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.

Advice from Henry Jenkins

via joi

Last week on Friday, I met with Professor Henry Jenkins in his office at MIT’s Comparative Media Studies department about my future in graduate school.

Way back in the fall semester of 2007, I discovered the Comparative Media Studies website, and from there on my life would change as I switched gears from my English major to following everything happening with Internet studies at MIT, Harvard, and other schools attempting similar research. I would go on to attend ROFLcon, make my way over to Harvard for the Berkman @ 10 conference, and then eventually join teams with the likes of Students for Free Culture, MIT’s YouTomb project, the varied escapades of Tim Hwang and company, and Harvard’s Berkman Center for Internet & Society, among others. After my study abroad in Kyoto, Japan during the fall semester of 2008, I would return to Boston finally to focus my interests on Internet culture, Japanese animation, and fan studies, hopefully pulling the three topics together in a relevant doctoral program for graduate school.

So, last Friday I met Henry to speak about his decision to move from Comparative Media Studies at MIT to the Annenberg School for Communication at the University of Southern California. Since I had already pegged MIT’s CMS program as my ideal goal, I felt it valid to ask Henry about following him to SC. Unfortunately, he replied with an answer I expected: He will not know much about the management and organization of the program until he begins teaching there this autumn. Thankfully, he was able to advise me on a few potential research opportunities, recommend a number of other solid graduate programs in the States as well as abroad, and affirm that I have indeed been taking the correct steps (especially spending the next year gaining experience in the field to research my book). He did also provide an excellent piece of advice that I had (perhaps a bit foolishly) overlooked in my pursuits.

That advice was this: Immerse yourself in the popular culture.

I have one year before I’ll even be able to apply for graduate school, study abroad, and research abroad. However, on top of securing a job, researching current trends, and studying theory, Henry proposed spending as much time reading manga, watching anime, following Internet memes, and the like. I have a year, and he said one of the most beneficial things I can do is to engross in the popular culture and understand it inside out, in order to speak about it, establish arguments, and defend theses.

So, thank you, Henry. I’ll take your words to heart. I’ll be sure to keep in touch if I gain the chance to opportunity to study with you.

Internet Culture Research: New (?) Thoughts on Memes

This article is highly experimental and has been published merely as a thought-provoking piece; therefore, please forgive any rambling that takes place throughout. – The Management

Ever since I got involved with ROFLcon (I attended the very first one and have been working with the team on hosting the smaller ROFLthing events since), I have had Internet culture research on my mind. Tim Hwang and I have talked over potentially writing co-writing a book on Internet memes, but recently the project has sunk below our interest in meme research, specifically that of engineering. But ever since “meme” because the Internet buzzword of our generation, I’ve constantly been at odds with the odd term. What exactly is a meme? Why are we using that specific word? And what do we learn about the Internet by studying memes, or vice versa?

If you haven’t decided to discover the term’s etymology, I’ll try to provide a basic explanation. Trying to explain the meaning of meme by looking at Wikipedia illustrates the issue of defining the word: throwing “meme” into Google provides you with both two articles on Wikipedia, the first entitled Meme and the second, Internet Meme. The discussion of meme here draws from the article Internet Meme; however, we cannot ignore the history behind the former article, especially since work around Internet memes borrows heavily from studies of memetics.

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