Editor's Note
Hello and welcome to another edition of the C3
Weekly Update! Our semester has officially launched here at MIT, with
Monday serving as our registration day. I'm preparing my course using
soap operas as a case study for the historical research on and
contemporary state of American television and fan communities, and I'll
be sharing insights on that course here in the newsletter and on the
Consortium's blog throughout the semester. In addition, we're moving
forward with YouTube analysis.
We will be presenting some preliminary thoughts on
the C3 blog in the coming weeks, and we'll provide more formal insight
through the newsletter and through some more formal work that will
appear on the site this semester. The Consortium is also moving forward
with its research on spreadable media and how it intersects with
understanding of viral media and the concept of memes.
Upcoming Events
The Program in Comparative Media Studies has
released its Spring 2008 CMS Colloquia and MIT Communications Forum
calendar, and there are a variety of events that would be of particular
interest to Consortium partner companies, consulting researchers, and
alum. Please contact us if you have any questions on
these events. All are held here on MIT's campus. Time and dates are in
the calendar on the right, and descriptions of the events are below:
Viral Media: Hows and Whys: Non-traditional
and viral marketing campaigns raise questions about the content status
of advertising and the authenticity of commercial art. This panel
discussion will consider the challenges of engaging audiences in
non-conventional ways, looking at the status of viral media and the
nature of non-traditional marketing campaigns. Berkman Center Fellow
and C3 Consulting Researcher Shenja van der Graaf will moderate
the converation with Natalie Lent from Fanscape and Mike
Rubenstein of The Barbarian Group (who was one of the featured
speakers in the advertising panel at Futures
of Entertainment 2.
CMS Research Fair 2008: The Program in
Comparative Media Studies will hold its annual Research Fair, a chance
to highlight our latest research and bring attention to new research
staff and initiatives. In addition to displays in the Stata lobby, this
year's event will include a panel discussion with current research
staff, led by Henry Jenkins and William Uricchio. This
discussion will consider the theoretical contributions of CMS research
and the role each initiative plays in the CMS research culture. The
panel discussion will begin at 6 PM. Refreshments will be served.
MIT Communications Forum: Prime Time in
Transition: The prime-time series has been a central narrative form
in America for the last half-century, as the Hollywood movie had been
in a previous era. Are the radical transformations of television in
recent years challenging this domination? How has series TV changed
over the past 20 years? What does the prolonged writers' strike signify
for the future of TV fiction and the medium as a whole? Leading
writer-producers Howard Gordon (24, Buffy the
Vampire Slayer, The X-Files), Barbara Hall (Women's
Murder Club, Judging Amy, Joan of Arcadia) and John
Romano (Third Watch, Party of Five, Hill Street
Blues) will address these and related questions in a candid
conversation illustrated by clips from significant series.
MIT Communications Forum: Global Television:
A salient feature of contemporary TV has been the appearance of
programs that appeal more widely across national boundaries than many
earlier television shows. Examples include a range of reality shows
such as Big Brother or Survivor as well as fiction
series such as Ugly Betty, which undergo relatively small
facelifts before being introduced to new audiences. And many American
programs – e.g., Lost, Desperate Housewives – travel
abroad with no alterations, as country-specific promotion and
distribution strategies adjust them to their new national contexts. In
this forum, distinguished media scholars Eggo Müller, Roberta
Pearson and William Uricchio will discuss the origins and
significance of the international distribution of television formats
and programs.
MIT Communications Forum: Our World Digitized:
The Good, the Bad, the Ugly: Much discussion of our impending
digital future is insular and without nuance. Skeptics talk mainly
among themselves, while utopians and optimists also keep company mainly
within their own tribal cultures. This forum challenges this unhelpful
division, staging a conversation between Yochai Benkler and Cass
Sunstein, two of our country's most thoughtful and influential
writers on the promise and the perils of the Internet Age.
MIT Communications Forum: Youth and Civic
Engagement: The current generation of young citizens is growing up
in an age of unprecedented access to information. Will this change
their understanding of democracy? What factors will shape their
involvement in the political process?
We have included a variety of other conference
events in our sidebar schedule, which will be a regular future in the
Weekly Update from here on out. All events in that calendar, unless
otherwise specified, take place here at MIT.
