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	<title>jeff watson &#187; henry jenkins</title>
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		<title>Henry Jenkins interviews me about Reality Ends Here</title>
		<link>http://remotedevice.net/blog/henry-jenkins-interviews-me-about-reality-ends-here/</link>
		<comments>http://remotedevice.net/blog/henry-jenkins-interviews-me-about-reality-ends-here/#comments</comments>
		<pubDate>Fri, 14 Oct 2011 17:51:04 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[dissertation]]></category>
		<category><![CDATA[henry jenkins]]></category>
		<category><![CDATA[reality ends here]]></category>
		<category><![CDATA[sca]]></category>
		<category><![CDATA[simon wiscombe]]></category>
		<category><![CDATA[tracy fullerton]]></category>
		<category><![CDATA[transmedia]]></category>
		<category><![CDATA[usc]]></category>

		<guid isPermaLink="false">http://blog.remotedevice.net/?p=6321</guid>
		<description><![CDATA[Special thanks to Henry Jenkins for conducting a wide-ranging two-part interview with Simon Wiscombe, Tracy</a>...]]></description>
			<content:encoded><![CDATA[<p><a href="http://remotedevice.net/wp-content/uploads/2011/10/Screen-Shot-2012-01-05-at-2.10.27-AM.png"><img src="http://remotedevice.net/wp-content/uploads/2011/10/Screen-Shot-2012-01-05-at-2.10.27-AM.png" alt="" title="Screen Shot 2012-01-05 at 2.10.27 AM" width="367" height="516" class="alignright size-full wp-image-7553" /></a>Special thanks to Henry Jenkins for conducting a wide-ranging two-part <a href="http://henryjenkins.org/2011/10/a_virtual_bullpen_how_the_usc.html">interview</a> with <a href="http://simonwiscombe.com">Simon Wiscombe</a>, <a href="http://tracyfullerton.com/">Tracy Fullerton</a>, and me about my dissertation project, <a href="http://reality.usc.edu">Reality Ends Here</a> (A.K.A. SCA Reality, &#8220;The Game&#8221;, etc):</p>
<blockquote><p>All of this cloak and dagger stuff was part of an innovative game &#8212; an Alternate Reality Game of sorts &#8212; which is being conducted amongst the entering Cinema School undergraduates this year. If my own experiences are any indication, the game is proving to be enormously successful at getting students involved, excited about entering the Cinema School, more aware of its resources, more connected to its faculty, more engaged with its research, more connected across different divisions. It is also getting them involved in collaborative and production like activities than most entering students who have had to wait for a bit before they would be allowed to take production classes. I&#8217;ve seen lots of discussion over the past few years about the potentials of using ARGS for pedagogical purposes. But, this is the first time I&#8217;ve seen such a large scale experiment in integrating ARG activities across an entire school to orient entering students to a program and to serve a range of instructional goals. The passion the game is motivating in USC students is palpable. And I can tell you that many of the faculty, who have gotten pulled into the game through one play mechanic or another, are feeling a real pride in their school for its willingness to embrace this kind of experimentation and innovation. (<a href="http://henryjenkins.org/2011/10/a_virtual_bullpen_how_the_usc.html">henryjenkins.org</a>)</p></blockquote>
<p><a href="http://henryjenkins.org/2011/10/a_virtual_bullpen_how_the_usc.html">Read the full interview.</a></p>
<p>More info on the game <a href="http://remotedevice.net/projects/reality/">here</a>.</p>
]]></content:encoded>
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		<title>The amateur operators: notes on early adopters</title>
		<link>http://remotedevice.net/blog/the-amateur-operators-notes-on-early-adopters/</link>
		<comments>http://remotedevice.net/blog/the-amateur-operators-notes-on-early-adopters/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 07:03:54 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[amateur radio]]></category>
		<category><![CDATA[boy wonders]]></category>
		<category><![CDATA[comm-620b]]></category>
		<category><![CDATA[henry jenkins]]></category>
		<category><![CDATA[imap]]></category>
		<category><![CDATA[susan douglas]]></category>
		<category><![CDATA[wireless telegraphy]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=2037</guid>
		<description><![CDATA[The hobbyist culture around wireless telegraphy (1906-1912), at once intensely social — as it inherently involved communicating with others — and potentially isolating — as it required technical skills that could only be acquired outside of the flow of ordinary life — bears a striking resemblence to the tinkering subcultures that have attended the rise of home computing, network culture, and social media.]]></description>
			<content:encoded><![CDATA[<p><a href="http://remotedevice.net/wp-content/uploads/2010/01/wireless-wonder.jpg" rel="fancygroup"><img class="alignnone size-full wp-image-2039" title="wireless-wonder" src="http://remotedevice.net/wp-content/uploads/2010/01/wireless-wonder.jpg" alt="" width="500" height="304" /></a></p>
<p>There are real risks in reading the present moment into historical accounts, but I couldn&#8217;t help doing just that as I read <a href="http://www.amazon.com/Inventing-American-Broadcasting-1899-1922-Technology/dp/0801838320">&#8220;The Amateur Operators&#8221;</a> by Susan Douglas (one of this week&#8217;s recommended readings for Henry Jenkins&#8217; class, <a href="http://henryjenkins.org/2010/01/fandom_participatory_culture_a.html">Fandom, Participatory Culture, and Web 2.0</a>).</p>
<p>For those who haven&#8217;t read the piece, the gist of it is that the period of 1906-1912 saw an explosion in amateur <a href="http://en.wikipedia.org/wiki/Spark_gap_transmitter">wireless telegraphy</a>, with boys and young men across an increasingly urbanized America &#8220;[reclaiming] a sense of mastery, indeed masculinity itself, through the control of technology.&#8221; (191) Wireless kits and how-to guides (some published by the &#8220;founder of science fiction&#8221; himself, <a href="http://en.wikipedia.org/wiki/Gernsback">Hugo Gernsback</a>) sold like hotcakes, and in just a few years there were several hundred thousand amateur wireless operators spread out across the country.</p>
<p>This hobbyist culture, at once intensely social &#8212; as it inherently involved communication &#8212; and potentially isolating &#8212; as it required technical skills that could only be acquired outside of the flow of ordinary life &#8212; bears a striking resemblence to the tinkering subcultures that have attended the rise of home computing, network culture, and social media. Like the initial &#8220;boy wonder&#8221; practitioners of homebrew wireless telegraphy, early adopters of computational and network technology have been characterized in the popular discourse as heroes of the arcane, the possessors of secret knowledge, and even potential <a href="http://1416andcounting.files.wordpress.com/2008/07/keanureeves2.jpg" rel="fancygroup">messiahs</a>. But, as was the case with amateur radio operators, the culture has a tendency to swing in the opposite direction as the technologies and practices in question become more widely embraced and therefore subject to greater scrutiny (and acts of mischief). In many cases this scrutiny has led to calls &#8212; rightly or wrongly &#8212; for regulation founded on anxieties about safety, morality, and legality (compare, for example, the heirarchically-minded US Navy&#8217;s half-pragmatic, half self-righteous outrage at the &#8220;leveling effect&#8221; of amateurs sharing the airwaves with professionals to academia&#8217;s worries over the loss of control over canon or the RIAA&#8217;s efforts to distinguish &#8220;professional&#8221; content from amateur production via vehicles such as tonight&#8217;s awkward and remarkably irrelevant Grammy awards ceremony).</p>
<p>Inspired by Douglas, I looked up the <a href="http://remotedevice.net/wp-content/uploads/2010/01/wonders-with-wireless.pdf">1907 New York Times article</a> that she references in her text, and found in it many parallels to early descriptions of Internet enthusiasts (among many other possible analogies &#8212; for example, such fascinated exaltations of the &#8220;boy-inventor&#8221; now can be found in press coverage of Augmented Reality designers, physical computing tinkerers, Y Combinator whiz kids or certain social networking platform CEOs). Have a look for yourself &#8212; the article is <a href="http://remotedevice.net/wp-content/uploads/2010/01/wonders-with-wireless.pdf">here</a>. Then have a look at <a href="http://www.youtube.com/watch?v=b1A9lYC3g-0">this gem</a> from the Canadian Broadcasting Company, circa 1993:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/b1A9lYC3g-0&amp;hl=en_US&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/b1A9lYC3g-0&amp;hl=en_US&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Young Peter Mansbridge&#8217;s awkward yet strangely fascinating decision to not use the word &#8220;the&#8221; in front of &#8220;Internet&#8221; notwithstanding, a final parallel with wireless telegraphy occurs to me as I write these notes. According to Douglas&#8217; account, the wireless boom peaked quickly and came to an end as the airwaves became so crowded as to be unusable. The US Navy, among others, fought and won a battle with the amateurs, despite the latter&#8217;s claims that &#8220;the ether was neither the rightful province of the military nor a resource a private firm could appropriate and monopolize,&#8221; and that &#8220;their enthusiasm and technical spadework entitled them to a sizable portion of the territory.&#8221; (214) In the end, none of these objections mattered: the airwaves were either militarized or sold off to corporate interests, and amateur radio was relegated to shortwave only (a limitation that caused <a href="http://en.wikipedia.org/wiki/History_of_amateur_radio#cite_note-200_Meters-11">an estimated 88% drop</a> in the number of hobbyists in the United States). In light of this, could we consider the emergence of &#8220;boy inventor&#8221; and techno-messiah characters in popular culture as harbingers of public resource conflicts to come?</p>]]></content:encoded>
