Editor's Note
Welcome to another edition of the C3 Weekly
Update.
The schedule is busy as usual here at MIT. C3
Research Manager Joshua Green and Consulting Researcher Grant McCracken
are wrapping up their class on qualitative research this week during
MIT's Independent Activities Period (IAP), while I am preparing to
launch my course on soap operas next Wednesday. C3 research into
YouTube continues, while students are making progress on research
regarding viral marketing. Our graduate students are returning to the
blog this week as well. Meanwhile, we are preparing for the C3 partners
retreat in May, as well as the special colloquium dealing with issues
surrounding viral media mentioned last week. The Program in Comparative
Media Studies colloquia series calendar for the spring should be
available shortly. As mentioned in previous weeks, we are also
participating in a Research Fair here at MIT on Feb. 28, alongside CMS'
five other research groups. Please contact me directly if you have any
questions regarding that event.
This week's C3 Weekly Update features the second
of Henry Jenkins' six-part series presenting the work from a
forthcoming essay in the Opening Note. This piece will appear in its
entirety in an upcoming book from Jonathan Gray (who spoke at Futures
of Entertainment 2), as well as in the eventual paperback publication
of Convergence Culture. Meanwhile, the Closing Note is the
second part of a three-part series from C3 Consulting Researcher Doris
C. Rusch, who looks 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 II
Glancing at the C3
Blog
Closing Note: Doris C. Rusch on Metaphors and
Digital Games, Part II
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Opening Note
Why Mitt Romney Won't Debate a
Snowman, Part II: The Birth of a Snowman
Henry Jenkins has given C3 Weekly Update readers the
opportunity to see an advanced version of one of his latest essays in a
six-part series here through our weekly newsletter. This week, we look
at the second piece, looking at the impact of YouTube videos on the
presidential election process. 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.
Writing in The
Wealth of Networks, Harvard Law Professor Yochai Benkler
suggests, "What institutions and decisions are considered 'legitimate'
and worthy of compliance or participation; what courses of action are
attractive; what forms of interaction with others are considered
appropriate -- these are all understandings negotiated from within a
set of shared frames of meaning" (pp. 274-275). As average citizens
acquire the ability to meaningfully impact the flow of ideas, these new
forms of participatory culture change how we see ourselves ("through
new eyes -- the eyes of someone who could actually interject a thought,
a criticism, or a concern into the public debate" p. 275) and how we
see our society (as subject to change as a consequence of our
deliberations) Some participants were making their first videos but
many more had acquired their skills as media producers through more
mundane and everyday practices, through their production of home movies
or their participation in various fan communities or through media
sharing sites. As such practices become more normalized, as we come to
see ourselves as capable of expressing ourselves through the emerging
media network, how will this impact citizenly discourse? The reliance
on parody as a mode of political discourse might be understood as part
of this transition process by which we move from participatory culture
to participatory democracy.
The strange history of the Snowman illustrates this
process at work. The Snowman video was produced by Nathan and Greg
Hamel, two brothers from Minneapolis. (See Snowman vs.
Romney--CNN Reports for more.) Their debate video repurposed
animations from an earlier, less politically oriented video showing a
Samurai attacking Billiam the Snowman while his young child watched in
horror. The name of the snowman, his high pitched voice, and the
video’s aggressive slapstick paid homage to the Mr. Bill videos
originally produced by Walter
Williams for Saturday Night Live in the 1970s. The Mr. Bill
segments represented an earlier chapter in the history of the networks’
relationship to user-generated content: Williams had submitted a
Super-8 reel in response to Saturday Night Live's request for home
movies during its first season. The impressed producers hired Williams
as a full time writer resulting in more than 20 subsequent Mr. Bill
segments, all maintaining the low-tech look and feel of his original
amateur productions. Williams' subsequent career might have provided
the Hamel brothers with a model for their next step -- from broad
slapstick towards political satire. Starting in 2004, Williams deployed
Mr. Bill as a spokesperson in a series of public service announcements
about environmental issues (specifically, the threat to Louisiana
wetlands--see Cain Burdeau's Associated Press report here.)
