A trip to the Infinite Library exhibition at the Colosseum, Rome

Every so often a happy coincidence will come the way of every lucky librarian.  Mine just happened to come last month, when, having booked a trip to Italy, I discovered that the Colosseum was hosting an exhibition on ancient libraries.  This double whammy of ‘relevant to my interests’ (ancient monuments + libraries) was enough to make me feel that somehow the clouds had temporarily parted on my life, and a mighty hand had pointed at me from the heavens, simultaneously declaring “Thou shalt have thy cake and eat it too.”

And so I managed to visit one of the new seven wonders of the world, and visit “The Infinite Library: Sites of Knowledge in the Ancient World” exhibition at the same time.

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“The Infinite Library”

What was fortuitous about the whole thing was that I only managed to catch the exhibition by the skin of my teeth, it having been opened in March and closed on 5th October (yesterday, as it happens).  Set in the magnificent and awe-inspiring Colosseum itself (on the 2nd floor), it was the perfect backdrop for an exhibition about ancient libraries, writing and knowledge.  Its title – “The Infinite Library” (an allusion to “The Library of Babel” by Jorge Luis Borges) – reminds us of the timelessness of the human quest to analyse, organise and disseminate knowledge.  We cannot say for sure when libraries truly began – but we can be certain that as soon as humanity began to analyse their surroundings, their world, and what they knew – they attempted to capture it and encapsulate it in some form (Rock paintings?  Cave art?).  By transporting us directly into the ancient world via a monumental and ruinous setting, the exhibition brought us that one step closer to a time that is far removed from our own, but that is, perhaps fundamentally as well as intellectually, closer than we might think.

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Rules of the library, ancient style.

For anyone interested in the history of the library, this exhibition (which was helpfully in both Italian and English) was a beautiful visual counterpart to the many books that have tackled this rich and vibrant subject (Libraries in the Ancient World, The Library at Night, Library: An Unquiet History and The Story of Libraries, to name but a few).  Its visual immediacy helped to put flesh on the bones of these texts, to bring the ancient and venerable into the periphery of our vision.  Through the exhibits the audience was able to see first hand what actually constituted a book or a document to the ancient Greeks and Romans.  Books themselves were a late addition to the ancestral lineage of instantiated documents, and “The Infinite Library” was careful to remind us of this fact.  For the ancients, texts were inscriptions, funerary epitaphs, stele, ostracon and scrolls – actual reconstructions of Roman library shelves served to highlight the physical differences between what we might term a library today.  Roman book shelves were similar yet strangely unalike – more like niches than shelves, scrolls were stacked inside them horizontally and one could imagine that they weren’t as easily retrievable from their housings as sliding a book out might be.

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Fragments of a catalogue of Greek and Roman authors.

Holding the exhibition in Rome was fitting in more than one aspect – the Roman world was in itself the birthplace of what we might recognise as the public library (public libraries existed before in ancient Greece, though were restricted to scholars and the literati).  Some of these first public libraries were originally part of the bath houses, which may perhaps seem strange to us these days – is a book and bathwater ever a good mixture?  But for the Romans, the baths served as the ancient equivalent of the early modern coffee houses – a place where the populous could congregate, gossip, and conduct their business affairs.  In this respect, the library was perfectly situated to serve the community.

But it was the similarities to our own libraries of today that gave the visitor cause to smile.  Ancient librarians, it appears, had the same concerns our modern libraries do.  Amongst the exhibits were included some ancient rules of the library, no doubt exhorting users to silence or threatening reprimands for stealing from the collection; and the human drive to organise was represented, for example, in fragments of a catalogue listing Greek and Roman authors.  In this way the exhibition served to bridge the gap between the then and the now, to draw a line of continuity between the past and the present, and to highlight the ways in which the lives of librarians and information professionals has, in the most basic and fundamental ways, remained the same.

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A 16th century herbal depicting mandrakes.

What made the exhibition exceptional, however, was its focus not only on the library, but also on the cultural milieu that informed the growth of the library and literacy in the Roman period.  For example, it provided a valuable insight into the how the Romans read and wrote.  On display were writing implements – styluses, ink pots, tablets, and other writing paraphernalia that we would find strange to look at.  There were also helpful instructions on how to read a scroll, which also brought to mind just how cumbersome and time-consuming holding, rolling and unrolling one really is, and definitely spelled out to me just how much we should appreciate the invention of the book (or codex, as it was in antiquity)!  Last but not least, “The Infinite Library” featured several beautiful frescos reminiscent of the famous ‘couple from Pompeii’, which depicted their subjects as both writers and readers, one of which showed a very lovely young lady reading what appeared to be a love letter.  These gorgeous works of art give us a striking picture of how (wealthy) Romans wanted themselves to be seen – as literate and erudite.  The fact that so many of these portraits exist is testament to just how highly literacy was prized in the ancient world.

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A Roman writing tablet. Wax would be poured into the niches to serve as a writing surface, and would be replaced whenever it had been used up.

It is a shame that the exhibition is now closed, although English-speaking visitors might have found it difficult to access unless they, like myself, were heading to Rome on holiday.  Nevertheless, I’d recommend a similar exhibition to anyone who’s interested in librarianship, particular ancient libraries and the history of documents.  It would be lovely if the British Library could host a similar exhibition, as, in many ways, “The Infinite Library” was not just the story of books or art or culture, but the story of who we are.