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		<item>
		<title>Fandom: An Autoethnography</title>
		<link>http://remotedevice.net/blog/fandom-an-autoethnography/</link>
		<comments>http://remotedevice.net/blog/fandom-an-autoethnography/#comments</comments>
		<pubDate>Mon, 25 Jan 2010 04:51:40 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[autoethnography]]></category>
		<category><![CDATA[comm-620b]]></category>
		<category><![CDATA[fandom]]></category>
		<category><![CDATA[fans]]></category>
		<category><![CDATA[henry jenkins]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=1817</guid>
		<description><![CDATA[This paper visualizes a sample of my own fan practices by placing them on a simple x/y grid. Based on this visualization,</a>...]]></description>
			<content:encoded><![CDATA[<p>This paper visualizes a sample of my own fan practices by placing them on a simple x/y grid. Based on this visualization, I draw a variety of provisional conclusions regarding a) the role of fandom in my life in general; and, b) its relationship to my artistic practice in particular. Finally, I conclude with a brief commentary on the future of fandom in the context of network culture.</p>
<h3>The Grid</h3>
<p><a href="http://remotedevice.net/wp-content/uploads/2010/01/fandom-chart-blank.png" rel="fancygroup"><img class="alignnone size-medium wp-image-1818" title="fandom-chart-blank" src="http://remotedevice.net/wp-content/uploads/2010/01/fandom-chart-blank-500x377.png" alt="" width="500" height="377" /></a></p>
<p>This is a blank version of the grid I created for this exercise (<a href="http://remotedevice.net/wp-content/uploads/2010/01/fandom-chart-blank.png" rel="fancygroup" target="_blank">larger view</a>). The <strong>horizonal axis</strong> represents the degree to which a particular practice is participatory, with the rightmost end of the axis representing a maximally-participatory level of engagement. Individual practices are positioned on this axis based on how I answer questions such as:</p>
<ul>
<li>Did my fandom lead me into actively engaging with an intellectual property&#8217;s (IP&#8217;s) broader fan community?</li>
<li>Did my enthusiasm for a media franchise or category result in me attending conferences, connecting with others online, and participating in other events, or did I let such opportunities pass me by?</li>
<li>Did I engage with the world of the IP to the point where I began to produce my own extensions to that world?</li>
<li>And finally, did my fandom lead me closer to an &#8220;active&#8221; community of practice, or did I remain within the confines of a more &#8220;passive&#8221; community of spectatorship?</li>
</ul>
<p>The <strong>vertical axis</strong> of the grid maps the degree to which a particular fan practice is &#8220;comprehensive,&#8221; and addresses the following kinds of questions:</p>
<ul>
<li>Did my commitment to the IP or category make me want to accumulate everything that I could get my hands on related to that franchise or practice?</li>
<li>Did I become an obsessive collector of related information and media, or was I content to merely sample smaller portions of the world of the IP?</li>
<li>Did I gravitate toward an &#8220;expert&#8221; level of knowledge? Or was I happy to remain on the surface in terms of my apprehension of the totality of the world of the IP?</li>
</ul>
<p><span id="more-1817"></span></p>
<h3>The Rules</h3>
<p>I set out some simple rules for myself to limit the size of my sample and to render the visualization as useful as possible. First, I decided that there should be no limitation to a particular period in my life; rather, I would plot fan activities from across the the full 36 year spectrum of my existence in the hopes that I might discover certain commonalities and tendencies that transcend age and context boundaries. Consequently, I found it necessary to invent a second rule, namely, that the plot on the chart should represent the point of my maximum involvement in a given fan practice. To do otherwise would have meant introducing moving plot points to reflect the rise and fall of my interest in a particular IP or category &#8212; which, let&#8217;s face it, would be super-cool, but in the absence of an easy-to-use tool to do just that, designing an animated interactive chart lies beyond the scope of the present sketch. Finally, to keep the size of the sample from ballooning beyond manageability, I limited myself to a single 10 minute brainstorming session during which I would attempt to think of all the fandoms that I consider myself to be a part of.</p>
<h3>The Sample</h3>
<p>This list shows the result of my brainstorming session. After writing the list (which is incomplete and potentially embarrassing &#8212; looking over it now, I realize I have left out about a dozen of my absolute most favorite things) free-hand in my notebook, I then entered it into my text editor and sorted it alphabetically. This is what I got:</p>
<ul>
<li>Alejandro Jodorowsky</li>
<li>Alternate Reality Games</li>
<li>Anderson Cooper</li>
<li>Andrei Tarkovsky</li>
<li>Animal Collective</li>
<li>Apartment Rock</li>
<li>Battlestar Galactica</li>
<li>Calgary Flames</li>
<li>Chris Marker</li>
<li>Cinema</li>
<li>Clifford Odets</li>
<li>David Foster Wallace</li>
<li>David Lynch</li>
<li>Dungeons and Dragons</li>
<li>EA NHL Series</li>
<li>Electronic Music</li>
<li>Euripides</li>
<li>Frank Capra</li>
<li>Fyodor Dostoevsky</li>
<li>Hockey</li>
<li>Italo Calvino</li>
<li>Jean-Luc Godard</li>
<li>Jejune Institute</li>
<li>Jersey Shore</li>
<li>John Maus</li>
<li>Jorge Luis Borges</li>
<li>Krystof Kieslowski</li>
<li>Lars Von Trier</li>
<li>Miami Vice</li>
<li>Orson Welles</li>
<li>Paddy Chayefsky</li>
<li>Portal</li>
<li>Sid Meier&#8217;s Civilization</li>
<li>Star Wars</li>
<li>The Antikythera Mechanism</li>
<li>The Pixies</li>
<li>The Sopranos</li>
<li>The Voynich Manuscript</li>
<li>The Wire</li>
<li>This is My Milwaukee</li>
<li>Traveler</li>
<li>Twin Peaks</li>
<li>Vic Chesnutt</li>
<li>V (original series)</li>
<li>Werner Herzog</li>
<li>William Shakespeare</li>
</ul>
<h3>The Plot</h3>
<p>The next step was to plot each item onto my grid by asking myself the questions outlined above:</p>
<p><a href="http://remotedevice.net/wp-content/uploads/2010/01/fandom-chart.png" rel="fancygroup"><img class="alignnone size-medium wp-image-1819" title="fandom-chart" src="http://remotedevice.net/wp-content/uploads/2010/01/fandom-chart-500x377.png" alt="" width="500" height="377" /></a></p>
<p>(<a href="http://remotedevice.net/wp-content/uploads/2010/01/fandom-chart.png" rel="fancygroup" target="_blank">larger view</a>)</p>
<p>While the process here is obviously unscientific, the aggregate effect is nonetheless a reasonably good sample portrait of my fan practices. As I plotted each item onto my grid, I began to notice certain patterns emerging. For example, the bulk of my brainstormed fandoms settled along the leftmost edge of the chart. These fandoms were differentiated from one another by my level of expertise (or &#8220;comprehensivity&#8221;), but all shared a distinct lack of participatory engagement (at least in terms of commonly-held notions about what constitutes participation, such as conference-going, fan club membership, online forum activity, and so on). The remainder of the chart was populated by small clusters of interests which represented my more socially-engaged forms of fandom. Interestingly, there appeared to be little correlation between social engagement and expertise. at least in terms of expertise being a pre-requisite for participation; that is, it seemed just as likely (or, at least, <em>almost </em>just as likely) that I would be &#8220;expert&#8221; in something that I didn&#8217;t actively participate in as it was that I would participate in something that I had only limited knowledge of.</p>
<p>Having plotted the chart and conducted a preliminary analysis, I then proceeded on to a more in-depth look at the contents of the four quadrants.</p>
<h3>The Four Quadrants</h3>
<h4>Non-Participatory, Non-Comprehensive</h4>
