Vidding & Fanfic
Ok, I'm just going to say it: I dislike fanfic; I'm more tolerant of vidding. Possibly because what I've seen of fanfic is awful, cheesy, cliched, bares no resemblance to the integrity of the creator's craft or is just not very good (in my opinion). It is great that the creator is passionate about the text or topic of choice.
Having started to explore what programs or software I might use to create my remediation (reference - themed dictionary to video) I appreciate that producing videos are particularly labour intensive and the fan would have to be passionate to want to produce something. One of the videos mentioned a fanvid newbie learning from someone who has done it and 4 hours later having a vid (techtv.mit.edu :Collaboration and Community).
So, I guess I tend to stay away from anything that I think might annoy me. I wonder whether I'm more tolerant of fan created homages that are based on video texts that interest me - Buffy the Vampire Slayer, LOST, The West Wing, Serenity/Firefly, Harry Potter - and seek out producers (video, writing, creativity). With the exception of Harry Potter, the others tend to have more cult-like followings, particularly the Joss Whedon and Damon Lindelof, Carlton Cuse stuff. They seem to have been more open to collaborating with their fans outside of the main text. And is it possible that the sorts of people attracted to these shows who would want to create fan products are more likely to produce something I find acceptable, or be like-minded? Perhaps I'm being a fan-snob. The reason I find them more appealing may be because we have both engaged with the same text.
It's possible that this is related to how good the fan perceives their work to be. For me it is a paradox: I want to encourage people to learn new skills, experiment with tools and broaden their knowledge, which means the likelihood of their work being less-than-ordinary is high. But, they can't be perfect from the start. I don't mind plays on words or creative mashups where the meaning of the text has been changed (eg. comixed.com), but, this may not be limited to fans, rather inspired creative typse. eg. Star Trek and Harry Potter.
Who makes my entertainment?
Media has the potential to engage in so many different ways. LOST was a terrific example where the viewer could just watch each episode on tv and would get a standard television experience (with the exception of the cryptic, fantasy storyline). Having said that, I believe the viewer's experience would've been enhanced by exploring some of the additional LOST material. The creators ran a, mostly, weekly podcast where they discussed a few things around the episode that had just aired, but they encouraged questions from fans, and creative speculation from fans. Lindelof and Cuse clearly enjoyed playing with their fans via Twitter. They created additional videos that added to, but not necessary to, the story. Fans got together on discussion boards and shared bits and pieces they had discovered, or theorised about what could be happening. Some of the cast made their own podcasts ('Hurley'/Jorge Garcia).
So, in pondering all of this I stumbled across Lostpedia which is a wiki created by LOST fans. Lost challenged the viewer's assumptions, raised questions and created an environment where they needed to debrief (many episodes ended with the viewer exclaiming 'what the?' and hopping online to chat with fellow fans). The wiki creates a central space than changes as new information is found and pooled by the masses (
Assigned reading
Interactive Media Texts
There has been discussion on the uni discussion boards about various interactive media texts:
Choose your own adventure series of books - I grew up with these. A relatively simple concept, possibly very trick to write, where the reader makes the choice of a particular character at the end of a section and then turns to a page where the outcome is revealed and another choice needs to be made. I suspect they may have appealed more to a non-reader as the portions were small and broken up the reader having to think about the decision. It reminded me of a game series I didn't play, called Fabled Lands, which was a role playing, single-player game, where you made decisions and progressed through the games based on the outcome of your decision. A couple of years ago a friend of mine recreated these as an online version and became part of an online fan community. While he's done most of the work, some fans have contacted him to get involved, others have just expressed their gratitude for them driving it. He has also liaised with the creators about using images and material. I believe they have permitted it, as long as it's not for profit and it's the out of print material. It's amazing how supportive these communities are.
Role Playing Games (platform or PC) have expanded from being interactive as single player to multi player online with other people. In fact, even traditional games have become broader in that you can play with anyone around the world in an instant. I've played UNO with three others, in the US, UK and Europe. It's quite a strange feeling when pondered. Many of my friends have continuous Scrabble-like games through apps on facebook, speaking of which, there's another interactive media text. Facebook keeps us just a few keystrokes away from our social contacts. Friends of mutual friends end up conversing that may not ordinarily.
