of objects and characters. But the restrictions in
interactability with and responsiveness of fictional elements deriving
from the rule system potentially disrupt the illusion of a believable
and coherent world. It is disturbing if the game allows the player to
blast through concrete walls but then forces her to find a key to open
a simple wooden door.
In non-digital games, rules are simply accepted because
one agrees to play a game. We do not question regulations of movement
on the game board in Parcheesee, because that is what the game is all
about. We voluntarily submit to these limitations and stick to the
rule, although we could practically just take the little figurine and
place it anywhere we liked. But then again, these games never pretend
to be anything else then games. They do not aim to put the player into
a blievable world.
“Mediacy”: restrictions in interactability with and
responsiveness of fictional elements are not only due to a game’s
“gameness”, but also to the fact that digital games are mediated by
nature. For one, there is a technical limitation to the degree to which
a gameworld can be simulated. Interaction with the gameworld is
indirect. The player cannot reach into the screen to manipulate objects
directly. This problem of mediacy and technical limitation becomes very
apparent whenever NPC interaction is involved. It is simply not
possible to have sensible, rewarding conversations with NPCs by drawing
on real world communication skills. Last bust not least, there is a gap
between the player and her avatar. The player might feel like she is in
the world, but who is she? E.g. the assumed emotions and motives of an
avatar are in most cases probably very different from the actual
emotions and motives of the player. Trying to convincingly bridge the
gap between player and avatar and to thus foster a sense of “being
there” is a big game design challenge.
This piece will be continued in the Closing Note of
next week's C3 Weekly Update.
Doris C. Rusch is a
postdoctoral researcher with the Singapore-MIT GAMBIT Game Lab in the
Program in Comparative Media Studies at MIT. Prior to joining CMS,
Rusch did postdoctoral work for the Institute for Design and Assessment
of Technology at the Vienna University of Technology.
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