A PhD student at Loncon 3

This year was the 72nd World Science Fiction Convention, which took place at the ExCel Centre in London over five hectic and fun-filled days (#Loncon3).  I felt it my duty to go there, both as a fan and as a research student (field observations being a must, don’t you know?), and thanks to the most excellent Con or Bust initiative, I was able to get a free membership.  I managed to make two action-packed days (the Thursday and Saturday), which gave me much food for thought – that is, when I could actually sit down and get a moment to sit down and ponder.  What struck me most about my time at Loncon was the realisation that fans are not homogeneous – just like any microcosm of humanity, fans have different values, morals, points of view, creeds, colours, sexual orientations and political agendas.  And of course, fandoms.  There can be genuine moments where a fan is rambling on about something they are passionate about, whilst you’re there thinking “What on earth are they talking about?”, even if you consider yourself a fellow geek.  Or you might be the one sitting there, rabbiting on, whilst others are staring at you blankly.  Yeah, I got that a few times.  But it was fine, because it reminded me that too often in fan or media studies, there is a tendency to think of fans as one homogeneous whole that thinks the same.  This is not true, and, as I am finding out, it is therefore not true about the ways that fans (or fan communities) approach or engage in information behaviour.

I was at the con right from the start, as I was participating in a fan arts and crafts event in the afternoon (and was, for my sins, helping set up the Transformative Fanworks tent).  For an hour I sat at a table, demonstrating my limited artistic skills and showcasing my work.  Many fans sauntered past with minimal interest (Rogue & Gambit shippers are a fairly rare breed in the fan world, or so I’ve come to learn).  But I was surprised and pleased when two lovely girls from America came and chatted to me about my work and the Rogue & Gambit fandom, and showed an interest in following my Tumblr page.   There was an interesting conversation on copyrights and IP, wherein I explained that I don’t sell prints of my fanart on deviantART as I don’t own the rights to franchises I draw from.  They seemed surprised at this. “We buy that stuff all the time,” they said. “We can just get it from anywhere.  Does that mean we’re doing something illegal?”  Well, yeah, technically.  I tried to explain about the difference between selling fanart on the internet via a third party (they have to cover their proverbial backsides after all), and selling to friends or at a convention.  But young fans aren’t really interested in that stuff.  They want their fanworks, and they’ll get them whatever the means.  The internet has made ‘reapproriated’ works so readily available to fans that copyright is hardly an issue to youngsters who have grown up in an information free-for-all.  It does make one wonder whether notions of IP will slowly die out with the next generation.

Me drawing in the Loncon 3 fan activity tent.

Me drawing in the Loncon 3 fan activity tent.

On Saturday afternoon, Megan Waples and I held what was intended to be a redesign contest for sexist superheroine costumes.  Unfortunately this wasn’t in the programme  as we’d cooked it up too late for it to be sent to print, and so we abandoned the idea of a contest and left the design silhouettes out throughout the day for anyone to do.  After a slow start we managed to get quite a lot of interest and ended up with a lovely pile of redesigns!  In fact, the project got such a lot of positive feedback from participants that we figured we could scan in the whole lot and start a Tumblr blog on it; and not only that, but to open the blog to submissions so that anyone can create a redesign, and raise awareness about the issue.  This idea also achieved some interest from fans and hopefully will be implemented once the pictures are all scanned in.

Starfire comics costume (left); and costume design  from Loncon3.

Starfire comics costume (left); and costume design from Loncon3, by Megan Waples (right).

Saturday evening brought with it the chance to attend the Researching Fans: Fan Studies and Fan History academic panel, which was enlightening.  The panel focused many on the problems of studying fans – apart from issues arising from generalisation of fans and their heterogeneity, there were also very interesting discussions around the continued suspicion of fan-related studies in the academy, and the pitfalls inherent in studying fans as an acafan (academic fan).  Many fan scholars are still coming up against complete ignorance of fandom from their peers, and there is an assumption that acafans should ‘dress up’ their research in academic language in order to make it more accessible to the scholarly community.  There was also the question of whether fan research – a finished dissertation, article or thesis, for example – could be considered a fanwork in its own right; whether this implies a lack of rigour and distance from the subject; and whether that in any way lessens its importance as a piece of scholarly literature.

I left the panel with my head swimming – too many thoughts, too many things to digest.  Fan studies is essentially multi-disciplinary.  It touches so many parts of our lives, and we can look at it from the perspective of cultural studies, media studies, games studies, sociology and psychology, to name but a few disciplines.  This is an area of study that can impact so many people’s everyday lives; and vice versa.  In my research I am hoping to look at fans from an LIS perspective, and this is yet another aspect of fan life that has been ignored and which, I think – or at least, hope – is and will come even more to the fore in future years.

After the panel I was able to finally meet some lovely Fan Studies Network people, and over a few drinks we got some discussion in about fan information behaviour and the dubious joys of Tumblr tagging.  In fact, Tumblr managed to wheedle its way into several conversations over the time that I was at the con.  The more I think about it, the more Tumblr is the new place for fandom, as more and more fans young and old adopt it as a flexible place for showcasing a myriad of fanworks such as fanfiction, fanart, animation, videos, news, quotes and essays.  It is this flexibility of use and content that makes Tumblr such a godsend to fans.  You can write a collaborative fanfic and track its progress with amazing ease; you can reblog and share content with just a simple click; you can write whole essays or express your opinions just through the tags alone (and I’ve seen tags that are longer than the actual posted content!).   Whole projects can be realised in very little time.  And this goes for the negative as well as the positive.  Flame wars and ruckuses can evolve just as quickly as a full-blown artistic endeavours.

It will take me some time to digest everything I’ve learned at Loncon, but what I will definitely be taking away are some interesting approaches to researching fandom, as well as some fascinating thoughts about how tagging and folksonomies facilitate fandom; and last but not least, I’ll remember it for some great new friendships.

