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Apr 13, 2010

What is public space online?
Posted by: Matthew Johnson

New York's Gramercy Park is a curious institution: two acres of fenced-in greenspace that is accessible only to those who own the houses surrounding the park. (Non-residents must either stay at the Gramercy Park Hotel or join the Players Club or National Arts Club if they want to visit, and each of these institutions has a limited number of park keys.) Private parks like it are the exception, of course, not the rule: since the days of Frederick Law Olmsted, who campaigned for and designed city parks across North America (Central Park, in New York, and Montreal's Mount Royal Park among them) we have come to expect most of our recreational spaces to be public. Cities and neighbourhoods are routinely rated on both the quantity and quality of their parks, and any suggestion that these services should be cut back always receives violent reactions from taxpayers; playgrounds, too, are public by default.

The near-universality of public parks and playgrounds in our physical spaces makes it all the more striking that the online world contains almost no spaces that are genuinely public. Instead, it is made up almost entirely of spaces that are either overtly or covertly commercial. The latter of these we might term “pseudo-public” spaces, where there is a disconnect between users' perceptions of them as public and their actual private nature.

Before continuing, it would be good to make a clear definition of what is meant by the term public space. To begin with, we might say that a public space is a public service: it does not have to justify its existence by any means other than providing citizens with a place to be. Its status as a public service means that its continued existence is guaranteed: if you move into a neighbourhood with parks and playgrounds, you can expect that they will not be paved over. (The notion of a public service blurs somewhat when we look at services that are considered essential but may be provided by private entities, such as power or telephone service; in these cases, while the government is not providing the service, it does guarantee through regulation that the service will not be discontinued.) Another essential element of public spaces is that they are by default accessible to all: their use is a right that can only be taken away due to misbehaviour, not a privilege that must be bought or earned, and using them involves no special contractual obligations. This also means that people using public spaces do not have to give up any of their other rights, most notably freedom of expression. Finally, it is worth pointing out that public spaces are, by definition, public and not private, and therefore normally free of advertising or other commercial content.

With this definition in hand we can see that few of the online spaces perceived by their users as public are anything of the sort. Perhaps the best example would be Facebook, a site which bills itself as a community and is generally treated as such by its users. It's not hard to see why: it is free to use, and like its competitors it very much feels like “my space” -- users can customize their profiles, organize their own groups and communities and select or even create their own apps (third-party programs that do a variety of things such as games, quizzes and so on.) Facebook has become a focus for civic participation, and users frequently behave as though it were itself a democracy (such as when changes to the Terms of Service were protested in 2009.)

Despite its appearance, though, Facebook is in no way a public space. To begin with, it is owned by a corporation, that is not government regulated, and while there is no direct fee for participating, users pay through being exposed to ads (in the same way that we pay for television.) Moreover, its continued existence is not guaranteed: aside from its contracts with advertisers, there is nothing preventing Facebook from going permanently offline tomorrow. Similarly, to participate in Facebook one must agree to its Terms of Service, which involve giving up rights to privacy, intellectual property, and freedom of expression – and which allow Facebook to terminate a user's account at any time for essentially any reason. (Those terms are also subject to being unilaterally changed by Facebook.) Finally, its dependence on advertising for revenue means that when conflicts arise advertisers will always win out


When viewed through this lens, it becomes clear that nearly everything online that looks like a public space, from Facebook to Hotmail to Google to YouTube, does not meet any reasonable definition of the term. (Perhaps the only exceptions are those sites operated by public broadcasters, such as the CBC or PBS, and donation-funded non-profit organizations such as Wikipedia.) Children's online spaces are, if anything, even less public. MNet's 2005 survey Young Canadians In A Wired World found that the vast majority of sites popular among youth were heavily commercialized, and in the years since that survey was released advertisers have become even more skilful at integrating commercial content into kids' online experiences; for instance, the virtual worlds BarbieGirls and Nicktropolis include brand-related references in the pre-programmed phrases available in their “safe chat” mechanisms.

Considering how attached we are to our offline public spaces, how is it that the absence of public space online has received so little attention? One reason is no doubt due to the ad hoc nature of the Internet: there are no zoning restrictions, not city plans, no directly elected authorities to whom we might appeal. As well, the Internet -- at least once it spread beyond the halls of academe -- has always been commercial: unlike the European and American traditions of a village commons or town square, there is no history of genuinely free space on the Internet. Likely the most significant reason, though, is that so much of the Internet seems free. As noted above, there are few online services for which one pays directly anymore; instead, we pay largely without knowing it, with our attention and our personal data as the currency. Facebook, again, is a good example of what we might call a “commercial commons”: though it is a for-profit enterprise it goes to great lengths to seem like a public space. Google, too, feels like a public service, if not a public space, but it too is beholden to a variety of commercial interests; so too are webmail services such as Hotmail and Gmail.

