PAX East Panel Submissions

If you’re awesome and in Boston, MA from March 26th to 28th, 2010, you’ll obviously be attending Penny Arcade Expo: East!

Today is the deadline for panel submissions, and last night I sent in three presentations that will hopefully make it onto the schedule in a few months. Check them out below!

1) Memes, Microcultures, and 2D Chicks: Our Future in the Otaku Gamer

A singing idol who doesn’t exist. Perverted text adventures boasting dozens of female prizes. And a popular, anime-tized evolution of the classic Space Invaders shooter that has spawned a global fandom. Japan’s subcultural players are obsessed with games that, well, aren’t actually about the gaming. Alex Leavitt (Comparative Media Studies, MIT) explains how a new generation of entertainment is succeeding in a market which chooses to de-emphasize the games in favor of the characters. And as the Japanese fans influence the industry through their own amateur initiatives, what will the future of American gaming hold when online fandoms adopt similar appetites?

2) Exploring International Geek Cultures Through Games

Even in the era of Internet forums and online gaming communities, our understanding of how and why geeks come together through games is pretty pathetic. From Europe to Asia to America, this panel takes a look at the technological environment in which gamers grew up and the transnational space in which geeks play today. Join Alex Leavitt (Comparative Media Studies, MIT) as he moderates a discussion between Philip Tan (Singapore-MIT GAMBIT Game Lab), Prof. Mia Consalvo (Visiting Professor, MIT), and Dr. Clara Fernández-Vara (GAMBIT) on the modern convergence and recurrent differences of the national geek factions that make up the global gaming ecosystem.

3) Trolling the Tubes: Culture Hacking Through Online Gaming

Thousands of Internet users cultivate pixelated gardens in Farmville, raise cyber-chickens in Second Life, and earn livings on Mechanical Turk without realizing that they are changing the face of online culture. From FreeRice to OKCupid, from gold miners in China to 4chan-ers in America, Alex Leavitt (Comparative Media Studies, MIT) takes a look at how online communities are redefining our friends, reorganizing our lives, and restructuring our society into a gaming culture. What will the future of the Internet look like when social networking might mean a social battleground of bots, trolls, and colorful flamewars?

Anime Canon Project: Or, How To Crowdsource the Anime Community to Build a Better Future for the Fandom

I’ve been thinking about The Canon for a while. And, no, I’m not a misspelling perv. But I am a recently-graduated English major that had a large amount of books to think about over the course of four years.

Regarding the concept of a canon, I define it as the fundamental works of a type of media (books, movies, etc.), but more specifically those fundamental works with which a reader (viewer, consumer, whatever) may grasp an elementary understanding of how the media (or a subset of the media) operates as media. For example, the Bible is a critical part of the Western canon of literature not just because it remains the leading text of more than one of the world’s major religions, but also because it has a rich history of dissemination around the world, on top of some of the best (and probably influential) narrative structure in world literature. Another example, for film, would be Orson Wells’ Citizen Kane. While not the most enjoyable movie, it remains one of the foundational films on which film students build their academic careers.

To transition bluntly, a canon for Japanese animation is difficult to generate. However, the anime fandom — or what we know of it in America — has obsessed over “the best” anime for decades, even if we have no idea what we’re really talking about. There have been books detailing “the major works” of the key Japanese directors and animators of anime — such as Patrick Drazen’s Anime Explosion: The What? Why? & Wow! of Japanese Animation (even though I’m not sure why Key: The Metal Idol was ever included) and, less so about the canon but still popular (why?!) amongst academics, Susan Napier’s Anime: From Akira to Howl’s Moving Castle. Even Lawrence Eng, our forefather of academic otaku studies in America, has written about the topic too, with “A Look at the Four Revolutions of Anime.”

I won’t go into much detail about how American fandom, at least contemporary fandom, is relatively ignorant of even the major cultural works of Japanese animation (eg., the hordes who have never watched the original Gundam, given its huge impact not only on otaku but Japanese culture in general — read: Odaiba Gundam; and I won’t even go into the influences that Astro Boy lent to modern robotics). The evidence for the (passive-aggressive?) statement is, of course, the popularity of panels at conventions such as GeekNightsAnime You Should See; or, maybe not the popularity, but the lack of hands that immediately fly into the air when Akira is flashed onto the projector screen.

Although I could call it a problem, the fact that many anime fans today (comprised, if you step offline, walk into a convention, and talk to a bunch of random kids, of people that probably saw something quickly online, or also as common, just watched Bleach or Naruto on broadcast television) haven’t seen many fundamental anime, or just anime in general is a product of ordinary Internet-age modes of media consumption. Of course, there are many other problems that contribute, such as the proliferation of the hardcore fandom online instead of dispersed amongst strong physical/geographical communities. But, while I point out that NQ-fans (“not quite fans”) aren’t watching enough anime, not watching anime isn’t the problem.