Woodrow Phoenix’s “She Lives” – a (fan) experience

On 23rd May 2014, during my second, unplanned visit to the Comics Unmasked exhibition at the British Library, I happened upon the very talented Mr Woodrow Phoenix getting ready to give a live presentation of his monster-sized work, She Lives.   I had no idea these ‘short’ talks were going on, so the whole thing was doubly serendipitous.  All the more so for the fact that what I was treated to was an amazingly tactile and visceral experience.

Being at the front helped.  It meant I was one of the few in the audience that had the distinct privilege of helping to turn the pages, to feel the handmade, embossed cover, to run my fingers over the smooth, shiny expanses of black ink and the knobbly ridges of corrector fluid.  All too often reading comics involves solely visual ingestion of the material – you pick up the comic, you open it, you look at it, read it – its pages are either smooth and glossy or matt and slightly rough – as a printed artefact it is uniformly homogeneous, a processed piece of finished product wherein the story of its production is, if you will, a closed book.  She Lives reminds us – like the illuminated manuscripts that preceded the printing press – that comic books have a double life: on the one hand, a life as a commodity; on the other, a life as a work of art.  It is all the more interesting that Phoenix does not plan to print the book – in an industry that is known (whether rightly or wrongly) to churn out the throw-away and the ephemeral, She Lives will remain a one-of-a-kind, a real work of art – an artefact that refuses to suffer from the losses of reproduction.

Excerpt from one of the repeated sequences of She Lives. Courtesy of woodrowphoenix.co.uk.

Excerpt from one of the repeated sequences of She Lives. Courtesy of woodrowphoenix.co.uk.

What is also apparent with She Lives is the vast amount of real blood, sweat and tears that went into its making.  It’s physical size is staggering (it’s just under a square metre, it’s width double that when opened).  When you consider that it was hand-bound, embossed, and went through at least 3 previous iterations (as dummy books), the work involved in its creation is all the more impressive.  Stitching together such a large book was a feat in itself (involving much self-puncturing with the needle); and none of the repetitive sequences (totalling about 60 individual panels in a single round) are mechanically reproduced.  All are hand-drawn.  Ink spillages (of which a few were substantial) were painstakingly whited out.  The physical processes involved in bookbinding and embossing demanded much research.  So too did the environments and acts of a 1940’s circus and its performers, which make up the setting of She Lives.

Seeing the comic in its display case is impressive in itself.  But having the chance to read it is something else.  There is no narrative text, no captions or speech bubbles – yet still there is a sense that it is read.  Phoenix’s talk-through focuses mainly on the making-of the piece, which does not interrupt the flow of that reading, but instead augments it with a sense of wonder that such an endeavour was possible at all.  The sheer size of it demands a more leisurely pace in the reading of it, and this affords the chance to appreciate the artistic details of the comic.  Turning the large, heavy pages makes the reading a tactile experience, a communing with a piece of art that made me wonder what it must have felt like for the kings, princes and nobles of yesteryear to leaf through their priceless manuscripts.

This act of reading was carefully crafted by Phoenix himself.  As a document, She Lives plays with concepts of reading a book or comic when there are no words to read.  The physical size and weightiness were intentional experiments in resolving this question, as Phoenix explains:

Because silent comics can paradoxically be very difficult for readers to engage with (many people interpret a silent panel as having no important story content) a comics creator must make readers understand that the pictures do not just support the captions and speech balloons but contain and deliver as much or more information in their own right.

Back in 2002, Marvel tried a silent comic campaign with their ‘Nuff Said event.  My enduring impression of the event was how confusing some sequences were – how you sometimes really had to think what on earth was going on.  She Lives doesn’t suffer from that.  There is an elegant flow to the panels and action, no doubt thanks to the meticulous thought, effort and time that went into its making (time that the Marvel guys probably didn’t have the luxury of).  Size and weight prove to be brilliant strategies in pacing the reader, in guiding their journey through the book. “In order to hold the reader’s attention,” Phoenix says, “and to direct their gaze, my strategy was to present them with a large surface and heavy paper that would  have the effect of slowing the reader down and making them stay on the page longer, to look more closely at what the page contains.” It was clear, from the reactions of those at the page-turning event, that the strategy also increased readers’ sense of immersion and wonder.

On a more personal level, what struck me about She Lives is that it is a fan work.  I’m aware that the term has derogatory connotations attached to it; words such as derivative and even intertextual, which have been applied to concepts of fan work, imply a somehow subordinate role to the original material that a fan work may be based on (Derecho, 2006).  The point is that She Lives proves that such works can be both original and of high quality.  Set in the late 1940’s, it takes up the story of the Bride of Frankenstein, giving one of those continuations of a closed off plot that fans so enjoy playing with (Bacon-Smith, 1992; Derecho, 2006; Jenkins, 2013 [1992]).  Everything about the comic – from the lavish attention to detail, to the sense of motion in its panels, to its visceral physicality – pays testament to the love Phoenix has for his subject matter, to his desire to explore beyond the boundaries the 1935 movie presents.

Still from The Bride of Frankenstein (1935). Courtesy of Wikimedia Commons.

