Editor's Note
We're only two weeks away from our C3 Spring
Retreat, and we hope to see many of you here for the event. To recap
the
information we ran in the Weekly Update last week, the retreat will be
Thursday, May 08, and Friday, May 09. Thursday will give our core C3
team a chance to present our latest thinking at work, including remarks
from C3 Principal Investigator William Uricchio; a presentation from
C3 Principal Investigator Henry Jenkins and graduate students Xiaochang
Li and Ana Domb about their work on the concept of spreadable media and
"viral" distribution; a presentation from C3 Research Manager Joshua
Green about C3's work this academic year on some of the most prevalent
uses of YouTube; and a presentation from C3 graduate student Eleanor
Baird about film promotion and online video. Thursday evening will
include
a colloquium event open to the public about larger issues surrounding
research on YouTube, as well as a reception.
The first session on Friday will focus on two
panels: a discussion on transmedia media initiatives and a discussion
on understanding audiences
as a community. These panels will include C3 Consulting Researchers, as
well as some guests from the industry. The afternoon session will begin
with a discussion from C3 Consulting Researchers on the intersection
between media studies academics and the media industries and will
branch out
into five simultaneous discussions on issues such as participatory
culture, audience measurement and metrics, global media flow, video
games, and advertising and marketing. These groups will get everybody
present involved in the conversation, with each group featuring a mix
of academics, partner
companies, and guests. We will end with a final discussion led by Henry
Jenkins.
If you ar einterested in attending, we ask that
you please RSVP by next Friday, May 02. Please let us know if you only
plan to attend part of the
event, if you have any dietary needs, etc. Again, there is no charge
for the event, and it is open to any employee of our partner companies,
as well
as our consulting researchers.
The Opening Note this week features an essay from
C3 Consulting Researcher Derek Johnson, whose work here comes from his
research on major media
franchises. Derek will be taking part in the transmedia panel at the
retreat, and we are excited to present his first piece this week for
the Weekly Update.
The Closing Note this week is a description for a
position the Consortium is currently hiring for: C3 Research Manager.
Current C3 Research Manager Joshua Green's role will change to
postdoctoral researcher at CMS. Joshua will still be working with C3
along with Principal Investigators Henry Jenkins and William Uricchio
in guiding the Consortium's research. I will be leaving my position as
project manager for the Consortium, and as editor of the Weekly Update,
at the end of this semeste to take the
position of "Director of Customer Insights" for Peppercom. However, I
will remain involved in some initiatives with the Consortium as well.
We are currently searching for a new
Research Manager for the Consortium, a role that will combine some of
the current responsibilities Joshua and I both perform. We are going to
promote the new research manager position through our public blog, but
if you have any thoughts of someone who would be interested in this
sort of role between industry and academia, let us know, as we'll be
immersed in a job search over the next couple of months.
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 C3 Weekly Update, at samford@mit.edu.
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In This Issue
Editor's Note
Opening Note: Derek Johnson on Media Franchises
Glancing at the C3
Blog
Closing Note: Job Description for C3 Research
Manager
Upcoming
Friday, April 25
Console-ing
Passions 2008 Conference
C3 Project Manager Sam Ford presents "Outside the Target Demographic"
as part of the Gendered Fan Labor in New Media and Old panel.
Thursday, May 08, and Friday, May 09
C3's Spring Retreat
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.
Thurs., June 19, to Sunday, June 22
Consumer
Culture Theory Conference 2008
C3 Director Henry Jenkins, C3 Research Manager Joshua Green, and C3
Project Manager Sam Ford are going to be panelists for a plenary
session at
this Suffolk University event here in Boston. More information
forthcoming.
Friday, Nov. 21, and Saturday, Nov. 22
MIT Futures of Entertainment 3.
The Consortium's annual public conference is scheduled
for the weekend before Thanksgiving. We look forward to seeing a
variety of our partners at the event and will have more information
forthcoming after our Spring Retreat.
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Opening Note
Franchise as Culture, Not
Conglomerate Product
Although we heartily acknowledge precedents in sources
as diverse as Sherlock Holmes, early radio serials, and
world-building games like Dungeons and Dragons, those of us who
study transmedia storytelling tend to trace its resulting media
franchises primarily to institutional developments in the 1990s.