This Week's Weekly Update
This week's C3 Weekly Update features the third
part in Henry Jenkins' six-part series here in the blog, presenting his
latest essay which will appear in the paperback version of Convergence
Culture, as well as a book edited by Jonathan Gray. This week's
piece looks at how parody has had greater prominence in official
campaign advertisements in the 2008 U.S. Presidential election, in his
ongoing series about how participatory culture and online videos are
reshaping politics and citizenship. This week's Closing Note concludes
the three-part series from C3 Consulting Researcher Doris C. Rusch, who
is a member of the GAMBIT staff here at MIT. Doris has been 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.
|
|
In This Issue
Editor's Note
Opening Note: Henry Jenkins on the CNN/YouTube
Debates, Part III
Glancing at the C3
Blog
Closing Note: Doris C. Rusch on Metaphors and
Digital Games, Part III
Upcoming
Thursday, Feb. 21, 5-7 p.m.
Viral Media: Hows and Whys
Featuring Mike Rubenstein. Natalie Lent, and Shenja van der Graaf:
Bldg. 2, Rm. 105
Co-sponsored by the Convergence Culture Consortium
Thursday, Feb. 28, 5-7 p.m.
CMS Research Fair 2008
Featuring CMS Research Groups, including the MIT Convergence Culture
Consortium: TSMC Lobby and Bldg. 32, Rm. 155, Stata Center
Thursday, March 06-Sunday, March 09
Society
for Cinema and Media Studies Conference,
Philadelphia
Featuring the following presentations:
Understanding Vast Narratives and Immersive Story
Worlds by C3 Project Manager Sam Ford
Bond in Bondage: Ratings Creep, Violence, and
Casino Royale by C3 Consulting Researcher Kevin Sandler
The Public Sphere in a "Hybrid Media Ecology":
YouTube, Network Television, and Presidential Politics by C3
Director Henry Jenkins
Architectures of Participation: Wiki Fandom and
the Case of LostPedia by C3 Consulting Researcher Jason Mittell
The People Formerly Known As: What Happens to the
Audience When We're All "Users"? by C3 Research Manager Joshua
Green
Framing Motion: Early Cinema's Conservative
Method's of Display by C3 Consulting Researcher Ted Hovet
Scholarly Writing in the Digital Age workshop
featuring C3 Consulting Researcher Jason Mittell
The Future of Television Studies workshop
chaired by C3 Principal Investigator William Uricchio
Location Matters: Spatial Logics of
Bollywood-Dotcom Convergence by C3 Consulting Researcher Aswin
Punathambekar
Thursday, March 06, 5-7 p.m.
MIT Communications Forum: Prime Time in Transition
Featuring Howard Gordon, Barbara Hall, and John Romano: Bartos Theater,
Wiesner Building, MIT Media Lab
Saturday, March 08, 2-3 p.m.
South
by Southwest Interactive Opening Remarks
Featuring C3 Director Henry Jenkins and Steven Johnson, Austin, TX
Thursday, March 13, 5-7 p.m.
MIT Communications Forum: Global Television
Featuring Eggo Müller, Roberta Pearson, and William Uricchio:
Bartos Theater, Wiesner Building, MIT Media Lab
Friday, March 21, 10-11:30 a.m.
Valuing Fans Outside the Target Demographic: Soap
Opera Fans and Proselytizing
C3 Project Manager Sam Ford's presentation as part of the soap opera
area of the National
Popular Culture Association Conference, San Francisco
Thursday, April 10, 5-7 p.m.
MIT Communications Forum: Our World Digitized: The
Good, the Bad, the Ugly
Featuring Yochai Benkler and Cass Sunstein: Bartos Theater, Wiesner
Building, MIT Media Lab
Co-sponsored by the MIT Center for Future Civic Media
Thursday, April 24, 5-7 p.m.
MIT Communications Forum: Youth and Civic
Engagement
Featuring Lance Bennett, Ian V. Rowe: Bartos Theater, Wiesner Building,
MIT Media Lab
Co-sponsored by the MIT Center for Future Civic Media
Thursday, April 24, to Saturday, April 26
Console-ing
Passions 2008 Conference
C3 Project Manager Sam Ford will be participating in a panel. Details
forthcoming.
Thursday, May 22, to Monday, May 26
Communicating
for Social Impact, Conference of the
Interntional Communication Association
C3 Research Manager Joshua Green will make two presentations at this
Montreal event. Details forthcoming.
|
Opening Note
Why Mitt Romney Won't Debate a
Snowman, Part III: Parody in High Places
Henry Jenkins continues with this series in the
Opening Note this week, providing an advance version of his latest
essay, which will be featured as an additional chapter for the paperack
edition of Convergence Culture and as part of a forthcoming
book from Jonathan Gray, who was one of the speakers at the Futures of
Entertainment 2 conference. The previous two pieces in this series on
how politics and citizenship intersect with new technologies
which enable participatory culture, ran in the previous two weeks'
Opening Note.