Nevertheless, it is interesting that Phoenix himself does not see his piece as fan work, or even as a tribute.  “This story was inspired by the ending of Bride of Frankenstein, but I don’t think of it as a fan tribute,” he says in an email conversation with me. “It’s more like I’m using something that was discarded. The titular character only appears in the film for two minutes and she dies without speaking, having barely done anything… There’s nothing to her as a character apart from a fabulous visual design.” And, according to Phoenix, it was that visual design that prompted him to continue her story:

I would occasionally wonder about what could have happened with her had she lived. And then one day an image occurred to me of her sitting in the dark smoking a cigarette. I thought it might make a good short story: the bride of Frankenstein had survived the explosion but had no function, no purpose or place to be, and was living in a trailer or a motel somewhere in Glendale, California.

This thought led him to the backdrop of She Lives – to “the idea [of] a freak or outcast who hides amongst other freaks”.  The circus seemed to be a natural extension of that; and once the idea had started rolling, the Bride character was no longer strictly needed.  Nevertheless, Phoenix kept her as a sort of ‘anchor’ for the reader, not simply as a striking visual motif, but as an “extra resonance” to those who would recognise who she was.  To other viewers or fans of The Bride of Frankenstein, the story would be enriched, as the Bride brings with her a cultural and narrative baggage that adds a dimension to her character (and the story) that a non-viewer or non-fan might be bereft of.  Her presence is not necessary, but for those in the know it provides a powerful story in its own right.

Even though Phoenix doesn’t self-identify as a fan artist per se, She Lives encapsulates several of the aspects that drive fans to create – the closed or unfulfilled plot that is rich for further development; the attraction to a certain character; the persistence of an image, plot point, or character trait that demands further exploration (Derecho, 2006).

As a piece of art, She Lives is an immensely satisfying work, beautiful, tactile, absorbing.  As a comic, it is compelling, perfectly paced, painstakingly plotted, wonderful to look at.  As a fan work, it is one of the best examples, even if Woodrow Phoenix did not intend it to be so.  As a fan of the original film, one must certainly feel a thrill when such an iconic and beloved character reveals herself and demonstrates a continuing life beyond the four walls of the movie that once enmeshed her.

And that is what fan works are really all about – feeling a character, and bringing that character once more to life.

* Future She Lives page-turning events with artist Woodrow Phoenix take place on Tuesday 22nd July 2014 at 6pm, and Tuesday 12th August at 3pm, at the British Library’s Comics Unmasked exhibition.

References

  • Bacon-Smith, C. (1992).  Enterprising women : television fandom and the creation of popular myth.  Philadelphia : University of Pennsylvania Press.
  • Derecho, A. (2006). Archontic literature: a definition, a history, and several theories of fan fiction. In: Hellekson, K., & Busse, K., ed. 2006. Fan fiction and fan communities in the age of the internet.  Jefferson, North Carolina; London: McFarland.  Ch 1.
  • Jenkins, H. (2013), updated 20th anniversary ed. Textual poachers : television fans and participatory culture.  New York : Routledge.

Serious leisure in the digital world, July 9, 2014

On the 9th July 2014 I gave a small presentation at a City Informatics forum for LIS PhD students, entitled Serious leisure in the digital world: exploring the information behaviours of fan communities (which is the working title for my thesis).  The presentation gave a summary of research done so far in my first year: i.e. how we define fans, what do previous studies have to say about fans, has any work been done on their information behaviour, and how we work towards a conceptual model of fan information behaviour.

For those who were interested in hearing about the research but unable to attend the presentation, I’ve packaged the slides in two different formats for your convenience – PPT and PDF – which can be downloaded below.  There is some amusing video in there which can only be watched with the PPT file – make sure you have an internet connection when you open. 🙂

Presentation July 2014 (PDF)

Presentation July 2014 (Powerpoint)

I’d like to take the opportunity to thank my supervisor, Lyn Robinson, for her support, encouragement and advice in bringing together this talk, and in helping to get my research to the (almost) one year mark! 🙂

Read for Research Reading List

City University London Library has started Read for Research, a great new initiative where research students are able to order books pertinent to their research which will then be added to the library.  As a resource for others who are researching LIS-related fan studies and participatory cultures, or who are interested in doing so, I’ll be sharing my list of RFR books here, which will be updated as and when new books come in.  All these books are now available at the City University London Library at Northampton Square. 🙂

