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Jenkins, Henry, 1958- . Convergence culture : where old and new media collide / Henry Jenkins. [9780814742815 (cloth : alk. paper) ] New York : New York University Press, 2006.
Call#: Annenberg Library Reserve P94.65.U6 J46 2006

Henry Jenkins has emerged as the leading scholar on fan communities and participatory cultures.  In specifically addressing anime fansubbing communities, Jenkins presents a familiar argument of piracy actually serving as a promotional activity for anime properties.  He notes that by the Japanese anime industry being tolerant of grassroots activities in the United States, “much of the risks of entering the Western markets and many of the costs of experimentation were borne by dedicated consumers.”  This tolerance of fan activities represents part of a Japanese cultural tradition that permits expansion and engagement with media properties.  For example, manga artists and studios have permitted the appropriation and infringement of their copyrights by amateur artists in the doujinshi market.  Rather than viewing these activities as a threat to the value of their properties, Japanese companies have recognized that collaborative structures are important in “developing compelling new content or broadening markets.”

As other scholars such as Leonard and Kelts have noted, anime fandom helped build up a structure for an American market through experimentation with unfamiliar content and promotion of niche titles.  Jenkins's analysis of how companies must balance fan engagement along with protection of their properties is particularly relevant to the ongoing controversy in anime fandom between fansubbing groups and licensing companies.

Chapter 4 of Henry Jenkins's book deals with fan cultures, fans' newfound means of expression afforded by new technology, and the changing relationship between fan cultures and the “culture industries” to which they are inextricably connected. Although new iterations of technology always seem to alarm the entertainment industries with the degree of control they give fans over content, the difference today, Jenkins argues, is the degree of “visibility” that the internet has given to fan culture; with the internet, fans can show their home-made digital videos and fan fiction to anyone in the world. This trend of widely available fan appropriation of content has vexed the culture industries and driven them, Jenkins argues, to one of two responses: the “prohibitionist approach,” whereby the industry attempts to subjugate fan activity, or, less often, the “collaborative approach,” where industries attempt to actively include fans in the development and promotion of content. Jenkins examines George Lucas's Star Wars franchise as a heavily fan-dependent, cross-media cultural phenomenon whose mixed responses to fan activities reflect the confusion of the larger culture industry. Lucas first encouraged fan fiction, then tried to eradicate it, and then set up a website to contain it—with the stipulation that everything posted on it would become the property of Lucasarts. Lucas has likewise attempted to regulate fan films, sponsoring Star Wars fan film competitions but prohibiting works that proposed new, “non-canon” stories set in the Star Wars universe. Such mixed messages sent by mainstream content creators have confused fans, but have not—and ostensibly never will—successfully end their attempts to participate in the work that they love. Jenkins concludes by asserting that the interests of mass culture industries like Star Wars are identical to those of the fan base that supports them--fans want the franchises they support to succeed just as much as the men and women who created them do. He predicts that the franchises that recognize this mutuality will flourish, while those that stubbornly cling to copyright privileges and commit themselves to quelling fan creativity will decline.

Jenkins makes the unique argument that the “visibility” of today's fan culture is at stake, not its expression; fans will continue to privately engage with the works that they love, even if companies force them to do so “underground.” He warns, however, that such a prohibitive policy will ultimately harm culture industries which depend so heavily on the support of their fans. Jenkins's article is significant in my studies because it focuses on American fan culture; he does not refer to foreign fan phenomena like dojinshi, where Japanese cartoon companies abide the sale of infringing amateur manga and have accordingly grown in popularity and profit. However, the benefits of American fan activity that he itemizes are incredibly similar to those of the Japanese system: both have fostered artistic innovation, raised new professional artists, and promoted the underlying material. The great difference between the two is the widespread acceptance of dojinshi and the generally negative (or, at best, schizophrenic) corporate reaction to American fan activities. If western companies were to follow Jenkins's rationale and regard their fans as collaborators and creative participants, rather than mere consumers, Jenkins contends (and I agree in my paper) that a cooperative and successful industry akin to Japan's dojinshi system might appear.

 

Jenkins, Henry, 1958- . Convergence culture : where old and new media collide / Henry Jenkins. [9780814742815 (cloth : alk. paper) ] New York : New York University Press, 2006.
Call#: Annenberg Library Reserve P94.65.U6 J46 2006

Jenkins, Henry, 1958- . Convergence culture : where old and new media collide / Henry Jenkins. [9780814742815 (cloth : alk. paper) ] New York : New York University Press, 2006.
Call#: Annenberg Library Reserve P94.65.U6 J46 2006
"Photoshop for Democracy: The New Relationship between Politics and Popular Culture"