<p>This is the most casual of the four quadrants. My fandoms here are typically born of simple affection. <a href="http://en.wikipedia.org/wiki/Anderson_cooper">Anderson Cooper</a>, for example, is just someone from whom I&#8217;ve gotten used to getting my daily dose of CNN; I consider myself a &#8220;fan&#8221; not only because I think he is the most well-informed of a crop of decidedly out to lunch major network broadcast personalities, but because he occasionally enacts a kind of earnestness that I find believable for whatever reason. I focus on Cooper here because his is probably the least participatory fandom represented on this chart: for a variety of reasons, I just don&#8217;t see myself ever feeling the need to get any deeper into the community around AC360 than I already am. My involvement with this &#8220;IP&#8221;  is essentially limited to watching Cooper on TV and clicking on news reports or blog posts that provide information about his life &#8212; and I&#8217;m fine with leaving it at that. What&#8217;s interesting here is that there are several fandoms listed about which I know even less than I do about Cooper &#8212; for example, I have seen <a href="http://thefreakspeakers.blogspot.com/2007/03/inside-anderson-cooprs-new-penthouse.html">the inside of Anderson&#8217;s apartment</a> via various random web happenstances, while I&#8217;m pretty sure I&#8217;ve never come across so much as a picture of Italo Calvino (well, <a href="http://images.google.com/images?hl=en&amp;source=hp&amp;q=italo%20calvino&amp;aql=&amp;um=1&amp;ie=UTF-8&amp;sa=N&amp;tab=wi">now</a> I have&#8230;) &#8212; but with which I have been more engaged in terms of participation. Calvino, for example, I know only through two of his books &#8212; <a href="http://en.wikipedia.org/wiki/If_on_a_winter%27s_night_a_traveler">If on a Winter&#8217;s Night a Traveler</a>, and <a href="http://en.wikipedia.org/wiki/Invisible_Cities">Invisible Cities</a>; but in the course of creating some mobile phone artworks last year, I produced an SMS-based <a href="http://remotedevice.net/projects/citystory/">collaborative storytelling project</a> using snippets from <em>Invisible Cities</em>, which brought Calvino into the purview of a group of participants who might have otherwise never heard of him. While this engagement might not be within the boundaries of a traditional definition of &#8220;fandom,&#8221; I believe that at the very least it entitles Calvino to a spot on my chart a little bit to the right of Cooper. The same goes for the <a href="http://en.wikipedia.org/wiki/Voynich_manuscript">Voynich Manuscript</a>, another oddball kind of fandom that I have placed even further along the continuum toward participation. While I know basically nothing about the mysterious manuscript &#8212; indeed, few people do, which is what makes it so interesting &#8212; I have taken the time to blog about it a little, and have pointed to it in other fora, including on Alternate Reality Gaming boards and Twitter. More recently, I have joined in on the discussion around the manuscript raised by its recent coverage on <a href="http://xkcd.com/593/">xkcd</a>. Clearly, the amount I know about a given IP or practice does not necessarily reflect the degree to which I participate in that community&#8217;s fandom.</p>
<p>For me, the relatively passive fandoms of the non-participatory, non-comprehensive quadrant occupy the least amount of my time, and are in many senses the most easily-retained of my fan practices. Is this because the media properties in this quadrant somehow ask less of me? Or is it more a matter of me simply choosing not to get involved? My sense is that it is a combination of these two things. Some media properties do in fact inherently demand participation &#8212; <a href="http://www.worldofwarcraft.com/">World of Warcraft</a>, for example, is almost unavoidably participatory. Other IPs or categories are more flexible. In general, those IPs and categories in the non-participatory, non-comprehensive quadrant <em>must</em> be in this latter group of flexible fandoms, for otherwise they would of necessity be located elsewhere on the grid.</p>
<h4>Non-Participatory, Comprehensive</h4>
<p>Moving upwards from the non-participatory/non-comprehensive quadrant, we move away from simple &#8220;messing around&#8221; and closer to &#8220;geeking out&#8221; (although, to be precise, full-on geeking out necessitates a degree of participation that will only emerge once we move into the quadrants explored below). This is the domain of much of my expert-level knowledge, such as that gained from my exhaustive back-to-back viewing of all five seasons of <a href="http://www.hbo.com/the-wire">The Wire</a>, supported by ancillary research on Baltimore, biographical research on the show&#8217;s performers, and even the printing of a t-shirt bearing the face of Omar Little (beneath which my girlfriend printed the text, &#8220;Indeed&#8221;).</p>
<p><em>The Wire</em> sits along the left side of this quadrant with other properties and categories of which I would identify myself as a fan &#8212; which, as with the non-participatory fandoms in the previous quadrant, raises the not insignificant question of, well, what&#8217;s a fan anyway? To this I answer that to be a fan is to be on a <em>continuum</em>. While I have never participated in fan clubs, conferences, online fora, or the myriad other social activities that exist around the properties and categories in the leftmost portion of this chart, the fact that I&#8217;ve placed these things onto the chart at all indicates that on some level I feel a connection to the social structures that support and give life to them.</p>
<p>Some of the most interesting points on this chart are those that exist in the interstices. Two items from the (arbitrarily imposed) border between the non-participatory/comprehensive and participatory/comprehensive quadrants deserve brief note in this regard. First, the <a href="http://flames.nhl.com/">Calgary Flames</a>: this is the hockey team I&#8217;ve followed since childhood, and as far as me and my friends are concerned, I know just about everything there is to know about the team. That said, my engagement with the larger fan community through websites such as <a href="http://www.matchsticksandgasoline.com/">Matchsticks and Gasoline</a> has taught me that no matter how much I <em>think</em> I know, there&#8217;s always more to learn &#8212; a <em>lot </em>more to learn. This reveals an interesting phenomenon: as one moves deeper into participation, the notion of what it means to have &#8220;comprehensive&#8221; knowledge changes. Prior to my encounter with the online fan community, I got all my Flames news from the <a href="http://www.calgaryherald.com/">Calgary Herald</a>, <a href="http://sports.yahoo.com/nhl;_ylt=ArqVq0VN9nSgnKI0bsvlQmkmvLYF">Yahoo! Sports</a> and so on. Now, I realize that there is a whole underground world of independent sports analysts, girls who go to the rink to watch the team practice and listen to the coach, guys who hang around the parking lot after games to eavesdrop on the players&#8217; conversations, and more. That is, getting involved in the community gave me a better sense of what I <em>didn&#8217;t</em> know as much as it opened vectors for me to learn and share.</p>
<h4>Participatory, Comprehensive</h4>
<p>Just on the other side of the border line between the top two quadrants is the category of hockey. In general, I am a huge hockey fan. I know less about hockey as a whole than I do about the particular &#8220;IP&#8221; of the Calgary Flames, but my involvement is much greater. For example, when I lived in Toronto, I participated in an artist-run hockey league, organizing a <a href="http://www.facebook.com/group.php?v=photos&amp;ref=ts&amp;gid=5457981452">team</a> that competed in dozens of games a year and put on a good show at the annual &#8220;Hootenanny,&#8221; a celebration of hockey and rock n&#8217; roll that is probably only possible in Canada&#8217;s largest city. Here we see a fandom that has fully transitioned into the realm of the participatory; here we see my passion for the puck and music engaging directly with a community of like-minded others&#8230;</p>
<p>Fandoms in this quadrant require the most passion and dedication; indeed, many of the fan practices listed here in fact have become careers for me &#8212; my love for the cinema led to a career as a screenwriter and story editor, and my deep interest in role-playing games and improvisatory storytelling led me down the path that I presently walk, along which I have discovered such inspirations as alternate reality gaming (itself now a closely-held fandom). While distinctly non-casual, these kinds of fan practice are among the most rewarding activities in my life; so much so that I wonder if the word &#8220;fan&#8221; can and should still apply. Is the continuum of fandom in fact a part of a larger continuum, one which is ultimately inseparable from the desires and impulses of our deeper selves? Should we reconsider the word &#8220;fan&#8221; &#8212; or, conversely, apply it more broadly?</p>
<h4>Participatory, Non-Comprehensive</h4>