  • Bacon-Smith, C. (1992).  Enterprising women : television fandom and the creation of popular myth.  Philadelphia : University of Pennsylvania Press.
  • Barton, K. M., & Lampley, J. M., eds. (2014). Fan CULTure : essays on participatory fandom in the 21st century. Jefferson, North Carolina : McFarland & Company, Inc.
  • Black, R. W. (2008). Adolescents and online fan fiction.  New York ; Oxford : Peter Lang.
  • Delve, J., & Anderson, D., eds. (2014). Preserving complex digital objects. London: Facet.
  • Delwiche, A., & Henderson J. J. (2013). The participatory cultures handbook. New York ; Abingdon : Routledge.  NEW!
  • Devitt, A. J. (2008).  Writing Genres.  Carbondale : Southern Illinois University Press.
  • Duffett, M. (2013). Understanding fandom : an introduction to the study of media fan culture.  New York : Bloomsbury.
  • Duits, L., Zwaan, K., & Reijnders, S., eds. (2014).  The Ashgate research companion to fan cultures.  Farnham, Surrey: Ashgate.
  • El Morr, C., & Maret, P., eds. (2012).  Virtual community building and the information society : current and future directions. Hershey, Pa. : Information Science Reference.
  • Elkington, S., Jones, I. & Lawrence, L., eds. (2006).  Serious leisure : extensions and applications.  Eastbourne : Leisure Studies Association.
  • Fisher, K. E., Erdelez, S., & McKechnie, L. E. F., eds. (2005).  Theories of information behavior.  Medford, N.J. : Published for the American Society for Information Science and Technology by Information Today.
  • Harrington, C. L., & Bielby, D. D. (1995).  Soap fans : pursuing pleasure and making meaning in everyday life. Philadelphia, Pa. : Temple University Press.
  • Hellekson, K., & Busse, K., eds. (2014).  The fan fiction studies reader.  Iowa: University of Iowa Press.
  • Hills, M. (2002). Fan Cultures.  London : Routledge, Taylor & Francis Group.
  • Jamison, A. E. (2013). Fic : why fanfiction is taking over the world.  Dallas : Smart Pop.
  • Jenkins, H. (2013), updated 20th anniversary ed. Textual poachers : television fans and participatory culture.  New York : Routledge.
  • Jones, W., & Teevan, J., eds. (2007). Personal information management.  Seattle ; London : University of Washington Press.
  • Murray, J. H., (1998).  Hamlet on the holodeck : the future of narrative in cyberspace.  Cambridge, Mass. : MIT Press.
  • Pearce, C., & Artemesia, (2009). Communities of play: emergent cultures in multiplayer games and virtual worlds.  Cambridge, Mass. : MIT Press.
  • Pugh, S. (2004).  The democratic genre : fan fiction in a literary context.  Bridgend : Seren.
  • Ryan, M. (2001). Narrative as virtual reality : immersion and interactivity in literature and electronic media.  Baltimore, Md.; London: Johns Hopkins University Press.
  • Stein, L. E., & Busse, K. (2012). Sherlock and transmedia fandom : essays on the BBC series.  Jefferson, N.C. ; London : McFarland.
  • Zubernis, L. & Larsen, K. (2012). Fandom at the crossroads : celebration, shame and fan/producer relationships. Newcastle upon Tyne : Cambridge Scholars Publishing. NEW!

Excerpts from “The Drowned Man” Pre-show Talk, December 1st 2013: Meet the Directors

Last December I had the opportunity to attend a pre-show talk with the directors of Punchdrunk’s The Drowned Man.  During this talk I managed to ask a question about the participatory nature of the production, and there were some other interesting tidbits related to documentation that were drawn out during the Q&A.  I had been meaning to transcribe the event, but, as is always the way, RL (“real life”) got in the way, until I was directed to a full transcript already posted on Tumblr.

Below I have posted some excerpts from the talk that touch upon LIS matters specifically.  The questions asked are by myself and other audience members, and are put to Felix Barrett and Maxine Doyle, the director and director/choreographer respectively.  The session was moderated by academic and immersive specialist, Josephine Machon.  Please note that this post will contain spoilers for those who are sensitive about the show being spoiled for them.

Many thanks to Ami from At the gates guarded by horses for getting round to doing what I didn’t.  To read the full transcript, go here.

 


 

[I ask about the participatory aspects of the show, and how much the fan activity around The Drowned Man was planned from the outset].

“To ask about the audience, because they’re very much an actor or actors in itself, and the participation and the performance and the kind of agency that they have – I wanted to ask how much that was intended? Because also the audience is a participant away from the performance as well, I mean they carry on world-building, on Facebook and Tumblr and they really become attached to the characters, and I was wondering how much that’s caught your attention?”

Felix: We’re trying to empower the audience, we’re trying to give them control. The whole thing’s to make them active so it’s theirs. So it’s incredible, we’re overjoyed when we see the Tumblr thing and just the ideas and response that people have to the work. And it actually provokes us to think of more ways that we could infiltrate the real world and we can give back to people who – I think the grand plan is ‘how can you break out of walls? how can you free yourself from going to the theatre for three hours in one space?’ All of this stuff that’s happening is all part of a dialogue that’s going to lead to something new and exciting.

Then within the show…

Maxine: It’s what I was saying earlier, they fuel the dynamic of the narrative. So, in the show, when William and Wendy start having episodes then the audience which was invisible to them then become visible. They see ten, twenty, fifty, a hundred apparitions and they become their demons, so the reality of that dialogue is really present. And also it’s exciting seeing an audience flying down the corridor chasing a character. That sort of sense of commitment and desire to be part of that story and be part of that world is kind of weird but sort of wonderful at the same time.

Felix: It’s sort of like a modern-day Greek chorus. They’re judging, they’re the Furies, they’re watching over, they’re casting their vote. My favourite bits in the show are when they slip from being invisible, safe, protected behind their mask, and suddenly be exposed because a character has reached a state of frenzy whereby they’re suddenly – imagine I mean sometimes it feels like we’re having a conversation, the three of us. And then you realise there are eighty of you… And it’s empowering as well.

Josephine: So why do you choose the white mask as well as the black mask, is there any point to these? [Audience members wear white masks.  Ushers wear black masks].

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Maxine: Well the point of the characters, well they’re not characters, they’re our stewards and ushers, that wear the black masks, and they’re there for your safety and the safety and protection of the cast. They wear black masks and can just disappear really into a dark corner. And they’re just there so people feel secure, because I think when they’re – one of the things that makes this work really exciting and allows us to take risks is that we know it’s safe, we know that there’s order and structure and rigor in the chaos of it. And then the white masks, well they offer a very different function…

Felix: The white mask comes from back when I did the experiment with the Woyzeck text for my finals. We didn’t have the mask and we were in rehearsals and it really didn’t work because all you’re going to do is see other audience’s responses to the action. By the way I hate a theatre-in-the-round, because all you’re doing is having other audience inform your reading of the situation. And obviously then the performers have their status, because if you get a colourful character watching then suddenly who are you going to follow? So suddenly the idea of a mask and removing them from the picture and adding them to the scenography was a useful device. Initially it was a neutral mask, sort of plastic blasé style, you know a physical theatre-empowering device, which makes the body into any character you give it, because it completely removes any emotion from the face. That would be the dream mask – the problem is it’s not wearable. And over the first five years we had people sort of drenched in sweat –

Josephine: We still have some problems with that now…

Felix: Sorry about that… So they’ve gradually – the neutral mask is white because that’s what it was historically and it’s just a blank face, genderless and emotionless. And what we’ve done is just gradually bring out the bridge of the chin and the nose so that it’s wearable and the actual detail, it looks like bone structures, is actually to try and make it comfortable. So it’s actually not an aesthetic decision as much as to enable audience to forget they put it on.