Empowered by the media attention, the Hamels produced a
series of other videos confronting Romney, the man who refused to
debate a snowman. While these subsequent videos were not incorporated
into the GOP debate, they did attract other media attention. When
interviewed by CNN about a video in which Billiam tells Romney to
“lighten up slightly,” the Brothers used their explanation to direct
attention at a growing controversy within the blogosphere. During a
campaign appearance in New Hampshire, Romney had been photographed
holding a supporter's sign, which read "No to Obama, Osama, and
Chelsea's Mama" (part of a larger effort to play on xenophobic concerns
about Barrack’s “foreign sounding” name). Another amateur video-maker
had captured a confrontation at an Iowa campaign appearance where
Romney told a critic of the sign to "lighten up slightly," insisting
that he has little control over what his supporters might bring to an
event. (For more, see here
and here.)
Bloggers were circulating the video of what they saw as a disingenuous
response. This Romney video fits into a larger history of footage
captured by amateur videomakers that reached greater public visibility
via YouTube and sometimes found its way into mainstream coverage. For
example, one popular video showed John McCain joking with supporters,
singing "Bomb, Bomb, Bomb Iran" in imitation of a classic rock and roll
tune The Hamel brothers were using their five minutes of fame to help
direct the media’s attention onto a brewing controversy that might
further undermine Romney’s credibility.
Over just a few weeks, the Hamel Brothers progressed
from sophomoric skit comedy to progressively more saavy interventions
into media politics, demonstrating a growing understanding of how media
travels through YouTube and how YouTube intersects broadcast media. As
they did so, they formed an informal alliance with other “citizen
journalists” and they inspired a range of other amateur producers to
create their own snowman videos, including those which included a man
wearing a snowman mask or which recycled footage from old Christmas
specials, in hopes that they might get caught up in Billiam’s media
coverage.
CNN had urged the public to find "creative" new ways to
express their concerns, yet the producers clearly saw many of the more
colorful videos as the civic equivalent of Let's Make a Deal--as
so many people in colorful costumes huckstering to get on television.
Some certainly were hungry for personal fame but others were using
parody to dramatize legitimate policy concerns. In the case of the
snowman, his question about global warming was not outside the frames
of the current political debate but the use of the animated snowman as
a spokesperson broke with the rationalist discourse that typically
characterizes Green politics. The Snowman Parody spoofed two of
American politics’ most cherished rhetorical moves. Snowmen are
represented here as one more identity politics group; snowmen are made
to “embody” larger societal concerns.
We might compare Billiam's attempt to speak about the
environment on behalf of snowmen with the oft-cited image of Iron Eyes
Cody weeping as a native American over the littering of the American
landscape during the Keep America Beautiful campaign produced for the
1971 Earth Day Celebration or, for that matter, the ways that Al Gore
deployed drowning polar bears to dramatize the threat of global warming
in An Inconvenient Truth. The video also spoofs the ways both
conservative and progressive groups make policy appeals in the name of
protecting innocent children from some perceived threat. (For more on
this, see my essay "Childhood Innocence and Other Modern Myths," from The
Children's Culture Reader, 1998, pp. 1-40.) We might link Billiam's
frightened off-spring back to the famous LBJ spot depicting a little
girl plucking the petals from a daisy over the soundtrack of a
countdown to a nuclear bomb blast.
Presidential candidates have long deployed animations as
part of the rhetoric of their advertising campaigns, so why should
voters be prohibited from using such images in addressing candidates?
What’s different, perhaps, is the way such videos appropriate popular
culture contents (Mr. Bill) as vehicles for their message. As Benkler
notes, mass media has so dominated American culture for the past
century that people are necessarily going to draw on it as a shared
vocabulary as they learn how to use participatory media towards their
own ends: "One cannot make new culture ex nihilo. We are, as we are
today, as cultural beings, occupying a set of common symbols and
stories that are heavily based on the outputs of the industrial period.