<p>My initial thought when I conceived of this grid was that this quadrant would be more or less empty. To my surprise, it ended up being almost as full as the participatory/comprehensive quadrant &#8212; and with a more complete sample set, I expect it would actually exceed it quite substantially. Indeed, on further reflection, I would like to suggest that in the future, this quadrant will be by far the most heavily-populated kind of fandom &#8212; that is, if &#8220;fandom&#8221; continues to be a useful category, which itself is something I have questions about.</p>
<p>The participatory/non-comprehensive quadrant contains activities that take place in inherently networked situations. <em>Apartment rock</em> is a part of a long tradition of shared mix tapes, crude recordings passed from hand to hand &#8212; a tradition that is now greatly expanded and accelerated by the Web and social media. The same goes for electronic music, exemplified by artists like <a href="http://en.wikipedia.org/wiki/John_Maus">John Maus</a>, of whom I am both a fan and a remixer. Finally, at the rightmost extreme of the chart, we find an online video game &#8212; <a href="http://en.wikipedia.org/wiki/Nhl_10">EA&#8217;s NHL 10</a> &#8212; that I play exclusively with others; in this case, my affection for the video game is inseparable from the act of participation &#8212; the sharing of points, the trash-talk in the lobbies, the intense team play that requires getting to know other players in order to win&#8230; Even though I don&#8217;t know that much about the game &#8212; there are others who clearly know 100 times as many tricks as I do, secret ways to fool the goalies, set defensive plays that produce breakaways, and so on &#8212; <em>simply by virtue of playing, I am participating</em>. I believe such intrinsic relationships with participation will be the future of fandom.</p>
<h3>Final Word</h3>
<p>Plotting a sample from my own fan practices on a Cartesian grid measuring degree of participation against degree of comprehensivity reveals that my fan practices shift depending on the form and context of the media artifacts they focus on. Key discoveries include insights into the new kinds of fandom brought about by the fundamentally participatory nature of online multiplayer gaming; a vision of the continuum of affinity and practice to which fandom belongs; and an acknowledgement of the inherent connection of even the most passive fan practices to active communities of fandom.</p>
<p>Readers are invited to download their own blank charts, onto which they may place their own fan practices. Blank charts can be downloaded <a href="http://remotedevice.net/wp-content/uploads/2010/01/fandom-chart-blank.png" rel="fancygroup">here</a>. Send one to me if you like!</p>]]></content:encoded>
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		<title>Hypothetical worlds: A better future</title>
		<link>http://remotedevice.net/blog/hypothetical-worlds/</link>
		<comments>http://remotedevice.net/blog/hypothetical-worlds/#comments</comments>
		<pubDate>Mon, 21 Dec 2009 06:42:54 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[arg]]></category>
		<category><![CDATA[comm-620]]></category>
		<category><![CDATA[henry jenkins]]></category>
		<category><![CDATA[hypothetical worlds]]></category>
		<category><![CDATA[pre-splash knowledge studies]]></category>
		<category><![CDATA[science fiction]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=2103</guid>
		<description><![CDATA[This tongue-in-cheek science-fictional paper didn't work out exactly the way I wished it would, but it's funny in parts, so I'm posting it here for posterity...]]></description>
			<content:encoded><![CDATA[<p><i>The following is an excerpt from my paper, <a href="http://remotedevice.net/wp-content/uploads/2009/12/watson-hypothetical-worlds.pdf">&#8220;Alternate Reality Games and Pre-Splash Knowledge Studies: Hypothetical Worlds; A Better future.&#8221;</a> This tongue-in-cheek science-fictional paper didn&#8217;t work out exactly the way I wished it would, but it&#8217;s funny in parts, so I&#8217;m posting it here for posterity&#8230;</i></p>
<h3>Introduction</h3>
<p>For some, the very notion of “pre-Splash Knowledge Studies” (PSKS) is an oxymoron. The academic institutions of the time were notorious for being wasteful where they should have been stingy, and stingy where there was need. Worse, restrictive copyright laws and archaic credentialing rituals sealed off important participation vectors and created an atmosphere of distrust and resentment.</p>
<p>Significantly, one doesn’t require the remove of time and circumstance to make this bleak assessment of the period. Thought leaders clearly understood that crucial components of the academic ideal, such as the free and universal access to knowledge, were &#8220;compromised by the current intellectual property regime,” and that the so-called ‘new media’ initiatives put forth by most institutions were “about disciplining the flow of knowledge rather than facilitating it&#8221; (<a href="http://henryjenkins.org/2008/10/why_universities_shouldnt_crea_1.html">link</a>) And yet while this frustration was shared by many within the Humanities, few seemed to know what to do.</p>
<p>Part of the reason for this desperate state of affairs was a lack of examples of alternative knowledge production systems that could point the way. As one scholar noted:</p>
<blockquote><p>[Reimagining the Academy will] involve developing projects which span disciplines, which link several classes together and [require] students to build on each other&#8217;s work, and which may straddle multiple universities dispersed in space. All of this is easier said than done, of course, but we should be experimenting with how to achieve this goal since at this point it is even hard to point to many real world examples of what this would look like. (<a href="http://henryjenkins.org/2008/10/why_universities_shouldnt_crea.html">Confessions of an Aca/Fan, October 2008</a>)</p></blockquote>
<p>Indeed, despite the incredible advances in network technology and ubiquitous computing that had taken place during the early 2000s, the inherently conservative nature of degree-granting academic institutions meant that official scholarship continued to treat &#8220;<a href="http://a.aaaarg.org/text/4160/pirate-philosophy-20">digitally (re)produced research…as if it were more or less a prosthetic extension and enhancement of print.</a>&#8221; Worse, in many cases, knowledge produced in online spaces – particularly collaboratively-produced knowledge – was often rejected altogether. So high was the anxiety about the future that many turned to denial, attempting to wish the unfolding changes out of existence by clinging to the past; in so doing, these actors did their part to set the stage for the cataclysms that accompanied the Splash. Such was the tenor of the time.</p>
<p>On the other hand, it has become something of a Crosbyism to simply equate all pre-Splash knowledge production practices with corporatism, neofeudalism, and rampant careerism. As broadly accurate as these clichés might be, the reality is, of course, much more nuanced. Our research has revealed numerous progressive models for the production of knowledge that were actively explored in various sectors during the decade leading up to the Splash. One such practice, namely that of “<a href="http://en.wikipedia.org/wiki/Alternate_reality_game">Alternate Reality Gaming</a>”, a cross-platform recreational knowledge production activity whose popularity exploded in underground “alpha geek” culture in the years immediately preceding the Splash, has captured the imagination and enthusiasm of our node to such an extent that we have decided to dedicate our centennial activity almost exclusively to its study. By exposing this little-known genre of story and play to a wider audience, we hope to spark fresh discussion about popular conceptions of life and learning in the first decade of the 21<sup>st</sup> century. Further, by revealing how the ARG community (among others) enacted many of the very practices that would have enabled the Humanities Academy of the time to break free of its self-imposed chains, we intend to make a larger point about the all-too-human tendency to miss the solutions to one’s problems even when they’re sitting right in front of one’s nose.</p>
<p>Full paper: <a href="http://remotedevice.net/wp-content/uploads/2009/12/watson-hypothetical-worlds.pdf">watson-hypothetical-worlds.pdf</a></p>]]></content:encoded>
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		<title>Transmedia and Education: Three Essential Readings</title>
		<link>http://remotedevice.net/blog/transmedia-and-education-three-essential-readings/</link>
		<comments>http://remotedevice.net/blog/transmedia-and-education-three-essential-readings/#comments</comments>
		<pubDate>Tue, 20 Oct 2009 16:47:46 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[david buckingham]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[gunther kress]]></category>
		<category><![CDATA[henry jenkins]]></category>
		<category><![CDATA[imap]]></category>
		<category><![CDATA[julian sefton-green]]></category>
		<category><![CDATA[mimi ito]]></category>
		<category><![CDATA[pokemon]]></category>
		<category><![CDATA[transmedia]]></category>
		<category><![CDATA[yugioh]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=1607</guid>