In chapter six, Jenkins discusses the role of popular culture in emerging political communities. Jenkins (as is the case throughout Convergence Culture) is focused on how old and new media interact and the dynamics of collaboration and participation. While Jenkins recognizes the scoff-factor when implying the concept of “photoshop for democracy” (user-generated images that often map themes from popular culture onto the political campaign) is any sort of substitute for real political activism, he insists that this kind of user-generated content and mass dispersion is a serious act of citizenry. In fact, using popular culture as a means of engaging voters might just be the most effective way of re-establishing interest in politics as a part of our everyday lives. Jenkins focuses on the 2004 election and recognizes that the next step is to think of “democratic citizenship as a lifestyle.” Furthermore, online political communities seem to be segregating voters, as opposed to encouraging dialogue across ideologies. Although he seems to offer popular culture as a kind of national balm for the ailments of political fragmentation, Jenkins recognizes the inherent limits of its role in (or applicability as a model for) contemporary political communities.

For me, the most useful parts of this argument is the attention he pays to the increasing participation of average Americans (now as monitorial citizens as opposed to informed citizens) in the media landscape and the possibilities for the integration of politics and popular culture. However, he doesn’t seem to offer any real solution for the acutely polarized political landscape.


Jenkins, Henry, 1958- . Convergence culture : where old and new media collide / Henry Jenkins. [9780814742815 (cloth : alk. paper) ] New York : New York University Press, 2006.
Call#: Annenberg Library Reserve P94.65.U6 J46 2006
In chapters 4 and 5 of Convergence Culture, Jenkins discusses the modern fan movements towards a renewed "grassroots culture," or active participation in the properties they are fans of. Companies that hold the copyrights to the kind of properties that so inspire fans, such as Star Wars and Harry Potter, are forced to choose between enforcing their copyrights or permitting fan fiction (and other media) to continue under their supervision and limited (to varying degrees) control. Jenkins points out that companies are aware of the debt they owe hardcore fans for strengthening the brand:
"The studios are now, for the most part, treating cult properties as "love marks" and fans as "inspirational consumers" whose efforts helped generate broader interests in their properties. Establishing the fans' loyalty often means lessening traditional controls that companies might exert over their intellectual properties and thus opening up a broader space for grassroots creative expression" (pp. 191)

And yet, American copyright holders still try their best to limit what kinds of fan fiction can be easily found online, in hopes of keeping some control over the perception (or decency) of their brand. None have tried to actually take a sexually explicit fan fiction author to court for fear of alienating fans and setting the wrong precedent, but they have tried to quash such expression. And the more affinity towards the fanbase, the more the fans will be willing to censor themselves in order to please their benevolent masters (of the copyright).

On page 155 (chapter 4), Jenkins mentions "song videos" as a form of fan fiction. He talks about fan fiction here in contrast to the kind of fan productions LucasFilm endorses, which can only be parody-flavored or about the fans themselves. "Song videos" are often the kind of production preferred by female fans, who take the time to explore and develop certain relationships and themes that may or may not have been present in the original work. LucasFilm acts along the same lines as the law might approach various kinds of derivative works-though it is comfortable with parodies, anything that might be seen as "expanding upon" the original universe could technically be illegal derivative work and therefore to be avoided. The difference between monolithic character properties such as Harry Potter and Star Wars and an entire (niche) medium is also very important to note. Unlike the more specific fan cultures, the anime fan culture is both less mainstream (and therefore even more dependant on the loyal and active few) and unable to be corralled and manipulated by one corporate body. Since an entire genre of cinema and comics are the focus and instead of one copyrightable property, lots of varying interests are at stake and no single one can control fans as a whole.

Jenkins, Henry, 1958- . Convergence culture : where old and new media collide / Henry Jenkins. [9780814742815 (cloth : alk. paper) ] New York : New York University Press, 2006.
Call#: Annenberg Library Reserve P94.65.U6 J46 2006


    In Chapter 4 of Convergence Culture, MIT Professor Henry Jenkins discusses the grassroots/netroots communities that form around the creation of digital content.  Specifically, the proliferation of DIY digital video creations based on the Star Wars mythos and collaborated on by fans all across the internet.

    20th Century culture, Jenkins argues, built towards a massive uprising of grassroots culture, which began to truly take hold upon the integration of the internet into daily life.


    If there are any flaws in the current fan environment, as he sees it, they are (as he mentions from Lessig) the proliferation of legislation produced to keep the interests of major character-licensing corporations happy, such as mega-giant Disney, which will be quite able to rest upon licenses of its property for decades to come, even if Disney kept producing creations that are barely profitable.


    Convergence culture heralds the digital age, for sure.  Displaying outright giddiness for the subject matter, and extravagant love for the legions of DIY Star Wars buffs and MMORPG fans which proliferate the internet.  These weekend warriors deal with the same kinds of copyright issues that I will, though they re-craft their sacred universes whereas my method is to sample.