Franchises like Lost and Harry Potter deliver formally
on the potential borne institutionally by the successive waves
of mergers between media giants, the promise of synergistic
exploitation of that horizontal integration, and the concurrent dawn of
digital technology and culture throughout that decade. At the upcoming
C3 retreat, I’d like to rethink these ideas in two major ways,
suggesting instead that we might consider the media franchise to be a
networked cultural form taken up but not generated by
convergent media structures and institutions.
First, how can we make more careful distinctions
transmedia storytelling and the media franchise? While the
two ideas often work hand-in-hand, especially today, there are at least
two distinct types of franchises: A) “inter-industry” modes of
franchising that support transmedia storytelling coordinated across
multiple, integral platforms; and B) the less examined “intra-industry”
modes that create content systems tied together within a single medium.
Both modes constitute storytelling networks--but it’s the difference
between the way the network of The Matrix franchise relies upon
nodes in a variety of media, while a franchise like CSI works
primarily by linking together a variety of nodes within television
alone. I say primarily, however, because CSI too experiments
with extension into other platforms; the point, however, is that
franchising is not always a transmedia phenomenon, but it is generally
a networked one (in a non-digital sense). To understand these
distinctions more clearly, we need to push our institutional memories
back a bit, before these two modes became so intertwined.
So, secondly, what can we learn by looking at the
intra-industrial franchises of the 1980s? That decade saw several
institutional changes that created a demand for the networked content
strategies offered by franchises; and despite the participation in the
media industries in conglomerate structures of that time, this demand
was primarily an intra-industrial one. So if the 1980s saw great demand
for intra-industry content networks, I want to explore how those
content systems informed the development of greater inter-industry
franchises in the 1990s. My goal is to ask whether we can consider
franchising not as a product driven by conglomerate synergy, but
instead as an historical form of culture at least in part driving those
mergers and economic logics in the 1990s.
The 1980s saw a great expansion of the capacity of
distributional networks in a variety of separate industrial spheres,
and what happens as a result is basically the development of content
networks that can correspond to distributional demands. It’s not always
the exact same story in each industry (sometimes we can see openings
for new independent producers, whereas in other cases we see
contraction of access), but we can see new and significant
distributional networks in 1980s video games, broadcasting, comics, and
toys, creating new intra-industrial demands at the level of content.
Video Games: Still in its infancy, the video
game market made its most significant shifts from a hardware market to
a content market in the 1980s--especially once the home console
eclipsed the arcade as a cash center. Moreover, the ability of multiple
formats to coexist amplified the need for unique content to
differentiate each system. So in a market where planned obsolescence
makes reliance on catalogue titles nearly impossible, the next most
risk averse way to manage content production was to extend successful
brands (Pac-Man, Mario, etc.) into series of sequels and
spin-off titles.
Broadcasting: Television too expands its
distributional capacity, creating a subsequent demand for content. The
development of the cable industry is certainly relevant here, but in
the case of television in the 1980s, change at the regulatory level
also impacts broadcast distribution as well. Thanks to the
implementation of the Fin-Syn and Prime Time Access rules in the 1970s,
both first-run syndication and independent commercial broadcasting had
become far more viable by the 1980s, creating an opening for content
produced and distributed outside of network control. Again, for the
companies trying to fill this void with original narrative content, it
made good economic sense to develop properties like Star Trek: The
Next Generation that extend its parent series’ success in
second-run syndication. In first-run syndication we also see numerous
attempts on the part of television content producers to work inter-industrially
to grab a distributional foothold; with the afternoon hours opening as
a stronghold for first-run syndicators, series like Transformers
based on toys worked to establish and secure a children’s television
market in that daypart. But importantly in this case of
inter-industrial cooperation, we’re not talking about horizontally
integrated conglomerates, but instead strategic partnerships in which
new markets are coordinated and explored from the outside or the
margins.
Comics: The comic book industry of the 1980s
presents an interesting case where distributional networks are not so
much expanding as contracting, in which comics are moved from mass
distribution into the “direct market” of specialty shops. As Matthew
Pustz argues in Comic Book Culture, an increased reliance on
continuity in 1980s comic books is directly related to the creation of
this new market structure. While mass market distribution was wide, it
was also more scattershot, and readers could not be guaranteed to find
every issue of a title. The direct market, however, formalized
availability. Publishers were now freer to use continuity and ongoing
narrative enigmas to encourage readers to collect every issue. At the
same time, the specialization of the comics market and its virtual
reduction to the single super-hero genre made it more difficult for
individual titles to stand out on the shelf. Promising continuity not
just between issues but between titles in franchises (like X-Men
spun-out into New Mutants and X-Factor, for example)
enabled new titles to gain automatic cultural significance on a shelf
crowded with generically similar books.