		<description><![CDATA[Henry Jenkins' New Media Literacies class has been a treasure-trove of readings and insights. Three recent articles covered in class struck me as particularly essential for anyone who's looking to build an understanding of what multimodal communication is and how transmedia relates to education, literacy and literature.]]></description>
			<content:encoded><![CDATA[<p><a href="http://henryjenkins.org/">Henry Jenkins&#8217;</a> New Media Literacies class at USC has been a treasure-trove of readings and insights. Three recent articles covered in class &#8212; read alongside Jenkins&#8217; own book, <a href="http://www.amazon.com/Convergence-Culture-Where-Media-Collide/dp/0814742815/">Convergence Culture</a>, and his excellent MacArthur-funded <a href="http://remotedevice.net/pdf/NMLWhitePaper.pdf">New Media Literacies white paper</a> &#8212; struck me as particularly essential for anyone who&#8217;s looking to build an understanding of what multimodal communication is and how transmedia relates to education, literacy and literature. Most of these readings can be found in various corners of the Web, but I&#8217;ve also posted them here (along with a brief gloss and anecdote) for those who are interested. They are:</p>
<ul>
<li>Gunther Kress, <em>Literacy in the New Media Age</em> (New York: Routledge), Chapter 4 &#8220;<a href="http://remotedevice.net/pdf/kress_literacyMultimodality.pdf">Literacy and Multimodality: A Theoretical Framework</a>&#8220;</li>
<li>Mimi Ito,  “<a href="http://www.soc.northwestern.edu/justine/CC_Winter06/pdfs/ito_TechnologiesOfChildhoodImagination.pdf">Technologies of the Childhood Imagination: Yugioh, Media Mixes, and Everyday Cultural Production</a>”</li>
<li>David Buckingham and Julian Sefton-Green, “<a href="http://remotedevice.net/pdf/buckingham_green_structure.pdf">Structure, Agency and Pedagogy in Children’s Media Culture</a>,” in Joseph Tobin (ed.), <em>Pikachu’s Global Adventure: The Rise and Fall of Pokemon</em> (Durham: Duke University press, 2004)</li>
</ul>
<p>Ito&#8217;s succinct article makes the case most directly: &#8220;technologies of the imagination populate even the most mundane corners of our lives,&#8221; (34) and, contrary to the fears of those who worry that new media threatens to compartmentalize and disembody, the media mix is in practice productive of a culture that is &#8220;extroverted and hypersocial, sociality augmented by a dense set of technologies, signifiers, and systems of exchange.&#8221; (32) Buckingham and Sefton-Green hammer the point home: skeptics ought to consider examples like the &#8220;striking contrast between the high levels of [multimodal reading, sociality and production] activity that characterize the Pokemon phenomenon and the passivity that increasingly suffuses our children&#8217;s schooling&#8221; (30); and who could disagree that banning such phenomena from the school yard would do anything other than increase their &#8220;forbidden appeal&#8221; and &#8220;prevent schools from building on the enthusiasms children possess&#8221;? (31)</p>
<p>Of course, we have a long way to go before these kinds of messages can establish a critical mass in institutional and creative practice. Last week, I attended an experimental literature conference and found that while many of the assembled authors and scholars were keen on experimenting with new media, few if any of them were open to a wholesale redefinition of what literature is/can be. (( &#8230;and here I&#8217;m thinking not in either/or terms but in both/and: the novel will always be around and will always be the best at doing those things that novels do best. But there are other kinds of literature lurking in the shadows, and that&#8217;s what I&#8217;m interested in here. )) The works presented would inevitably employ language &#8212; spoken or written &#8212; as their core expressive resource (unsurprising for a conference largely run and constituted by poets and English professors), which they would then back up with video, flash animations, sound effects, etc. The effect of this was to reduce any image, sound, interactive or procedural elements present in the works to subordinate &#8220;supporting&#8221; status, lending credence to the commonly-expressed concern that the use of new media &#8220;in&#8221; literature amounts to little more than gimmickry. As Kress argues, we need to not only shift our definition of text to include &#8220;any instance of communication in any mode or in any combination of modes, whether recorded or not,&#8221; (48), but also our concept of the role design plays in both reading and writing. &#8220;Design does not ask, &#8216;what was done before, how, for whom, with what?&#8221; Kress writes. Rather, Design asks, &#8220;What is needed now, in this one situation, with this configuration of purposes, aims, audience, and with these resources, and given my interests in this situation?&#8221; (49)</p>
<p>The easy analogy here is that of the early cinema, wherein fiction films were shot using the conventions of the proscenium drawn from the theatre. It was only after a thorough interrogation of the affordances of the camera and the film splicer that the cinema began to reveal itself as a space for artistic endeavor. That is, once filmmakers let go of the notion that the cinema should attempt to create the same experiences as earlier forms of narrative art, they found themselves liberated to discover the unique way of &#8220;speaking&#8221; that film affords. What complicates this analogy is that we now confront a dynamic multiplicity of media modes. Like Gardner&#8217;s multiply-intelligent children, not all authors are going to be able to work well across all media. But in an age of expanding definitions of words like &#8220;text,&#8221; &#8220;author,&#8221; and &#8220;reading,&#8221; creators of literature, as educators and thought leaders, need to ask themselves the questions Kress&#8217;s personified Design asks: &#8220;What is needed now&#8230;with these resources, and given my interests?&#8221; Intelligently using new media is not about adding bells and whistles or referencing the Web &#8212; rather, it&#8217;s about selecting the right mode (or modes) to express what it is you have to say. </p>]]></content:encoded>
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		<title>Online, Reading</title>
		<link>http://remotedevice.net/blog/online-reading/</link>
		<comments>http://remotedevice.net/blog/online-reading/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 20:41:46 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[comm-620]]></category>
		<category><![CDATA[henry jenkins]]></category>
		<category><![CDATA[imap]]></category>
		<category><![CDATA[literacy]]></category>
		<category><![CDATA[motoko rich]]></category>
		<category><![CDATA[nicholas carr]]></category>
		<category><![CDATA[reading]]></category>

		<guid isPermaLink="false">http://remotedevice.net/?p=1394</guid>
		<description><![CDATA[Reading a novel is an intense experience. Even lowly grocery store thrillers are complex and multimodal textual-linguistic</a>...]]></description>
			<content:encoded><![CDATA[<p>Reading a novel is an intense experience. Even lowly grocery store thrillers are complex and multimodal textual-linguistic collaborations between authors, readers, and culture. That is, <em>novels are awesome</em>. Reading them is never going to be a thing of the past. This much, I believe, is obvious.</p>
<p>What&#8217;s less obvious is understanding how ubiquitous computing and social media affect the ways new readers interact with novels and other long-form texts. Does the shifting vernacular of online discourse degrade general literacy? Is the Web somehow to blame for shortening attention spans? Does social media threaten to eliminate common cultural touchstones by fragmenting readers into ultra-personalized affinity groups? </p>
<p>The debate is passionate and charged. Articulate advocates abound, from technologists who cite <a href="http://www.mitpressjournals.org/doi/pdf/10.1162/dmal.9780262524827.097">social justice and political engagement</a> as urgent reasons for integrating new media literacies into school curricula, to traditionalists who argue that instantaneous access to information and the casual, fragmented and unfocused nature of online writing present <a href="http://www.theatlantic.com/doc/200807/google">mortal threats to book culture</a>. There are rejoinders to every argument, and there isn&#8217;t anywhere near enough room in this space to begin to cover it all. Nevertheless, like a lot of arguments, much of what is interesting here has less to do with particular advocacy positions than it does with coming to an understanding as to the origin, meaning and trajectory of the debate itself.</p>
<p>Using Motoko Rich&#8217;s concise 2008 NYT article, <a href="http://www.nytimes.com/2008/07/27/books/27reading.html?_r=1">Online, R U Really Reading?</a> as a launching point, I would like to suggest that what&#8217;s really going on here is in fact less a matter of ideological dispute than a linguistic discord brought about by category confusion &#8212; a semantic landslide shaken into being by instabilities in the definitions of the words <em>online</em> and <em>reading</em>. Furthermore, I argue that as the dust settles, the definitions for these words will expand and overlap one another as they stretch to take into account the dynamism and reach of the erupting technoculture; as a result, the distinction between so-called &#8220;media literacy&#8221; and traditional capital-L Literacy will all but disappear. </p>
