Название | Convergence Culture |
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Автор произведения | Henry Jenkins |
Жанр | Культурология |
Серия | |
Издательство | Культурология |
Год выпуска | 0 |
isbn | 9780814743072 |
Convergence requires media companies to rethink old assumptions about what it means to consume media, assumptions that shape both programming and marketing decisions. If old consumers were assumed to be passive, the new consumers are active. If old consumers were predictable and stayed where you told them to stay, then new consumers are migratory, showing a declining loyalty to networks or media. If old consumers were isolated individuals, the new consumers are more socially connected. If the work of media consumers was once silent and invisible, the new consumers are now noisy and public.
Media producers are responding to these newly empowered consumers in contradictory ways, sometimes encouraging change, sometimes resisting what they see as renegade behavior. And consumers, in turn, are perplexed by what they see as mixed signals about how much and what kinds of participation they can enjoy.
As they undergo this transition, the media companies are not behaving in a monolithic fashion; often, different divisions of the same company are pursuing radically different strategies, reflecting their uncertainty about how to proceed. On the one hand, convergence represents an expanded opportunity for media conglomerates, since content that succeeds in one sector can spread across other platforms. On the other, convergence represents a risk since most of these media fear a fragmentation or erosion of their markets. Each time they move a viewer from television to the Internet, say, there is a risk that the consumer may not return.
Industry insiders use the term “extension” to refer to their efforts to expand the potential markets by moving content across different delivery systems, “synergy” to refer to the economic opportunities represented by their ability to own and control all of those manifestations, and “franchise” to refer to their coordinated effort to brand and market fictional content under these new conditions. Extension, synergy, and franchising are pushing media industries to embrace convergence. For that reason, the case studies I selected for this book deal with some of the most successful franchises in recent media history. Some (American Idol, 2002, and Survivor, 2000) originate on television, some (The Matrix, 1999, Star Wars, 1977) on the big screen, some as books (Harry Potter, 1998), and some as games (The Sims, 2000), but each extends outward from its originating medium to influence many other sites of cultural production. Each of these franchises offers a different vantage point from which to understand how media convergence is reshaping the relationship between media producers and consumers.
Chapter 1, which focuses on Survivor, and chapter 2, which centers on American Idol, look at the phenomenon of reality television. Chapter 1 guides readers through the little-known world of Survivor spoilers—a group of active consumers who pool their knowledge to try to unearth the series’s many secrets before they are revealed on the air. Survivor spoiling will be read here as a particularly vivid example of collective intelligence at work. Knowledge communities form around mutual intellectual interests; their members work together to forge new knowledge often in realms where no traditional expertise exists; the pursuit of and assessment of knowledge is at once communal and adversarial. Mapping how these knowledge communities work can help us better understand the social nature of contemporary media consumption. They can also give us insight into how knowledge becomes power in the age of media convergence.
On the other hand, chapter 2 examines American Idol from the perspective of the media industry, trying to understand how reality television is being shaped by what I call “affective economics.” The decreasing value of the thirty-second commercial in an age of TiVos and VCRs is forcing Madison Avenue to rethink its interface with the consuming public. This new “affective economics” encourages companies to transform brands into what one industry insider calls “lovemarks” and to blur the line between entertainment content and brand messages. According to the logic of affective economics, the ideal consumer is active, emotionally engaged, and socially networked. Watching the advert or consuming the product is no longer enough; the company invites the audience inside the brand community. Yet, if such affiliations encourage more active consumption, these same communities can also become protectors of brand integrity and thus critics of the companies that seek to court their allegiance.
Strikingly, in both cases, relations between producers and consumers are breaking down as consumers seek to act upon the invitation to participate in the life of the franchises. In the case of Survivor, the spoiler community has become so good at the game that the producers fear they will be unable to protect the rights of other consumers to have a “first time” experience of the unfolding series. In the case of American Idol, fans fear that their participation is marginal and that producers still play too active a role in shaping the outcome of the competition. How much participation is too much? When does participation become interference? And conversely, when do producers exert too much power over the entertainment experience?
Chapter 3 examines The Matrix franchise as an example of what I am calling transmedia storytelling. Transmedia storytelling refers to a new aesthetic that has emerged in response to media convergence—one that places new demands on consumers and depends on the active participation of knowledge communities. Transmedia storytelling is the art of world making. To fully experience any fictional world, consumers must assume the role of hunters and gatherers, chasing down bits of the story across media channels, comparing notes with each other via online discussion groups, and collaborating to ensure that everyone who invests time and effort will come away with a richer entertainment experience. Some would argue that the Wachowski brothers, who wrote and directed the three Matrix films, have pushed transmedia storytelling farther than most audience members were prepared to go.
Chapters 4 and 5 take us deeper into the realm of participatory culture. Chapter 4 deals with Star Wars fan filmmakers and gamers, who are actively reshaping George Lucas’s mythology to satisfy their own fantasies and desires. Fan cultures will be understood here as a revitalization of the old folk culture process in response to the content of mass culture. Chapter 5 deals with young Harry Potter fans who are writing their own stories about Hogwarts and its students. In both cases, these grassroots artists are finding themselves in conflict with commercial media producers who want to exert greater control over their intellectual property. We will see in chapter 4 that LucasArts has had to continually rethink its relations to Star Wars fans throughout the past several decades, trying to strike the right balance between encouraging the enthusiasm of their fans and protecting their investments in the series. Interestingly, as Star Wars moves across media channels, different expectations about participation emerge, with the producers of the Star Wars Galaxies game encouraging consumers to generate much of the content even as the producers of the Star Wars movies issue guidelines enabling and constraining fan participation.
Chapter 5 extends this focus on the politics of participation to consider two specific struggles over Harry Potter: the conflicting interests between Harry Potter fans and Warner Bros., the studio that acquired the film rights to J. K. Rowling’s books, and the conflict between conservative Christian critics of the books and teachers who have seen them as a means of encouraging young readers. This chapter maps a range of responses to the withering of traditional gatekeepers