[An audience member asks about the essentially ephemeral nature of the performance and whether it will ever be formally documented].

“Have you ever thought about the posterity of Punchdrunk’s work? About how in twenty-five years, when people talk about The Drowned Man, how can you explain to someone what it was and how it was done and what the script was? You’ve put it all together in such a fragmented way…”

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Felix: No we’re not really very good at documenting… As a company we always look forward rather than…. But there are so many projects we’ve done we don’t even have images from, which is a real shame. And so, no we haven’t thought of that at all. Although we do have a big chart on the wall upstairs in the green room which explains what scenes happen in the show, where people will be, but we’ve yet to come up with an articulate way to really put that on paper. We don’t have the visual data representation. You know I wish we had some sort of omnibus…

Maxine: In this show actually, we do have a script. We do have all of the dialogue, but that’s probably fifteen percent of the show. Most of the show is physical so that brings up the whole debate about how do you document choreography… So we’ve got an abundance of images and we have our planning notes, but we often talk about if we can make little films of all of these stories. And at least start the document process that way. Felix won’t let me do that.

Felix: Only because… We probably will do for this. If we can squeeze more time in the space, we will film more of it, but we always have the battle of do we try and film it, for posterity’s sake, or in doing some sort of low-res video recording does that undermine that which we’re aiming for, which is something that feels cinematic. And feels so richly textured. And sepia, and tungsten, and tactile in a way that video feels disposable. And I suppose I’m loathe to – well cheapen is the wrong word – undermine everyone’s hard work by putting it into that kind of box. And yeah, we don’t have the time to do that. If we had the money, we’d film it properly, but then it would be like why not just do a film?

[An audience member asks about the authentic set and its props, and where they’ll all end up… Important because the set itself incorporates innumerable documents, from books to letters, to vintage magazines, postcards and even parking permits…]

“So the set is absolutely incredible, and it’s one of the things that is most enjoyable, how immersive it is and how it engages every sense of your body. So two questions: What happens after the show? What happens to all of this, are you going to keep it, are you going to sell it or are you going to throw it away? And another question, like in a room like this, how do you arrive at the decisions of what gets put where? How do you select from the found objects and objects that are made, etc”

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Felix: You should definitely come to the talk with Livi here, she’s one of the brilliant brains behind the aesthetic, and will tell you everything about their process. But, for now… we collect props for five months, everything’s sourced. Up until this show, everything you see and touch is real. In New York we have an outdoor walled garden which is made of real brick, and the floor bends about four inches down from the weight of the tonnage.

But part of the reason why this had to be a film set is because we knew we were building from scratch and because the walls would be fake we were allowed to have a level of façade. So quite a lot of the detail here is actually plastic because it’s a film set and it’s allowed to be.

In terms of what we do with it afterwards, that’s a really good question. And I don’t know. We have a really big store down in the docklands, but it’s smaller than this building. There might be a sort of massive car boot sale? I’m getting the neons.

[So in other words, if any information professional wants to take on the truly daunting task of collecting, indexing, classifying and organising everything to do with The Drowned Man, they’ll need to get down to that boot sale with a hefty wad of cash…]

Notes: “What is a fan?”

My current musings are centred on what a fan actually is, and as with most things, there’s no right or wrong answer to this question; although for the sake of clarity I have to get some sort of definition sorted out before I take the plunge and actually start researching them in earnest.

Reading Hills (2013) has prompted me to note a short summary of how fans should be ‘divided’, if not strictly delineated as a single entity.  The general consensus seems to be that fans exist on a continuum.  Abercrombie and Longhurst (1998) have posited the following:

CONSUMER    FAN   CULTIST  ENTHUSIAST  PETTY PRODUCER

Fiske (1992) thought that fans engage in three categories of fan productivity (although he conceived them as being analytical tools rather than iron clad sub-divisions):

SEMIOTIC : ENUNCIATIVE : TEXTUAL

Abercrombie and Longhurst sought to differentiate consumers from fans according to Fiske’s model of fan productivity:

CONSUMERS  Enunciative productivity

FANS  Textual productivity

Hills finds this too simplistic, especially in an era where “digital fandom collapses semiotic and enunciative productivity into hybridized or generalized textual productivity” (p. 150).  It’s worth bearing in mind that Fiske’s original model of fan productivity was formulated in 1992 when the internet had yet to go mainstream.  Therefore ‘fan talk’ – largely verbal in Fiske’s day – has seen a radical shift from the verbal to digital, non-face-to-face platforms.  Verbal enunciative productivity, of course, has not ‘disappeared’; but Hills sees the digital as having, to a large extent, collapsed the semiotic and enunciative into a more generalized form of textual productivity.  Therefore, he surmises, it is time to seek a new paradigm to explain the concept of fan productivity as a whole.