Instead, the real problem is that the original and pivotal goal of the early American anime fandom has succeeded too well. This goal, plain and simple, was to make anime available to everyone. In the hundreds of newsletters and correspondence that I read in the Fred Patten collection, the ideal of media ubiquity held strong and pushed the dissemination of early fansubs across the United States in the 1980s and 90s, eventually culminating in the creation of the contemporary American anime industry. And, luckily for all those fans that can’t speak Japanese, there’s A LOT of anime available for fans to purchase and view. On top of the industry side, the online fansubbing community has also made thousands of titles readily available for anyone to download and view in the comfort of both their own home and own schedule.

So, what’s the problem? It seems like the anime fandom is thriving, especially with all the rumors that con attendance has been steadily rising since the early 2000s. We have all this anime, so what’s wrong?

Well, frankly, there’s too much anime for any one fan to watch. Yes, where at the point where ubiquity has become a negative trait. The current overpopulated media environment for Japanese animation means that fans don’t know what to watch. Unless they’re particularly well-connected to other fans — which the majority of fans, I would say, are not — we’re facing a situation where people don’t know what constitutes “the good stuff.” The solution seems to be what I have already mentioned: panels, websites, and educated fans that can tell fellow viewers what’s good. But even these representatives of the larger fandom can’t possibly watching everything out there, unless they want to ruin their lives by pulling a Jason Thompson. And the problem isn’t even that there’s too much anime. If we focus solely on television series, anime is bounded by time: 25 minutes per episode (conversely compared to manga, which can be read at relative speeds). The fact that a fair number of series boast more than 50 episodes, or even in some cases more than 100 episodes, means that if we want to live up to the otaku namesake, we have to spend a lot of time indoors in front of a screen.

Talking about a canon for Japanese animation, I wish to avoid speaking about the content of the canon (specific titles that stand out) and instead wish to emphase the construction of the canon. How do we choose what fans need to watch?

From here on out, I must mention that I am stealing an idea. I’ve had a lot of ideas in the past that I’ve never pursued, and I feel like stealing an idea once in a while saves others from feeling guilty that they cannot pursue their own ideas. This idea, then, is credited to Carl Li, over at Ogiue Maniax. Previously, he wrote about A Comprehensive Guide to Essential Episodes, which I would like to borrow for this article to propose a utilitarian venture to save the future of the anime fandom from complete ignorance of anime (worst case scenario: no newer fans have watched anything!). Carl proposes “a guide to… long shows… pointing out the episodes which are considered, while perhaps not “necessary” to the viewing experience, to be the apex of the show. That way, anybody who just wants to sample the show but in a meaningful way (not just watch the first episode or two and be done with it) can do so and fully understand the reasons that show is called a classic.”

I will state right off the bat that my proposal does not solve the problem of fan ignorance (not having watched enough shows, or enough of a show, to talk about them/it critically). However, it approaches a solution to the degree of good enough. I wholeheartedly believe that the future of the fandom relies not on fans having completed X number of shows, but instead depends on current fans continuing conversation between fellow fans and with potential fans. The only way to continue that conversation, then, is to make sure that fans can talk about shows they’ve watched, even if they haven’t watched all of it. As Carl points out in his article, most shows (especially those with hundreds of episodes) are drowning in a sea of filler episodes that attempt to buttress the main narrative (especially when it begins to weaken — a common occurrence in anime).

So let’s get into technical and methodological details. The goal is to gather information by crowdsourcing the anime fan community. Whether this includes 5 or 500 members, I suppose ultimately it doesn’t matter. We could argue about levels of expertise, or attention to detail, or quality assurance; but, in the end, this project just needs to be completed one way or another.

Websites are simple and inexpensive — I can host a domain and FTP. But if we’re going to go beyond a simple Wiki, I’d also need someone (or a few people) with relatively-solid coding experience to whip up a site with user accounts, along the lines of My Anime List (without all of the egotistical wanking). One page per series, with a short (under 100 words) exposition per episode, with a voting module that ranks watchability: Required or Optional. Even if only one person ranks a 100-episode series, if other fans can understand the basics of the narrative and art direction for that series by watching only 15 episodes, then The Project has succeeded.

So, there’s now a Call for Help. Let’s build the Anime Canon Project. If you’re interested in working on this venture, or at least think it’s a good idea, leave a comment at the end of this article, or email me at alexleavitt @ gmail . com. I’ll see what I can do to gauge interest and pursue some sort of operational model.