Cucco - The promise is great: blockbuster and the Hollywood economy
The first major shift in the way media is/was consumed appears to be in movie advertising on triggered by the adverising of movies on television; while not the first film to use this strategy Cucco uses Jaws as an example which was showed in cinemas while being advertised on television, and the film was multi screened across a number of theatres on the opening weekend. He then mentions the secondary market now - videos/dvds, subscription television, and eventually free-to-air television. I think it's worth noting that people can own copies of movies or television series very easily, and the secondary market provides a second chance for films or series that were considered flops by the copanies that aired them. Eg Firefly/Serenity was a failure on television but has a cult following and led to the making of the film and its success. Fans got together online to promote it, possibly going to see it multiple times, then owning a copy of it. Being a regular watcher of At The Movies on the ABC, I was amused by the power of the fans to get Serenity to number 38 in the ABC My Favourite Film, beating classics like Monty Python and the Holy Grail, Alien, The Wizard of Oz, Kill Bill: vol. 1 and Back to the Future. I'm not sure how reliable lists like this are now that fans of a specific media text can mobilise and skew results.
Another point that Cucco makes is that the blockbuster is a means to generate massive income. This creates profits for the studios that make them, but, it also provides money to underwrite other non-blockbuster types. Avatar springs to mind for me. The rumours for the cost of making that range from $200M to $500M. But the technology that James Cameron used to make it was groundbreaking and makes that sort of technology more attainable for movies that follow. So, we've gone from traditional film production roles like directors, camera operators, sound operators, set designers, actors, distributors, consumers to include other skill sets in graphic design, computer programming, technology designers (eg for the 3D component). This technology get used in areas other than cinema, eg. the London Eye. Cucco also states that the motivation to make a blockbuster is to sell their product ("pack in the public") rather than creative merit (although he contradicts this in a paragraph a little later). There may be something in what Cucco's saying but in Avatar's case the technology and creative vision were very marketable components of this blockbuster. Perhaps marketability and spectacular nature are what makes a blockbuster a blockbuster rather than just the budget, rather than just commercial success.
All of this becomes marketable outside of just showing the film - you get food outlets purchasing a licence to brand some it's products and market in sync with the showing, and other merchandise. Maybe even a sequel or four, eg. Shrek. I was going to say Harry Potter here, but I deleted it and thought about it a bit more. I would consider HP a blockbuster - it has commercial appeal, but it contradicts Cucco's argument again about the artistic side. I think that side of things has been extremely important in its success, and the movies are better for it. Perhaps Cucco's points were accurate when he wrote this paper in 2009. I guess it illustrates how quickly the way we consume media is changing.
Other observations about who produces our media
In reflecting on makers of film I was thinking about who makes them now. Not the studio, but the actual people behind them; the individuals. There seem to be a lot more people who were or are known as actors moving into the directing producing roles - Drew Barrymore, Sean Penn, Woody Allen, Clint Eastwood, George Clooney. I will see anything that Clooney has a hand in, in front of or behind the lense. Accessibility to finding out who makes our media has made me more selective about what I choose to engage with.
Favourite Media Text
Buffy the Vampire Slayer (TV Series)
I wouldn't say that this media text is particularly interactive. However, its creator, Joss Whedon, approached the subject with specific ideas and the show grew from that. It could be that because the movie that it spun from was a flop there was less pressure (or opinions) from the big companies and they left him to it. Still, I was suprised by the number of companies involved in the series - production: Mutant Enemy, 20th Century Fox Television, Kuzi Enterprises and Sandollar television; distributors include: 20th Century Fox Film Corp. and 20th Century Fox Home Entertainment, Warner Bros, BBC, 20thC Fox Japan, MTV, Sky One; Special Effects - visual, make-up include: Almost Human, Area 51, Optic Nerve Studios; as well as translaters - V & J Translations, post-production Sound - Todd-AO Studios, cast and star trailers - Movie Movers; film laboratory - 4MC Laboratory. It also looks like that as well as filming at Universal Studios some filming was done on various private locations for Buffy's house, California Stat University Northridge, Castle Green Apartments, Torrance High School, Walt Disney's Golden Oak Ranch.
While I haven't considered it interactive there are plenty of fan sites for collaborating with and sharing the Buffy joy. Fan fiction sites, where fans write alternative stories about the characters from the TV series, such as Fanfiction.net, Every Six Seconds or The Bloodshed Verse; wikis like Buffyverse or Wikiquote, where fans pool their knowledge to create a reference for other fans or curious onlookers. There are plenty of fan vids on youtube as well.
Cucco, M. (2009). The promise is great: the blockbuster and the Hollywood economy. Media, Culture & Society, 31(215), 215-230. doi: 10.1177/0163443708100315
Company credits for "Buffy the Vampire Slayer" http://www.imdb.com/title/tt0118276/companycredits
Technical specifications for "Buffy the Vampire Slayer" http://www.imdb.com/title/tt0118276/technical
Filming locations for "Buffy the Vampire Slayer" http://www.imdb.com/title/tt0118276/locations