In his essay "The Spectacularization of Everyday Life"
in Lynn Spiegel and Denise Mann's Private
Screenings: Television and the Female Consumer (1992), Dennis
Mann discusses the ways that early television deployed parody to signal
its uncomfortable relationship to Hollywood glamour, positioning its
technology -- and its own stars -- as closer to the public than their
cinema counterparts. Early television often spoofed the gap between
Hollywood and reality, making fun of its over-dramatic style and
cliché situations, depicting television characters (such as
"Lucy" in I Love Lucy) as fans who want but are denied access
to film stars. In the process, these programs helped to negotiate
television's emerging social status, stressing the authenticity and
everydayness of its own modes of representing the world. Something
similar has occurred as digital media has negotiated its own position
within user's experiences. Amateur media makers often signal their
averageness through parody, openly acknowledging the gap between their
limited economic resources or technical means compared to more polished
commercial entertainment. (See more from my essay, "Quentin Tarantino's
Star Wars?: Digital Cinema, Media Convergence, and
Participatory Culture," in the 2003 anthology Rethinking Media
Change, which I co-edited with David Thorburn). Through parody,
they hope to invite people to laugh with them, not at them.
Hollywood stars often embraced self-parody when they
appeared in early television, showing that they were also in on the
joke and were able to make the adjustments needed to enter our homes on
television's terms. Something similar occurs when presidential
candidates embrace self-parody as a campaign tactic. In one famous
example, the former president and first lady re-enacted the final
moments of The Sopranos. Here, "Hillary" and "Bill" seek to
become more like average Americans, tapping a YouTube trend in the
aftermath of the HBO series' wrap-up. Through this video's jokes about
Hillary's attempts to control her husband's diet and Chelsea's
difficulty with parallel parking, the Clintons hoped to shed some of
the larger-than-life aura they gained during their years in the White
House and to re-enter the lifeworld of the voters. A candidate, who was
otherwise closely associated with a culture war campaign against media
violence, sought to signal her own fannishness; a candidate often seen
as uptight sought to show that she could take a joke. And the video
itself was designed to call attention to the Clinton Campaign's effort
to get the public to pick a theme song for her campaign.
Or take the case of a Mike Huckabee campaign commercial,
originally broadcast but also widely circulated via Youtube. The spot's
opening promise of a major policy announcement sets up its punchline:
action film star Chuck Norris is unveiled as the Arkansas governor's
policy for securing the American-Mexico border. The video does offer
some serious policy statements, including a discussion of Huckabee's
stands on gun rights and the IRS, but they are rendered over a western
movie soundtrack and coupled with more playful statements: "When Chuck
Norris does a push-up, he's not lifting himself up, his pushing the
earth down...Chuck Norris doesn't endorse. He tells America how it's
going to be." The video thus seeks to establish Huckabee's credentials
as a man's man, even as it makes fun of his need to do so. The video
both exploits – and spoofs – the role of celebrity endorsements in
American politics.
CNN had asked the Democratic presidential candidates to
submit their own "YouTube-style videos" for the broadcast debate. For
the most part, they recycled existing advertising content without much
regard for the rhetorical strategies by which YouTube contributors
signaled their distance from the commercial mainstream. A notable
exception was the video submitted by John Edwards campaign, a spot set
to the song "Hair" which jokingly suggested that media coverage of the
candidate's expensive haircuts displaced attention from more
substantive issues. We might contrast this with Roger Rmjet's similarly
themed "Feeling Pretty" video, which sets captured footage of Edwards's
primping before doing a local news appearance to a highly feminized
song from West Side Story. The first invites us to laugh with,
the second at Edwards. Read side by side, they reflect a moment where
both top-down and bottom-up forces are deploying internet parody for
their own ends – though with very different rhetorical consequences.
Next week, in the Opening Note, Jenkins provides the
fourth part of this six-part series.
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
Fandom
in the Age of Franchising (1 of 2). C3 Graduate Student Researcher
Xiaochang Li provides the first of her two-part piece about a recent New
York Times piece on Friday Night Lights, drawing a
distinction between fan interest in and interaction surrounding media
texts, on the one hand, and other aspects of "convergence culture."
Authenticity,
Grant McCracken, and Donuts. Sam Ford writes a response to his
piece on a local restaurant and authenticity last week, based on an
e-mail from C3 Consulting Researcher Grant McCracken about where they
might disagree on what authenticity means for a brand.
On
Wikipedia and Ironic Statements: Another Apropos Analogy. Sam Ford
recounts a conversation he once had with a media executive about a lack
of official information and the value of tapping into "collective
intelligence," as an anecdote about misconceptions about the importance
of transparency.