Hills also criticises Jenkins’ theory of participatory culture for being too broad in an age where Web 2.0 has afforded participatory activities on a wide range of levels by a large swathe of users; coupled with which, participatory activities have had a “long history in political theory, human geography, sociology, and design” (Wyatt et al., 2013).  He draws on the work of Shafer (2011) to construct a bipartite model of participatory culture which is more relevant:

EXPLICIT: the production of cultural artefacts by social groups which constructs and is constructed by group identity

IMPLICIT: the production of content which is not necessarily in the context of fan-based community

This is supported Busse and Gray (2011) and Wyatt et al., who also see fannish activities as taking place on a continuum, and remind us that such activities are not always the works of creativity so valourised by Jenkins and others.  It is worth then, not merely distinguishing fans as being uniquely engaged in participatory cultures; nor to focus on those fans which engage in ‘traditional’ forms of textual production such as fanfiction and fanart, as textual production of all types (e.g. writing wikis, guides, reviews or even comments) are part of the digital landscape of both fan and non-fan communities alike.

REFERENCES

  • Abercrombie, N. and Longhurst, B., 1998. Audiences: a sociological theory of performance and imagination. London: SAGE Publications Ltd.
  • Busse, K., and Gray, J., 2011. Fan Cultures and Fan Communities. In: Nightingale, V., ed. 2011. The handbook of media audiences, [online], Ch. 21.  Available at: Wiley Online Library <doi: 10.1002/9781444340525.ch21> [Accessed 27 November 2013].
  • Fiske, J., 1992. The cultural economy of fandom. In: Lewis, L. A., ed. 1992. Adoring audience: fan culture and popular media. London: Routledge. Ch.2
  • Hills, M., 2013. Fiske’s ‘textual productivity’ and digital fandom: web 2.0 democratization versus fan distinction? Participations: Journal of Audience & Receptions Studies, [online]. Available at:<http://www.participations.org/Volume%2010/Issue%201/9%20Hills%2010.1.pdf> [Accessed 13 November 2013].
  • Schäfer, M. T. , 2011. Bastard Culture! How User Participation Transforms Cultural Production, [e-book] Amsterdam: Amsterdam University Press. Available at:<http://mtschaefer.net/media/uploads/docs/Schaefer_Bastard-Culture_2011.pdf> [Accessed 6 February 2014].
  • Wyatt, S., et al., 2013. Participatory Knowledge Production 2.0: Critical Views and Experiences.  Information, Communication & Society, [e-journal], 16 (2). Available at: Taylor Francis Online <http://dx.doi.org/10.1080/1369118X.2012.746382> [Accessed 13 November 2013].

My British Library Doctoral Open Day for Digital Research Experience

I am ashamed to say that Christmas and New Year’s was a very fallow period for me as far as reading and research went.  Luckily, my lovely family and friends bought me a whole slew of fan studies/information science related books (plus a book on Dewey, the Library Cat) with which to expand (or confuse) my mind in the coming weeks.  I will now have to force myself to go against the grain and not be the voracious reader, which is my general inclination.  I must learn to skim read properly now, otherwise I may well have a nervous breakdown.

Anyhow, in order to alleviate any feelings of guilt that may have welled up in me during my study-free holiday period, I attended the doctoral open day for digital research at the British Library, which proved to be enlightening on more than one level.

As soon as I arrived I was able to speak to some very interesting fellow researchers and academics who were happy to share hints, tips and experiences with me.  They always tell you networking is a huge part of doing your doctoral research, but honestly… I have never exchanged so many Twitter follows in one day as I did today.  It is amazing how much in common you can find with other students who are researching completely disparate fields from your own, and one another.  I really learned to keep my ears to the ground and my mind open.  You never know what you might find out that’s of potential use.  Serendipity is a great finding aid.

Of course the purpose of the day was to concentrate on digital research, and this involved some excellent talks and some group exercises that encouraged us to get into groups and come up with a project plan  based on some digital sources and tools.  The plan had to be formulated in 30 minutes and presented in two.  What was amazing was how quickly our group was able to pool our resources and skills in order to come up with a research project that all of us were interested in actually looking into.

It was also rewarding in that I finally got a straight answer as to what Digital Humanities actually is (via King’s Andrew Prescott).  To paraphrase him: “The digital humanities is concerned with the use of computing tools in the humanities and the arts.  It is the sociology of knowledge.  It is cross-disciplinary.  It is the way we use computers in the humanities and the arts.”

Some other impressions I got of DH:

  • It has fuzzy edges.  For example, it has embraced social media and videogaming into its midst, even though these are not traditionally humanities or arts subjects: DH is trans-disciplinary.
  • It integrates technology and theory; computers and people.
  • It incorporates all types of media.
  • It makes use of both traditional art and data visualisation.

I may be wrong about all this (which wouldn’t surprise me, considering the fact that I read the entirety of Introduction to Digital Humanities and still had a very nebulous idea of what it was).  But I feel I actually have a handle on what it is now.  This is a very good thing as my research question just happens to be cross-disciplinary and therefore DH should be quite pertinent to my studies.  Fan cultural artefacts are, after all, analogue as well as digital objects, although they are increasingly more digital than they were in the days of fanzines and newsletters.  For example – many pieces of fan art start life as a paper sketch; many born-digital fanfictions are printed out in an analogue form so that readers may have a physical copy.  Fan practices such as ‘gifting’ (creating fan-related works to give to other fans or friends) often involves the exchanging of physical objects.  Lastly, fandoms themselves are ‘multi-disciplinary’, covering everything from comics to cult TV to videogames and manifesting themselves both online (e.g. on social media) and offline (e.g. fan conventions).  Taken in this light, DH seems to be a good fit.