Toys: The toy market also established
specialized distribution networks in the 1980s, but at the mass market
level, with big box retailers like Toy R Us rapidly expanding their
reach. Previously, the toy industry had largely been structured around
the holiday season when department stores and other smaller retailers
would make significant shelf space for product (only major metropolitan
areas like New York or Chicago would have dedicated toy stores). With
so much year round shelf space now available thanks to the big boxes,
toymakers shifted to a catalogue mentality, creating brands that could
be extended and relied upon perennially. Thus, the 1980s saw an
increased narrativization of product, with ongoing story lines that
pushed toy lines toward indefinite, serialized development and change.
That narrativization, of course, was something in which relationships
with other industries like comic books and television could and did
play a role.
What I’d like to explore, therefore, is how the
mergers and the logic of inter-industry synergy that took hold in the
1990s (and support transmedia storytelling today) worked in response to
intra-industry franchise forms already in play in the 1980s. With the
success of intra-industry franchises and the desire to control their
application as they moved across industries, conglomeration and
consolidation might be considered partial responses to the franchise, a
means to manage its networked growth--and not, as we might assume, the
forces that gave rise to it. By teasing out these historical
distinctions when we talk about transmedia storytelling, media
franchises, and media institutions in relation to one another, we will
be more capable at the upcoming retreat of acknowledging these
networked content systems as an evolving cultural form, not just a
product of recent horizontal structures.
Derek Johnson is a doctoral
candidate in Media and Cultural Studies at the University of
Wisconsin-Madison, where his dissertation work focuses on this
development of the franchise media property. His interests include
film, television, video games, comics, and licensed merchandising.
Glancing at the C3 Blog
Countdown
to ROFLcon: An Interview with its Organizers (4 of 4). In the final
part of this interview with the ROFLcon team, C3's Xiaochang Li
discusses how only a small niche
of Internet culture is being represented at the conference, as well as
what the organizers hope attendees will take away from the event.
Countdown
to ROFLcon: An Interview with its Organizers (3 of 4). In the third
part of this interview, Xiaochang Li talks about the blend of an
academic conference with largely non-academic panelists and how the
panelists were chosen in the third part of this interview with the
organizers of this weekend's conference.
Countdown
to ROFLcon: An Interview with its Organizers (2 of 4). Xiaochang Li
discusses the need the conference on Internet culture seeks to fill and
unique ways this weekend's conference at MIT has been promoted.
Countdown
to ROFLcon: An Interview with its Organizers (1 of 4). C3 Graduate
Student Researcher Xiaochang Li talks with the creators of this
weekend's MIT conference about the origin of ROFLcon.
"It's
Just a Trailer." C3 Graduate Student Researcher Ana Domb writes
about the controversy surrounding a YouTube trailer for Outsider
Productions' A Beautiful Day, which resulted in the film being
kicked out of a festival because the
stealth campaign was interpreted as a potential terrorist threat.
Localization
in a Web 2.0 World. Sam Ford writes about the new GXC game for
college campuses and the appeal of localized content in a digital
world, as well as the importance of the local in a global digital media
environment.
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Faris
Yakob on Futures of Entertainment; Marlena on Soaps Class. Sam Ford
links to a piece written by FoE2 speaker Faris Yakob drawing on
insights from the conference for The Next Issue, as well as
comments from well-known soaps journalist personality Marlena De
Lacroix about the class on soap operas he's teaching at MIT this spring.
Transparency
and the Public Eye: Wal-Mart's Shank Controversy. Sam Ford writes
about the recent controversy in Wal-Mart trying to recoup medical
insurance expenses from a former employee, a move that damaged the
company's reputation in the public eye, even as the company ultimately
decided not to take the funds, even
after a court ruling in their favor.
Soap
Opera-Branded Casual Games. Sam Ford shares insights about Soap
Opera Digest and Soap Opera Weekly moving into the casual
games space through their Web site.
Children
as Storytellers: The Making of TikaTok (Part Two). Henry Jenkins
shares the concluding section of an interview with Orit Zuckerman and
Neal Grigsby of TikaTok, a company encouraging children to create and
share stories online.
Children
as Storytellers: The Making of TikaTok (Part One). C3 Principal
Investigator Henry Jenkins shares the first part of an interview from
his blog with TikaTok Co-Founder Orit Zuckerman and Director of Online
Community Neal Grigsby.