Airline
Restrictions: An Analogy for Lack of Transparency. Sam Ford writes
about his own recent experiences with flying and the ambiguous
explanations about travel restrictions for luggage on flights, as an
analogy for a lack of transparency online.
YouTube:
(De)Coding Culture Online (2 of 2). C3 Graduate Student Researcher
Eleanor Baird provides a couple
of potential hypotheses about the YouTube content she encountered while
coding videos for C3's larger projects, perhaps giving us some guiding
points as we start a systematic analysis of the amassed data from the
projects' various coders.
|
|
YouTube:
(De)Coding Culture Online (1 of 2). C3 Graduate Student Researcher
Eleanor Baird, after finishing her YouTube coding for C3's larger
research project on the video sharing site, provides some preliminary
observations from her own individual coding.
Cheerios
Ads Tailor-Made for Specific TV Shows. Sam Ford writes about the
cereal's targeting ads for specific soap opera plot lines of late, as
part of their "4 in 6" campaign.
DRM
Is Dead! (Or Is It?) C3 Graduate Student Researcher Ana Domb writes
about
articles proclaiming the death of DRM, in relation to the rhetoric
surrounding Qtrax.
Bernard
Timberg and "Launch" and "Rebound" Texts. Sam Ford publishes a
comment he recently wrote in response to Timberg's Flow piece
on the concept of "launch" and "rebound" texts, in response to
discussion around green campaigns after Al Gore's appearance at the
Oscars.
Looking
Back to 1996. Sam Ford links and responds to a piece about how much
changed online between 1996 and 2006, with some visuals to look at the
state of various corporate Web sites in the infancy of the Web.
Fanista:
Generating Value Back to Users. Sam Ford writes about a new
distribution model called Fanista, the Amway controversy surrounding
the company, and driving value back to proselytizers.
Around
CMS: Jesper Juul, Beth Coleman, and Market Truths. New CMS
researcher Jesper Juul gives a talk about casual games, while CMS' Beth
Coleman conducts an interview with the marketing group
which has done "the first universally respected market analysis" in
Second Life.
|
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 III
C3 Consulting Researcher Doris Rusch continues her
look at
metaphors and digital games in the concluding piece in this series. The
previous two pieces appeared in the Closing Note of the past two weeks'
Weekly Update.
To become a bit more specific about the concepts I've
written about in this series over the past couple of weeks, I have so
far identified three key concepts shared by "game" and "life":
1. direct causation
2. physical conflict
3. regulation of behavior
All three concepts are based on physicality. They
directly emerge from experience and are major building blocks for our
metaphorical structuring and understanding of the world. All of these
concepts consist of a range of structural elements.
Ad 1) At the heart of every interaction with the
(game)world lies the concept of direct causation. George Lakoff and
Mark Johnson list twelve structural elements of direct causation in
their book Metaphors
We Live By (p. 70). The following elements I find most relevant
to illustrate my point.
For direct causation to happen:
- an agent has as a goal some change of state in the
patient
- the change of state is physical
- the agent has a plan for carrying out the goal
- the plan requires the agent's use of a motor program
- the agent touches the patient either with his body or
an instrument
- the change in the patient is perceptible
- the agent monitors the change in the patient through
sensory perception
Examples for direct causation are endless. From
scratching one's nose to sewing on a button to firing a gun. Thanks to
the "action button," all of these acts of direct causation are
principally possible in games. However, some might feel more immediate
than others, depending on the physical mapping between real-life input
and on-screen action.
What is important now, in regard to the question, how
thinking about game design as metaphorical process can help us to
systematically expand the thematic range of games is that, according to
Lakoff and Johnson (p. 72), "given a concept of causation that emerges
from our experience, we can apply that concept to metaphorical
concepts."
I argue that this is true for all of the three key
concepts I have just introduced. Once you understand how they work on
the physical level, you can find analogies to more abstract ideas with
which they share essential structural elements. The concept of direct
causation could be applied to every kind of more abstract causation,
e.g. changing a state in the patient through not primarily physical
means.
Take a motivational speech, for example:
- The agent's goal is not a physical change in the
patient but an emotional and mental one.
- The plan in carrying out the goal does require a
motor programme, but this motor programme is just a vehicle for
something more abstract. It is the mental challenge of giving a good
speech that is in the foreground of this action, not the skillful
wagging of the tounge or the moving of the lips themselves.
- The agent does not touch the patient with his body or
an instrument (thinking about a speech as "touching" is a metaphor!),
but with thoughts and ideas.
- The result is not a physical change in the patient,
but a mental and emotional one.
- They change in the patient might not be perceptible
to the agent (admittedly a problem in the gaming context, since we all
want feedback to our actions.)