British Library Labs aims to aid scholars in their digital research by opening up their digital archives for exploration and investigation.  This includes audio and visual data, and I am quite interested to see whether fan works are a part of those digital collections, and whether the history of fan information behaviours can begin to be mapped.

New article on fan comics and the everyday

Hi folks,

I’d like to draw your attention to an article I wrote that was recently published as part of the Multimodality of Comics in Everyday Life cluster on the Media Commons site.  The piece is called Fan Comics: Comics as Fan Sense-Making in the Everyday, and talks about how fans draw upon the everyday to create context for the comics they draw; and about how they create comics to make sense of their everyday experiences as a fan.

Special thanks goes to Jeanne and LevyRasputin for talking to me about their work, and kindly letting me reproduce their wonderful artwork.

And please do take the time to read some of the most excellent articles by my fellow scholars on comics and the everyday. 🙂

User-generated representations and sense-making in fandom

Last Friday I happened to go to two very interesting talks hosted at City University London, one led by Simon Attfield, and the other by Blaise Cronin.  The latter was a walk through library and information science research and meta-research, given with the usual charismatic flair of the speaker.  The latter was a talk about how we make sense of material via user-generated representations, which I’m going to talk about here because much of it feeds into my research into fans and their information behaviour.

When presented with raw data, people choose to implement different strategies in order to make sense of what they are seeing/reading/witnessing etc.  They have to break down that raw data and arrange it in some ordered, coherent way that aids in transforming what is implicit into something explicit.  This is called schematising, and may take the form of diagrams, flowcharts, formulas, or narratives.  Attfield et al.’s studies showed that narrative was one of the more successful forms of user-generated representation when it came to making sense of a problem and the events related to it.  For example, witnesses to a crime were able to use narrative to better comprehend and cohere their thoughts and memories, even if their narrative did not follow any particular chronological order.  Witnesses would fill gaps in knowledge through narrative-making devices using what might be assumed to be their prior experience or understanding of the facts.  Whilst perhaps not strictly accurate, these sense-making strategies were successful because they were engaging and could explain investigatory activities more efficiently.  In other words, the more complex the sense-making process, the easier it is to elucidate our own cognitive processes.

This interests me because narrative structures are a significant proportion of fan sense-making activities.  Yes, I’m thinking of fanfiction in particular, but that isn’t the only form of narrative fans engage in.  There are also fan comics, poetry and essays, for example.  Chapter 5 of Henry Jenkins’ seminal Textual Poachers (2012; 1992) focuses on fanfiction and lists ten ways in which fan writers rework, remediate and renegotiate the source text.  It is striking just how many of these ways have to do with making sense of the inconsistencies in that text.

Producers of media narratives often do not have the same vested interest in a product and its characters that the fans do.  The entertainment industry is ratings-driven and therefore it is prone to tweaking characterisations, leaving plot threads untied, or cancelling a product before its narrative arc has been resolved.  Examples of this might be The Legacy of Kain series in videogames, Firefly in TV shows, and numerous comic titles that never found a readership.  This can leave many fans, who felt they had a personal stake in the characters and their development, or indeed, in the universe or narrative itself, feeling frustrated and let-down.  In some cases they may be left with many disparate fragments of a story or a character, that defy an easy or common-sense solution.  In other cases the producers will develop a narrative or a character in a way that some fans feel to be OOC (out of character), or outside the logic of the metatextual narrative (that is, the fan’s textual comprehension of the narrative as a whole entity).  In all these cases, fans may feel impelled to explore these shortcomings and fill in the gaps in their knowledge.  As Jenkins, referencing Star Trek: The Next Generation, opines:

[Fans pool] the information explicitly given about the character on the aired episodes… to offer a succession of speculations designed to account for a perplexing gap in the narrative information. (pp. 101-102)

and:

Just as other fan extrapolations override gaps in the narrative information, these speculations focus on kernels of excess information, background details tossed into ongoing stories.  Repeated viewings have placed increased attention on these narrative gaps and kernels, requiring fuller integration into the fans’ metatextual comprehension of the narrative world and character relationships. (p. 103)

In other words, the fan attempts to make sense of what they are presented with.  A series of television programmes, movies, books, comics, etc., can present a far more complex world, set of personalities or circumstances than we might encounter in our everyday sense-making activities.  For example, the Marvel Universe, its chronology and its hundreds of characters presents an entire world with its own internal logic, one that is often broken when a writer who has not done their research properly gets something wrong or develops a character in a way that ‘goes against the grain’.  Sometimes this may lead to a formal retcon by a later writer; mostly, fans – for whom these kinds of misrepresentations are important – struggle to fit them into the metatextual narrative they have of the Marvel Universe.  Mentally negotiating decades’ worth of a favoured character’s existence can be as challenging (if not more so) for the fan as arranging a witness statement of, say, a traffic violation or a criminal offence.

It is my contention that fanfiction is just one of the many sense-making tools that fans use to gain a better purchase on a complex body of information, or to reclaim a complex body of perceived conflicting information.  As Attfield et al. found in their studies, narrative structures better aid in the cohesion and exploration of complicated information ecologies, and, where there are gaps in knowledge, people draw on life experience to fill these in.  Considering this, it is perhaps natural that fans should choose to navigate their way through the metatextual narrative of fandom via narrative itself.  Indeed, fans seem to find this creative, expressive kind of documentary practice uniquely satisfying, engaging and rewarding.  Whether it is successful in terms of sense-making would make a fascinating area of further research.