<p>Communications technology and culture produce and consume one another in a strange co-evolutionary symbiosis. Chicken-and-egg problems confront analysis at every turn. Did the Web create Web culture, or did Web culture create the Web? While these kinds of questions might have had more ready answers in the early days of the web, the relationship between tech development and online culture has become increasingly tangled and recursive. The era of pervasive social media is upon us, and this is changing the way we must think about online communications, shifting away from a purely instrumental <em>static linked documents</em> view to the new and radically-unfamiliar-to-print-culture Web 2.0 perspective of <em>dynamically linked concepts and actors</em>. Cyberspace turned out to be much broader and deeper than even its <a href="http://www.amazon.com/Burning-Chrome-William-Gibson/dp/0060539828/ref=sr_1_1?ie=UTF8&#038;s=books&#038;qid=1252431578&#038;sr=8-1">most prescient early advocates</a> had predicted &#8212; <em>broad</em>, because the Web is more than just an information space to be navigated through, but is also (most crucially) a multipurpose, multi-faceted hyperspace of conversation, socialization and collaboration; and <em>deep</em> because the Web&#8217;s tangle of dendrites now extend well beyond computer screens and into our embodied existences via the mobile devices and other near-ubiquitous network portals that proliferate in our lives. </p>
<p>This deep intermixing of social activity and technology requires us to re-examine what we mean when we speak of being &#8220;online.&#8221; What does it mean to say I am &#8220;online&#8221; when I am effectively <em>always</em> online? Where is the border between the Real and the Virtual when one exists in both places at once? Much of my own research involves <a href="http://remotedevice.net/projects/million-story-building/">exploring ways that mobile and ubiquitous computing can add layers of story, interaction and play to physical environments</a>. Thinking of network technology/network culture in this manner &#8212; as a pervasive, spatially- and temporally-distributed non-platform-specific <em>layer</em> instead of a constrained single-platform activity &#8212; effectively expands the definition of the word <em>online</em> to include a vast array of mediated communicative acts. </p>
<p>Such an expansion problematizes critiques of new media culture that seek to cast online activities as being somehow in opposition to, or competition with, older modes of learning, play and communication. Rich cites Nicholas Carr&#8217;s 2008 Atlantic Monthly article, <a href="http://www.theatlantic.com/doc/200807/google">&#8220;Is Google Making Us Stupid?&#8221;</a>, as an example of this kind of us-versus-the-machine characterization. And while Carr certainly makes some valid points about all the <em>bad, bad things</em> the Internet can do, he largely comes off as a finger-wagging grump. Carr&#8217;s confession that he &#8220;now [finds] it difficult to read long books&#8221; is particularly telling. Why does the author feel so down on himself for discovering that he is more interested and engaged by online conversation than he is by books? Maybe the reality is that Mr. Carr is in fact <em>more fully in the world than ever before</em> and simply doesn&#8217;t have the time or motivation to read books the way he once did, choosing instead to expend his imaginative capital meticulously researching and crafting <a href="http://www.roughtype.com/archives/2005/10/the_amorality_o.php">angry, hyperbolic attacks</a> on Web 2.0.</p>
<p>Mr. Carr&#8217;s argument is typical of critics who cleave to restrictive definitions of what it means to read and be online. Dana Gioia of the National Endowment for the Arts repeats a popular sentiment when he writes &#8220;electronic media&#8230;provide no measurable substitute for the intellectual and personal development initiated and sustained by frequent reading.&#8221; The basic argument here is that books engender crucial linear reading and thinking skills that simply are not called upon in ephemeral and fragmented online reading contexts. This, to me, is something of a tautology (e.g., wood-chopping skills can only be acquired with an axe in hand; but that doesn&#8217;t necessarily put the kindling pile in conflict with the Kindle). Assumptions in both directions seem unexamined: anyone who&#8217;s taken a decent undergraduate English course knows that novels aren&#8217;t <em>actually</em> linear; that they engage with the world around them; and that reading them depends on an active imaginative collaboration between the author and the reader. Similarly, reading online is, like everything else in our temporality, productive of fundamentally linear texts. Even the most random walk through the Web assembles ideas and data feeds into a linear sequence &#8212; <em>chapter one, I click on this, I read that; chapter two, I write this, I click on that, I read this&#8230;</em> </p>
<p>Despite these and other debates about the putative advantages and disadvantages of certain kinds of literacy, it&#8217;s pretty clear that the process of collapsing the boundaries between online and offline reading is well underway. Like Nicholas Carr, I too have experienced a decrease in the number of novels and long-form texts that I read, a decrease that has been inversely proportional to the amount and range of my online reading practices. One could take Mr. Carr&#8217;s bait and argue that, because of this change, I actually read much more widely, am exposed to an exponentially larger array of texts via recommendation engines and social networking applications, and that my ability to discover and discuss literature is much greater now than it ever was previously. But doing so would simply invite another salvo of replies &#8212; that I am an educated academic with critical skills that enable me to leverage technology better than &#8220;amateur&#8221; readers, that I am proselytizing for a set of practices that I have vested interest in justifying, or that the non-heirarchical setup of the Web puts Orwell&#8217;s <em>1984</em> on the same level as bttf4444&#8242;s <a href="http://www.fanfiction.net/s/3046372/1/Down_With_Big_Brother">Down With Big Brother!</a>, a crossover fan fiction mixing Orwell&#8217;s original with characters and themes drawn from the <em>Back to the Future</em> series. I would, of course, disagree with all these contentions; the ball would bounce back into Carr&#8217;s court, and we&#8217;d continue <em>ad infinitum</em>. </p>
<p>Such PvP arguments typify much of public life in this country; I&#8217;d rather look for solutions and opportunities to be found in the notion that reading is an expanding category which now takes into account a multiplicity of practices. Conceived of in this light, literacy education becomes the site of overlap between many interrelated practices. Learning how to tell the difference between fact and speculation, good sources and suspect ones, poetry and drivel, bttf4444 and Orwell &#8212; and how to properly appreciate, contextualize and interact with them all &#8212; has always been the work of the active reader, and a part of this work has been to find ways to adapt to changes in the technological and social landscape. Dealing with the new layers of literacy demanded by network culture is just the latest stage in this ongoing evolution.</p>]]></content:encoded>
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		<title>Blackboard Kills</title>
		<link>http://remotedevice.net/blog/blackboard-kills/</link>
		<comments>http://remotedevice.net/blog/blackboard-kills/#comments</comments>
		<pubDate>Mon, 31 Aug 2009 08:16:28 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[affinity spaces]]></category>
		<category><![CDATA[blackboard]]></category>
		<category><![CDATA[comm-620]]></category>
		<category><![CDATA[henry jenkins]]></category>
		<category><![CDATA[imap]]></category>
		<category><![CDATA[james paul gee]]></category>

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		<description><![CDATA[Blackboard is an impediment to scholarship, and the sooner universities stop using it, the better.]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-1385" title="Blackboard_Logo" src="http://remotedevice.net/wp-content/uploads/2009/08/Blackboard_Logo.gif" border="0" alt="Blackboard_Logo" width="400" height="320" /></p>
<p>Let me put this plainly: <a href="http://www.blackboard.com/">Blackboard</a> is an impediment to scholarship, and the sooner universities stop using it, the better. Let&#8217;s leave aside for the moment the clunky UI and bothersome content-framing that makes efficiently using Blackboard materials alongside other web content almost impossible. Let&#8217;s just pretend that it&#8217;s not a scandalous waste of university resources to pay for a substandard set of collaboration tools when better and more well-supported products exist in the <a href="http://en.wikipedia.org/wiki/Moodle">free and open source community</a>. And let&#8217;s not worry about the fact that the company behind the software has attempted to patent <a href="http://www.google.com/patents?id=RX94AAAAEBAJ&amp;zoom=4&amp;pg=PA1#v=onepage&amp;q=&amp;f=false">basic functions like posting course materials and grades online</a>. Even if these issues didn&#8217;t exist, the system would still be deeply and fundamentally wrong-headed.</p>