Thinking about causation and its various structural
elements in more abstract terms can lead to fresh game ideas and be a
way of creating interesting insights into the human condition. That a
man will bleed if hit on the head with a wrench is not an interesting
insight. We know that that would happen. How various mental and
emotional changes are brought about through actions, how they
interrelate and change our behavior, that is not as readily understood.
A simple change of metaphor such as substituting the
resource "health" through the resource "nerves" as has been done in the
game Indigo Prophecies can already create some of these more
interesting insights. Losing the game when you lose your nerves made me
think differently about my personal daily stress management. I catch
myself seeking activities that give me a +5 mood boost in potentially
stressful situations. Buying shoes high scores a +50!
Ad 2) Conflict is another key principle of
digital games as well as life. In games, it mostly takes the form of
physical conflict. Physical conflict is the most readily understood
form of conflict since it directly emerges from experience:
Fighting is found eveywhere in the animal
kingdom and nowhere so much as among human animals. Animals fight to
get what they want – food, sex, territory, control, etc. – because
there are other animals who want the same thing or who want to stop
them from getting it. The same is true for human animals, except that
we have developed more sophisticated techniques for getting our way.
(Lakoff / Johnson p.62)
Games are rarely built around these more sophisticated
techniques. One reason might be that argument is one of the main
substitutes for physical conflict and convincing communication with
NPCs is still quite an AI challenge. A game that tries it nevertheless
and finds some interesting metaphors on the way is the MMPORG Vanguard.
Vanguard tackles the concept of diplomcy via a
strategy card game, throwing any attempt at verisimilitude out the
window, but thereby generating some interesting insights into how
verbal conflict works. The diplomacy game is rather complex, and I will
not explain it here in detail, but just point out some analogies to
real-life conversation:
- the value of the various cards the player gets
depends on character class. This implies that certain personality types
have particular persuasive strengths and weaknesses. Not everybody is a
born flatterer. If flattery works depends on the flatterer. When
playing a cat person, flattery is more potent then when playing another
character class.
- By exercising diplomacy you get better at it. Not
even do you get really better at playing the game, but the quality of
you conversation statements improves. This is analogous to improvement
of vocabulary and finesse in real life.
- Another similarity to real life conversation is that
you have to vary the kinds of statements that you make. If you
continously boast or flatter, you will lose all credibility. Thus, a
particular statement card is tapped after it has been played out. This
is comparable to recast timers in physical combat. It takes a while,
until you have rebuilt enough energy to backstab your opponent again.
- To win the diplomacy game, you have to get rid of all
your conversation points, before your opponent does. You have to have
made your point, before the other party had a chance to do so. That
means you have convinced your opponent.
For an insightful account of how verbal conflict can be
understood in terms of similarly structured physical conflict, such as
war, see Lakoff and Johnson, pp. 61-65.
Ad 3) player behavior has to be regulated or else
there would be no game. We understand all sorts of mental, moral,
social or emotional restrictions through our experience of physical
restrictions, e.g. "my hands are tied." For verisimilitude's sake, it
must be plausible why the player can do certain things and cannot do
others. Mostly, the "cans" and "cannots" are physically motivated. A
physical boundary cannot be crossed, an object is too heavy to be
picked up, the inventory is full etc.
We know that we are moving in a simulated world and that
not every aspect of that world can possibly be implemented into the
rule-system and thus we have a high tolerance for incoherences
regarding the things the game allows or doesn't allow us to do. Still,
resorting to certain intrinsically rule-based schemata that have
regulation of behavior as one of their key principles helps in the
construction of believability because it provides plausible metaphors
for such restrictions and limitations. One such schema is "prison" and
a game that employs it quite succesfully is Chronicles of Riddick -
Escape from Butcher Bay. We do not expect to be able to move around
freely in a prison. Weapons are not allowed. We accept the fact that
our actions are surveyed and we thus accept that whenever we engage in
unruly behavior, guards will show up that stop us. So, should we have
managed to aquire any weapons, waving them around openly is not a good
idea.
Again, analyzing and identifying the essential
structural elements of concepts that physically regulate behavior is a
first step to apply this concept to more abstract ideas in order to
expand the thematic scope of games and to foster insights into the
human condition. Limitation of freedom cannot only be due to physical
boundaries but it can be the result of traumata, mental restrictions or
emotional problems. E.g. being in an unhealthy relationship can share
essential structural elements with the experience of being imprisoned.
Trying to capture metaphors that arise from the abstract concept
"unhealthy relationship" might make for a thought-provoking game-play
experience, one that stays with you long after you have put down the
controller. It might make you see life differently.
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.
|