I
Like It When Smart People Agree with Me... Sam Ford writes about
Ilya Vedrashko's recent post about Twitter, Rob Kozinets' series of
posts about his customer service exprience with Costco, and Jason
Mittell's clarification about quotes from him in an NPR piece.
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Follow the Blog
Don't forget – you can always post, read, and
carry
out
online conversations with the C3 team at our blog.
Closing Note
C3 Research Manager Job
Description
Official Job Title: PROJECT/RESEARCH MANAGER
POSITION TITLE: COMPARATIVE MEDIA STUDIES
RESEARCH DIRECTOR
Department: Literature/ Comparative Media Studies
Supervision received: Professor Henry Jenkins;
Co-Director and C3 Principal Investigator, Sarah Wolozin; Program
Manager, Comparative Media Studies.
SUPERVISION EXERCISED: Research staff,
Contractors, Graduate Students, and UROPs
Payroll Category: SRS/ADMIN
Start Date: JULY 1,2008
End Date with possibility of extension: June 30,
2009
Salary: 60K Plus benefits
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Position Overview Statement:
Under the direction of the Convergence Culture
Consortium Principal Investigator, the Research Manager oversees the
efficient operation of the Convergence Culture Consortium, ensuring the
delivery of research outcomes and effective internal and external
relations with graduate students, Consortium Partners, Consulting
Researchers, prospective partners, and other interested parties. The
Research Manager is required to work with the Principal Investigator,
Graduate Research Students, researchers, CMS Program Manager and other
staff, and contractors as necessary.
Characteristic Duties and Responsibilities:
- Together with Principal Investigator, research staff
and students, develop and execute research projects. Responsible for
ensuring the timely completion of research, the Research Manager must
monitor progress, milestones, and publication deadlines;
- Supervise research staff, consultants, graduate
students and UROPs assigned to work on the C3 project;
- Maintain communication with existing partners and
potential new partners, including keeping track of relationships,
managing email and mailing lists, and coordinating regular
communication. This may involve planning and completing site visits
that may require some travel; Meet regularly with the Principal
Investigator and research staff to discuss the progress of the project;
Working with the graduate students and research staff, coordinate
visits to MIT from sponsors and potential sponsors, including the
annual Partners meeting and the Futures of Entertainment conference.
Maintain efficient internal communication with Research Students,
Research Assistants, Principal Investigator, CMS Program Manager and
other members of CMS and the Department.
- Manage publication of research activities,
coordinating publication of white papers and reports for Consortium
partners, regular updates of the C3 blog, maintaining the C3 Weekly
Newsletter, and website, prospectus and other official copy as
necessary. This will include communications through CMS, Faculty and
Institutional channels as well. Coordinate with technologists and
designers as necessary. This communication may take a variety of forms
(i.e., written, audio, video, PowerPoint);
- Together with the Principal Investigator and
Comparative Media Studies Program Manager, manage all administration
for project including but not limited to overseeing and managing
budget; resolving legal, contractual, copyright and IP issues;
generating necessary reporting for funders, CMS program, and MIT;
managing and monitoring all documentation and reporting for the
program, including coordination of reports with the Committee on the
Use of Humans as Experimental Subjects and the Office of Foundation
Relations; ensuring project is in compliance with CMS program and MIT
policy; handling personnel issues including hiring, training, and
terminations.
- Identify opportunities for the dissemination of
Consortium research, including speaking engagements, formal academic,
business, and informal opportunities. Coordinate with the Principal
Investigator and research staff to prioritize and coordinate outcomes
via these channels. This may involve taking speaking opportunities and
some travel;
- Keep informed of developments in media and cultural
studies theory, media industry, entertainment and popular culture
theory and industry, and consumer electronics; bring such knowledge to
bear on the development of C3 research activity and outcomes.
Qualifications/Technical Skills: MA or equivalent
work experience in creative industries, media studies, cultural
studies, or related fields. Proven ability to manage media research
projects, coordinate and supervise research teams, write quickly and
effectively, and possess an understanding of the application of
research outcomes to advising media industry practitioners. An ability
to communicate with a wide variety of contributors and audiences,
including researchers, industry participants, graduate students, media
specialists, and current and future sponsors is critical as is the
ability to work in an academic setting guiding and mentoring graduate
students.
Please direct anyone who is interested to this
site to apply.
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