<p>Why do I have such a hate-on for Blackboard? Because Blackboard is a <a href="http://en.wikipedia.org/wiki/Walled_garden_%28disambiguation%29">walled garden</a>. Or, put another way, it doesn&#8217;t play well with the Web. Which is a pretty serious problem for a product that is supposed to &#8220;<a href="http://www.blackboard.com/Teaching-Learning/Learn-Platform.aspx">intertwine easily with the other technologies</a>&#8221; learners rely on. Take Blackboard&#8217;s RSS support, for example &#8212; or, rather, its lack thereof. Getting a feed to display in Blackboard takes <a href="http://vodpod.com/watch/1631935-rss-in-blackboard">a lot more work</a> than it does in, say, a <em>completely free</em> blogging and collaboration system like <a href="http://wordpress.org">WordPress</a>. And getting feeds <em>out</em> of Blackboard? Forget about it.</p>
<p>Of course, closed-off, login-required systems like Blackboard are useful for restricting access to private information like grades, internal planning documents and direct email-like communications between professors and students (though why email itself isn&#8217;t good enough for this function, I don&#8217;t exactly understand). But Blackboard also seals off from public view useful materials like course syllabi, readings, web links and &#8212; most importantly &#8212; crucial knowledge-production activities like class discussion-board activity and blogs. Hiding this kind of content from public view is destructive and wasteful. I submit that if students and professors are engaging in scholarly discourse in online forums, sharing resources and collaborating on the development of new ideas, it is in the best interest of the students themselves, the Academy at large and &#8212; yes &#8212; <em>human civilization</em> for this information to be universally accessible, remixable and spreadable. Blackboard works directly against this imperative by locking down the productive activities of the classroom in the name of archaic intellectual property laws and nonsensical bugaboos about privacy, cutting students off from the massive intellectual cross-pollination potential of what James Paul Gee calls &#8220;<a href="http://remotedevice.net/pdf/gee_affinitySpaces.pdf">affinity spaces</a>.&#8221;</p>
<p>According to Gee, affinity spaces are discursive learning spaces defined not by membership in a particular community or group, but rather by a common endeavor or interest. Enabling these kinds of spaces is arguably the most significant and transformative affordance of the Web. Sure, it&#8217;s great that we can link documents together, send information to one another and cheaply produce one-to-many communications. Even walled gardens have their use. But the true power of a global information network is only realized when <em><a href="http://en.wikipedia.org/wiki/Semantic_web">ideas</a></em> are linked together and communication begins to occur on a <a href="http://en.wikipedia.org/wiki/Many-to-many">many-to-many</a> scale. This is precisely what happens in an affinity space, which functions as a kind of lens, focusing energy and enthusiasm from a dispersed array of sources onto a particular topic or semantic domain. Knowledge is generated, portals are opened and connections are established. Gee cites <a href="http://aom.heavengames.com/">AoM Heaven</a>, a player-community resource site for the (now somewhat long-in-the-tooth) RTS game, <em>Age of Mythology</em>, as an example of an affinity space, but it&#8217;s easy to think of dozens more. <a href="http://www.yelp.com/c/la/pizza">Yelp&#8217;s section on Pizza in Los Angeles</a>, the <a href="http://en.wikipedia.org/wiki/Micronation">Wikipedia page on micronations</a>, the <a href="http://www.thinkwiki.org/wiki/ThinkWiki">ThinkWiki Linux Thinkpad users site</a> and the <a href="http://delicious.com/tag/henryjenkins">Delicious tag archive for &#8216;henryjenkins&#8217;</a> are all affinity spaces to a greater or lesser degree. Each is a portal to/generator of content co-created by a distributed group of individuals, expert and novice alike, assembled around a common endeavor.</p>
<p>Blackboard subtracts the efforts of students and professors alike from the pool of sources from which affinity spaces draw their power, interrupting rather than fostering the formation of productive educational bonds. By keeping online discussions, blogs and other discursive engagements under lock and key, Blackboard ensures that <em>no one else on the Web</em> will be able to look at, cite, aggregate, argue with, agree with, blog about or otherwise use any of the content generated or portals opened by the work of the class. This seems like a terrible waste to me &#8212; for the students, the professors, and the public at large.</p>
<p>Put another way, affinity spaces know few boundaries and take all comers, and that&#8217;s a big part of why they work and how they have become so ubiquitous in network learning practices (indeed, I would argue that affinity spaces are in fact <em>synonymous</em> with network learning practices); Blackboard, on the other hand, reifies an older order of property, unitary authority and isolated community &#8212; an order that makes little sense in the context of a broader learning environment governed by sharing, networking and openness.</p>
<p>By eliminating or limiting the role of affinity spaces in classwork, pedagogical approaches that lean heavily on Blackboard not only fail to educate students in crucial digital literacies, but also threaten to alienate them from &#8220;traditional&#8221; education itself. As administrators consider renewing their expensive contracts with <a href="http://en.wikipedia.org/wiki/Blackboard_Inc">Blackboard, Inc</a>, they would be well-advised to consider the warning that concludes Gee&#8217;s paper:</p>
<blockquote><p>. . . people today are confronted with and enter more and more affinity spaces. They see a different and arguably more powerful vision of learning, affiliation, and identity when they do so. Learning becomes both a personal and unique trajectory through a complex space of opportunities (Le., a person&#8217;s own unique movement through various affinity spaces over time) and a social journey as one shares aspects of that trajectory with others (who may be very different from oneself and inhabit otherwise quite different spaces) for a shorter or longer time before moving on. What . . . young people see in school may pale by comparison. It may seem to lack the imagination that infuses the non-school aspects of their lives (Gee 2003). At the very least, they may demand an argument for &#8220;Why school?&#8221; (103)</p></blockquote>
<p>However one tries to justify the walled garden, be it proprietary protectionism, safety, careerism or institutional vanity, it&#8217;s difficult to claim that this cloistering of discussion, debate and ideation is better for scholarship than its alternative &#8212; that is, embracing digital literacy as a crucial pedagogical objective and developing a new praxis for education that brings affinity spaces into the center of the classroom. As for Blackboard itself, perhaps the best we can hope for is that students will find ways to <a href="http://www.scribd.com/doc/2363025/Hacking-Blackboard-Academic-Suite">hack it</a> into something better&#8230;</p>]]></content:encoded>
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		<title>Transmedia Storytelling 101</title>
		<link>http://remotedevice.net/blog/transmedia-storytelling-101/</link>
		<comments>http://remotedevice.net/blog/transmedia-storytelling-101/#comments</comments>
		<pubDate>Mon, 12 May 2008 22:32:00 +0000</pubDate>
		<dc:creator>Jeff Watson</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[convergence culture consortium]]></category>
		<category><![CDATA[henry jenkins]]></category>
		<category><![CDATA[mit]]></category>
		<category><![CDATA[storytelling]]></category>
		<category><![CDATA[transmedia]]></category>

		<guid isPermaLink="false">http://69.89.31.157/~remotede/uncategorized/transmedia-storytelling-101/</guid>
		<description><![CDATA[Henry Jenkins, head of the Comparative Media Studies program at MIT and founding member of the Convergence</a>...]]></description>
			<content:encoded><![CDATA[<p>Henry Jenkins, head of the <a href="http://cms.mit.edu/">Comparative Media Studies</a> program at MIT and founding member of the <a href="http://www.convergenceculture.org/">Convergence Culture Consortium</a>, has shared an excellent list of 10 key concepts in the theory and practice of transmedia storytelling. This is a great starting point for learning and teaching about transmedia, and I&#8217;ve quoted it in its entirety here (but make sure to visit <a href="http://www.henryjenkins.org/index.html">Henry&#8217;s blog</a> anyway; it&#8217;s chock-a-block with great resources and insights):</p>