We get the Internet we deserve, of course, and it's reasonable to say that if no genuinely public equivalents to these sites exist it's because we don't really want them to -- after all, we have a choice to agree to their Terms of Service, which define a space that is unambiguously private.  But the fact that these sites create such a successful illusion of being public spaces or services means that people are all that much more likely to be unaware of the implications of their commercial nature. People rightly object if Canada Post changes the services it offers (as when they made the move to “super-boxes” in rural communities), but they may not be aware that Microsoft is under no obligation to continue providing “free” webmail access through Hotmail.

More importantly, we have to face the fact that not everyone who uses these services is an adult. Facebook allows users to agree to its Terms of Service at thirteen -- five years before someone can legally agree to a contract, in most countries -- and that policy is little-enforced:  a quarter of youth under twelve in the UK have social networking profiles. Moreover, many sites aimed explicitly at children, from Neopets to Club Penguin, make similar efforts to create a sense of being public spaces and communities. If Gramercy Park had been the model for our municipal parks -- if we had to pay to let our children use them, whether directly in money, indirectly through advertising or data collection, or a mixture of both -- would we stand for it? Or would we demand that our governments provide true public spaces where all our children could play?

 

Further reading

To explore these issues further, you can take a look at our sister site Be Web Aware for more information on:

Social networking sites

Virtual worlds

Online advertising

For information on how to talk to youth about public space issues, check out the recent book Watch This Space (to which I contributed)

 
Dec 11, 2009

Little Princesses
Posted by: Matthew Johnson

It's a question that most parents of young daughters face: "Has she hit the 'princess phase' yet?" Not all parents are upset by this, of course: many happily buy their girls princess costumes, toys and accessories ranging from shoes to purses, all in pink. Some, though, despair of the powerful gender stereotyping this delivers to young girls and each new piece of princess gear can be a source of conflict.

The source of much of this princess culture is Disney, of course, and this winter the studio is extending its reach by introducing its first African-American princess, Tiana, in the animated film The Princess and The Frog. Princesses are big business for Disney: since 2000, when the company began to tie together all the merchandising for any of its characters who might conceivably be called "princesses," the line has become one of the company's biggest earners. Disney's Andy Mooney, who spearheaded the creation of the princess line, told the New York Times  that he got the idea from seeing girls at Disney on Ice shows who were dressed in non-Disney princess costumes, but there's no doubt that in the years since the company has pushed the line into almost every imaginable aspect of a child's life, from beddings to Band-Aids to lip balm. Not surprisingly, the marketing of Princess Tiana began well in advance of the movie's December 11 premiere: more than 45,000 dolls based on the character had already been sold by mid-November, while actors portraying her were already performing in "Tiana's Showboat Jubilee" at Disneyland and Disney World. 

The creation of Princess Tiana would seem to be an attempt to expand into the one market as yet untouched by princesses: African-Amerian girls. The official list of Disney princesses includes, along with born princess Snow White and married-to-royalty Cinderella, two entirely non-royal characters, Mulan and Pocahontas, who are Chinese and Native respectively. The last two characters, though, rarely appear on merchandise -- less, perhaps, due to their ethnic origin than the fact that neither fits well with the "princess aesthetic": in their movies Pocahontas appears in tolerably realistic (if somewhat revealing) Native garb and Mulan actively rejects feminine attire in order to masquerade as a male soldier. Tiana, though, is carefully crafted to fit the princess mould, with an hourglass figure, many glamorous dresses, and even a tiara. Of course, she spends much of the movie in the shape of a frog, but that's not the image that will adorn lunchboxes everywhere. If the movie is at all successful, an entire new population of young girls will soon have caught princess fever.

Is this necessarily a bad thing, though? After all, princesses -- whether born to royalty at the beginning of a story or married into it by the end -- have been fairy-tale protagonists for hundreds of years; the characters of Cinderella and Snow White long predate their Disney incarnations. The appeal of princesses is not hard to see: the unearned wealth and privilege of being a princess makes it a close parallel to classic boys' fantasies of being demigods or orphans rocketed at birth from a distant planet. Where the male and female versions diverge is that where the boys imagine gaining powers and abilities from their special status, being a princess instead brings girls wealth, beauty and romance. It's not surprising, then, that many parents are concerned about just what gender roles their daughters are being trained to play.