Comparative Media Studies

Earlier this year, after returning from my semester in Kyoto, I decided to pursue the composition of a book. The idea of writing a book intrigued me, excited me, and inspired me to devote a “page” of this blog to my plans:

Otaku Movement Book

Working title:
• “Otaku Movement: The History and Fans of Anime in America”
• “Fan Tribe: The Cultural Economy of Anime in America”

“Otaku Movement: The History and Fans of Anime in America” is a future publication about the history of the anime fandom in the United States and its implications on media institutions, intellectual property, and cross-cultural reception.

I sent out a dozen emails to a number of academics and even met with Professors Ian Condry (MIT), Susan Napier (Tufts), and Henry Jenkins (MIT/UCS Annenberg) to discuss organizing research and arranging plans for graduate school.

During the spring semester, I decided to begin writing a lot about my personal interests, critiques, and analyses of anime & manga on this blog (which has previously housed the same tripartie then reserved for developments in digital media, Internet studies, etc.).

In May, I contacted the Convergence Culture Consortium, a major think tank in the Comparative Media Studies department at MIT, about potentially working there as a research assistant. Instead, and much to my surprise, I was awarded the opportunity to submit a proposal for a year-long research project of my own to pursue during the next academic year. Of course, I chose a focus on anime, manga, & fan culture.

This past Monday, my proposal was accepted, and I’m happy (and relieved) to announce that beginning in September, I’ll be working with the Convergence Culture Consortium, pursuing research and publications about developments surrounding and the maturation of the American anime & manga fandom. Basically, I was awarded my dream job (especially since after I applied for the graduate MA program in Comparative Media Studies in December ’08, Henry Jenkins announced his move to USC Annenberg, propelling the termination of the CMS program).

The news that I can announce right now is that this project (and any subsequent publications) will replace the book proposal (see above) that I initially hosted on this blog.

While the exact details of my project will be evolving over the coming weeks, I’ve posted my initial proposal below, in case anyone’s interested in reading it. We’ve narrowed the project down a lot from this foundation (Joshua Green, the head researcher at C3, stated that this proposal would form a solid 4-year PhD project, but was too broad for a “case study” in the Consortium).

Proposal

While Japanese popular culture has achieved relative popularity on an international level, critics have targeted fans — the loyal consuming audience of these comics and cartoons — as one potential cause of the currently faltering commercial market for anime and manga. Particularly in America, though, the relationship between audience and media has played an important role in the development of both the fandom and industry. Given the fifty-year history of this media in the United States, the developments related to the growth of the fandom and industry provide a historical context with which to analyze and assess the progress of contemporary convergence culture.

This white paper proposes a narrative of value over time in a specific fan economy. How do fans attach value to media? How does that value compete with the value imposed on fans by the industry? The American anime fandom, originating in the 1960s and coordinated in the 1970s, developed a profit-oriented market from a tradition of fan-to-fan practices. Initially, fans spread copies of taped, untranslated anime through the United States postal service to fellow viewers interested in seeing something new. Eventually, translations entered the network, first as scripts, then followed by fan-composed subtitles (fansubs). While the Japanese industry attempted to intersect this development in the 1980s, the Japanese withdrew, allowing the market to evolve independent of Japanese exportation. Once the commercial sector matured, American companies reapproached Japanese producers to import and spread media to foreign audiences, through print and broadcast. The early, pre-2000 history of this fandom presents a unique yet discordant convergence of business and fan practices, as well as an instance of cultural dissonance, that exhibits a changing landscape of fan interest in foreign entertainment.

In the past decade, the fan demographic has begun to change, and participation by a new generation of fandom, propagated and shaped by developments in broadcast and Internet technologies, has introduced both beneficial and destructive potential to commercial growth in the American market space. The proliferation of fansubbing and scanlations caught the attention of a large portion of Japanese producers, who now decry the fan activities as much as American companies. However, fans across the globe find value in free content as much as in the media they purchase. The question of how much value fans of anime and manga locate in the media they consume may provide a scope for analyzing commercial trends for the near future, particularly as Japan establishes foreign policy around cultural exportation. From NBC in 1963 to Crunchyroll.com in 2007, fan practices continue to inform theories of convergence culture and the ever-evolving nature of audiences.

Unexpectedly, given the recent trends in declining sales of comic books and DVDs, attendance numbers at anime conventions in the United States have increased. Whether this increase depends on changing fan demographics or an evolution in fan-centric values, it provokes a new realm of thought that complements the narrative: What succeeds convergence culture? This white paper aims to construct a narrative of the development of value fans derive from media alongside the value assumed by the industry. While the report primarily attempts to examine a historical period in light of recent convergence culture discourse, the continual advancements in the American anime fandom may shed light on the direction in which this specific converged culture, as well as other converging cultures, will proceed. An account of the forty-year history of the American anime fandom provides critical analysis of a previously-established intersection between producers and consumers, with implications for both Japanese and American economies.