<blockquote><p><span style="font-weight:bold;">1. Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience.</span> Ideally, each medium makes it own unique contribution to the unfolding of the story. So, for example, in The Matrix franchise, key bits of information are conveyed through three live action films, a series of animated shorts, two collections of comic book stories, and several video games. There is no one single source or ur-text where one can turn to gain all of the information needed to comprehend the Matrix universe.</p>
<p>2. <span style="font-weight:bold;">Transmedia storytelling reflects the economics of media consolidation or what industry observers call &#8220;synergy.&#8221;</span> Modern media companies are horizontally integrated &#8211; that is, they hold interests across a range of what were once distinct media industries. A media conglomerate has an incentive to spread its brand or expand its franchises across as many different media platforms as possible. Consider, for example, the comic books published in advance of the release of such films as Batman Begins and Superman Returns by DC ( owned by Warner Brothers, the studio that released these films). These comics provided back-story which enhanced the viewer&#8217;s experience of the film even as they also help to publicize the forthcoming release (thus blurring the line between marketing and entertainment). The current configuration of the entertainment industry makes transmedia expansion an economic imperative, yet the most gifted transmedia artists also surf these marketplace pressures to create a more expansive and immersive story than would have been possible otherwise.</p>
<p>3. <span style="font-weight:bold;">Most often, transmedia stories are based not on individual characters or specific plots but rather complex fictional worlds which can sustain multiple interrelated characters and their stories.</span> This process of world-building encourages an encyclopedic impulse in both readers and writers. We are drawn to master what can be known about a world which always expands beyond our grasp. This is a very different pleasure than we associate with the closure found in most classically constructed narratives, where we expect to leave the theatre knowing everything that is required to make sense of a particular story.</p>
<p>4. <span style="font-weight:bold;">Extensions may serve a variety of different functions.</span> For example, the BBC used radio dramas to maintain audience interest in Doctor Who during almost a decade during which no new television episodes were produced. The extension may provide insight into the characters and their motivations (as in the case of websites surrounding Dawson&#8217;s Creek and Veronica Mars which reproduced the imaginary correspondence or journals of their feature characters), may flesh out aspects of the fictional world (as in the web version of the Daily Planet published each week by DC comics during the run of its 52 series to &#8220;report&#8221; on the events occurring across its superhero universe), or may bridge between events depicted in a series of sequels (as in the animated series &#8211; The Clone Wars &#8211; which was aired on the Cartoon Network to bridge over a lapse in time between Star Wars II and III). The extension may add a greater sense of realism to the fiction as a whole (as occurs when fake documents and time lines were produced for the website associated with The Blair Witch Project or in a different sense, the documentary films and cd-roms produced by James Cameron to provide historical context for Titanic).</p>
<p>5. <span style="font-weight:bold;">Transmedia storytelling practices may expand the potential market for a property by creating different points of entry for different audience segments.</span> So, for example, Marvel produces comic books which tell the Spider-man story in ways that they think will be particularly attractive to female (a romance comic, Mary Jane Loves Spiderman) or younger readers (coloring book or picture book versions of the classic comicbook stories ). Similarly, the strategy may work to draw viewers who are comfortable in a particular medium to experiment with alternative media platforms (as in the development of a Desperate Housewives game designed to attract older female consumers into gaming).</p>
<p>6. <span style="font-weight:bold;">Ideally, each individual episode must be accessible on its own terms even as it makes a unique contribution to the narrative system as a whole.</span> Game designer Neil Young coined the term, &#8220;additive comprehension,&#8221; to refer to the ways that each new texts adds a new piece of information which forces us to revise our understanding of the fiction as a whole. His example was the addition of an image of an origami unicorn to the director&#8217;s cut edition of Bladerunner, an element which raised questions about whether the protagonist might be a replicant. Transmedia producers have found it difficult to achieve the delicate balance between creating stories which make sense to first time viewers and building in elements which enhance the experience of people reading across multiple media.</p>
<p>7. <span style="font-weight:bold;">Because transmedia storytelling requires a high degree of coordination across the different media sectors, it has so far worked best either in independent projects where the same artist shapes the story across all of the media involved or in projects where strong collaboration (or co-creation) is encouraged across the different divisions of the same company.</span> Most media franchises, however, are governed not by co-creation (which involves conceiving the property in transmedia terms from the outset) but rather licensing (where the story originates in one media and subsequent media remain subordinate to the original master text.)</p>
<p>8. <span style="font-weight:bold;">Transmedia storytelling is the ideal aesthetic form for an era of collective intelligence.</span> Pierre Levy coined the term, collective intelligence, to refer to new social structures that enable the production and circulation of knowledge within a networked society. Participants pool information and tap each others expertise as they work together to solve problems. Levy argues that art in an age of collective intelligence functions as a cultural attractor, drawing together like-minded individuals to form new knowledge communities. Transmedia narratives also function as textual activators &#8211; setting into motion the production, assessment, and archiving information. The ABC television drama, Lost, for example, flashed a dense map in the midst of one second season episode: fans digitized a freeze-frame of the image and put it on the web where together they extrapolated about what it might reveal regarding the Hanso Corporation and its activities on the island. Transmedia storytelling expands what can be known about a particular fictional world while dispersing that information, insuring that no one consumer knows everything and insure that they must talk about the series with others (see, for example, the hundreds of different species featured in Pokemon or Yu-Gi-O). Consumers become hunters and gatherers moving back across the various narratives trying to stitch together a coherent picture from the dispersed information.</p>
<p>9. <span style="font-weight:bold;">A transmedia text does not simply disperse information: it provides a set of roles and goals which readers can assume as they enact aspects of the story through their everyday life.</span> We might see this performative dimension at play with the release of action figures which encourage children to construct their own stories about the fictional characters or costumes and role playing games which invite us to immerse ourselves in the world of the fiction. In the case of Star Wars, the Boba Fett action figure generated consumer interest in a character who had otherwise played a small role in the series, creating pressure for giving that character a larger plot function in future stories.</p>
<p>10. <span style="font-weight:bold;">The encyclopedic ambitions of transmedia texts often results in what might be seen as gaps or excesses in the unfolding of the story: that is, they introduce potential plots which can not be fully told or extra details which hint at more than can be revealed.</span> Readers, thus, have a strong incentive to continue to elaborate on these story elements, working them over through their speculations, until they take on a life of their own. Fan fiction can be seen as an unauthorized expansion of these media franchises into new directions which reflect the reader&#8217;s desire to &#8220;fill in the gaps&#8221; they have discovered in the commercially produced material. (<a href="http://www.henryjenkins.org/2007/03/transmedia_storytelling_101.html">Henry Jenkins</a>)</p></blockquote>
<p>See also: <a href="http://cms.mit.edu/podcasts/C3FOE2006/c3foe06_2006-11-17_session3_transmedia.mp3">Transmedia Entertainment webcast</a> from the <a href="http://www.convergenceculture.org/futuresofentertainment/2007/">Futures of Entertainment Conference</a>.</p>]]></content:encoded>
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