Graphic by Jeff Brunner

 

 

 

 

 

 

 

 

 

One common feature of the many articles on this phenomenon is that young girls resist any criticism or alteration of their princesses. In the New York Times article cited above, the writer's daughter asks repeatedly if her mother likes her princess heroines; in her article in The Los Angeles Times  Rosa Brooks fails to convince her daughters that princesses are more likely to end up at a guillotine than a fairy-tale wedding; and Tracee Sioux, who writes a blog titled The Girl Revolution, describes her unsuccessful efforts to steer her daughter away from princesses. Nor can girls be easily swayed by stories that try to subvert the classic princess: "Frogs and snails and feminist tales: Preschool children and gender," a 1989 study by Bronwyn Davies, found that both boys and girls often rejected stories that tried to alter the traditional gender roles found in fairy tales.

Is it really gender roles that children are so attached to, though, or is it the fairy-tale narratives on which they are experts? A recent article by Karen Wohlwend, "Damsels in Discourse: Girls Consuming and Producing Identity Texts Through Disney Princess Play,"  finds that while children engaging in "media play" with princess characters feel a strong loyalty to the original narratives, they are not averse to changing things like the gender of secondary characters (turning Prince Charming into a princess, for instance) or making the protagonist more active, especially if that means giving themselves a larger and more entertaining role to play. (One of the girls in Wohlwend's study finds a way to involve a comatose Sleeping Beauty in a swordfight.)

The children in Wohlwend's study, though, are kindergarteners; though they might have been exposed to quite a lot of princess-related media by this age, they’re still in the early stages of forming gender identities. As girls get older, the worrying aspects of princess culture -- the passivity, consumerism, and so on -- may become more and more confining. As Lyn Mikel Brown, co-author of Packaging Girlhood  writes, the issue is not princess play but the sheer dominance of princess culture: “When one thing is so dominant, then it’s no longer a choice: it’s a mandate, cannibalizing all other forms of play. There’s the illusion of more choices out there for girls, but if you look around, you’ll see their choices are steadily narrowing.” Her co-author, Sharon Lamb, points out as well that the road travelled by princesses is a narrow one, leading to the hypersexualized roles now being sold to ‘tween and teen girls: "There’s a trap at the end of that rainbow, because the natural progression from pale, innocent pink is not to other colors. It’s to hot, sexy pink -- exactly the kind of sexualization parents are trying to avoid.”

How should parents deal with the arrival of the "princess phase"? One option is simply to say “no” -- something parents should never be afraid to do. But an outright ban may backfire by making all things princess even more desirable. What may be more effective is to make sure that girls (and boys) are also exposed to more positive female role models. There are many children's books with strong female characters; kids' movies with good female leads can be harder to find, but the anime produced by Studio Ghibli -- such as Kiki's Delivery Service and My Neighbor Totoro -- is a good place to start.

Most important is that parents engage with their children's media and be ready to discuss the images and events they see. Don't be confrontational, but ask questions: do you think you can really make an angry person nice like Belle does to the Beast? Is it worth it to give up your voice, and your family, for a boy the way Ariel does? If Mulan spends most of her movie dressed as a boy, why is she in girls' clothes on the merchandising? There may be no escaping the "princess phase," but teaching kids to view media critically can help make sure your princess doesn't grow up expecting a handsome prince -- or a fairy godmother -- to solve all her problems.

MNet Resources

Teachers can address the presence of gender stereotypes in fairy tales and other children's media through the less Once Upon a Time (for Grades 2 to 6).
 
Media Stereotyping: Media Portrayals of Girls and Women looks at the ways that mass media can stereotype girls and women; the effects this can have on girls' body image, self-esteem and views of gender roles; and provides tips for kids and parents on resisting stereotypes and working for change.

Marketing and Consumerism: Special Issues for Tweens and Teens  talks about how young girls and boys are sold rigid gender identities by consumer culture.

Some concerns have been raised about the portrayal of race in the movie The Princess and the Frog. To help kids deal with racial and ethnic stereotypes, consult Media Portrayals of Ethnic and Visible Minorities .

 
Oct 01, 2009

Press Play
Posted by: Matthew Johnson

On Saturday, September 26, 2009, the US network Nickelodeon did something unusual: it switched itself off. This was in observance of the "Worldwide Day of Play," an event Nickelodeon inaugurated in 2004. The network -- along with its sister channels Noggin, the N, and Nicktoons, and their associated Web sites -- went dark for three hours to encourage its young viewers to "ride a bike, do a dance, kick a ball, skate a board, jump a rope, swing a swing, climb a wall, run a race, do ANYTHING that gets you up and playing!"