If we are to make this culture our own, render it legible, and make it
into a new platform for our needs and conversations today, we must find
a way to cut, paste, and remix present culture" (200). Television
commercials, for example, often provide simple, easily recognized
templates for representing ideological concerns.
Consider Bill Hope’s parody of the Romney campaign,
which juxtaposes the voice-over from a recent Jaquar commercial, with
news footage of the candidate: "Gorgeous deserves your immediate
attention. Gorgeous makes effort look effortless...Gorgeous has no love
for logic. Gorgeous gets away with it. Everyone cares what gorgeous
says. Gorgeous gets in everywhere…Gorgeous was born that way. Gorgeous
trumps everything." Each phrase evokes and reinforces the public
perception of Romney's privileged background, slippery political
stances, and matinee idol appearance, while the juxtaposition of
advertising slogans and news footage mocks the repackaging of
candidates for mass consumption. Similarly, a group called SmallMediaXL
produced a series of spoofs on the differences between Republicans and
Democrats modeled on a popular Mac/PC campaign -- depicting Republicans
as "very good at looking after the interests of big business" and the
Democrats as "being better at the people stuff." No doubt, both
producers were hoping to tap public familiarity with Madison Avenue
iconography to expand the reach of their messages.
Next week, in the Opening Note, Jenkins looks at how
parody is being used in official campaign videos in the 2008 election
on both the Republican and Democratic sides of the aisle.
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
Looking
at the National PCA/ACA Conference: Interesting Presentations (2 of 2).
Sam Ford provides further notes about the upcoming PCA/ACA national
conference, including interesting presentations at the conference on
March 20 and March 21 and information about the soap opera area he is
participating in.
Looking
at the National PCA/ACA Conference: Interesting Presentations (1 of 2).
Sam Ford writes about interesting presentations for the Popular Culture
Association and American Culture Association's national conference in
March on March 19 and March 20.
Interesting
Presentations at SCMS Conference. Sam Ford follows up on his
previous piece on the March 2008 SCMS conference by highlighting other
interesting presentations at the four-day event.
C3-Related
Presentations at SCMS Conference. Sam Ford looks ahead to the March
2008 conference for the Society for Cinema and Media Studies and
provides information on when members of the C3 community will be
presenting at the event.
The
Balance between Chains and Local Shops. Sam Ford provides a piece
he wrote in The Ohio County Times-News regarding franchises and
local shops in his hometown.
Authenticity
and Linda's Donuts. Sam Ford writes about recent experiences at a
local eatery and the passion behind creating an "authentic" experience
or product.
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One
Year Ago on the Consortium Blog... At the beginning of 2006, C3's
writing centered on Web 2.0, fan communities, and complex television.
Two
Years Ago on the Consortium Blog... C3 blog entries
at the beginning of 2006, when the Consortium was first launching,
centered on two main topics: participatory culture and
cross-platform distribution.
Field
Notes from Shanghai: China's Digital Mavens. C3 Director Henry
Jenkins provides further notes from his recent trip to Shanghai,
starting with a study from IAC and JWT on the importance of digital
media forms in the lives of teens in China and the U.S.
Soap
Fans and Veteran Actors: Jessie & Angie, Scott Bryce. Sam Ford
writes about promotions around the return of a 1980s supercouple to All
My Children and fan reaction to the departure of a popular actor
from As the World Turns.
Around
the Consortium: Qualitative Research, Commercial Avoidance, Games, and
TV. Grant McCracken shares more resources from his class with
Joshua Green at MIT, while Ilya Vedrashko writes about a study on
commercial avoidance, David Edery writes about improving trials for
games, and Jason Mittell provides a piece on the rise of time-shifting
technologies from his forthcoming textbook.
WWE
in HD. Sam Ford looks back at the process behind World Wrestling
Entertainment's finally moving to high-definition, including the launch
of its programming on pay-per-view, USA, Sci Fi, and the CW Network.
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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 II
C3 Consulting Researcher Doris Rusch continues her
look at
metaphors and digital games in the second part of this three-part
series. The
final part will run in next week's 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 series will be concluded 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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