While this is certainly a laudable sentiment, it's interesting to take a look at the list of things that kids are told not to do during that time, which includes "read a book," "watch television or movies," "surf the web" and "play video games." This suggests that the Day of Play is somewhat akin to Turnoff Week in its attitude towards media (and, indeed, the Day of Play occurred on the last day of the 2009 Turnoff Week) -- that anything media-related is, by definition, not play, even playing video games. Other efforts to bring back "traditional" play, such as those described in these New York Times articles,  also focus heavily on physical, typically competitive games such as stickball, ringalevio and jump rope.

It’s easy and fairly natural to make this distinction: consuming media has always been seen as a passive activity, in contrast to physical play -- consider the traditional contrast between the "bookworm," or the violin-carrying child off to his music lesson, with the "all-round boy" engaged in physical play. But are play and media really incompatible? For that matter, what exactly is play?

What is play?

This turns out to be one of those questions that is much more complicated than it looks. As children, we are certainly aware of a distinction between those things we do that are "play" and those that are not, but it's difficult to broaden this into a true definition. There is no agreement, for that matter, on why we play: while some varieties of play make evolutionary sense, such as the "rehearsal" play we share with other animals (cats, for example), other kinds of play are harder to justify from an evolutionary standpoint. (A good summary of the leading theories of play can be found here.) Among the few qualities of play that are universally acknowledged are that participants in play share an acknowledgement that they are playing, that play involves activities removed from their normal context, and that play only happens in leisure; in situations of significant stress, such as hunger or other kinds of deprivation, play disappears.

The National Institute of Play  has identified seven types of play, these being:
attunement play (behaviours that build a connection between the player and another person or group)

  • body play (motions and activities with no purpose other than to take pleasure in them)
  • object play (taking pleasure in the manipulation and observation of objects)
  • social play (playing with social roles and hierarchies)
  • imaginative and pretend play, storytelling play (distinct from the former because it requires narrative)
  • transformative-integrative play (play with ideas, exploring concepts and possibilities.)

The NIP makes the point that adults take part in these activities as much as children: a baseball fan doing "the wave" is engaged in attunement play as much as a baby playing "peekaboo." As well, it should be noted that there is not necessarily a hard and fast line between "play" and "work". Artists, for instance, engage in a sort of "professional play" (and we disdain art that is lacking that feeling of play, calling it "by the numbers" or "hackwork"), while Einstein, as the NIP's Web site points out, was engaged in transformative-integrative play when he performed the famous thought experiments, such as imagining himself riding a beam of light, that led to his theories of relativity.

It's clear, though, that the Day of Play is specifically about physical play. While the decline of outdoor play and the increase in childhood obesity are certainly matters of concern, some experts feel that we've suffered more from a loss of imaginative play. Laura Berk, an Executive Function Researcher at Illinois University, told National Public radio that children have less ability to regulate their behaviour than in the past because they engage in less make-believe play, which requires what's called "private speech": "If we compare preschoolers' activities and the amount of private speech that occurs across them, we find that this self-regulating language is highest during make-believe play. And this type of self-regulating language… has been shown in many studies to be predictive of executive functions." (Indeed, one study summarized here found that sustained imaginative play was one of the only reliable ways of improving children's self-control.) One widely-cited study compared the ability of children in 2001 to stand still with children in the late 1940s, and found that the earlier group was two years ahead (so that a seven-year-old in the 2001 experiment showed the same level of self-control as a five-year-old in the earlier study.)

Media play

Why are kids engaging in less imaginative play? The easy answer is to blame it on the media: children spend more time as passive consumers of movies, TV, video games, YouTube videos and so on, leaving them with no room for imagination. But children in the 1940s consumed plenty of media such as movies, radio and comic books. The screenwriter William Goldman has written of spending entire Saturdays at the movies, by no means an unusual experience, and in many houses the radio was turned on as soon as the children got home from school, broadcasting adventure serials and comedies just as TV does today. This media diet was not absent from children's play, nor did it detract from it: Brian Doyle, whose novel Angel Square is based in part on his own childhood experiences, depicts his heroes re-enacting and elaborating on the stories they saw and heard in the movies and radio. In my own childhood the media certainly played a large role in our imaginative play, but not a limiting one: our Star Wars figures journeyed to places Luke Skywalker never saw and George Lucas never imagined, and our Smurfs were as likely to have adventures drawn from Tolkien or Dungeons and Dragons as from their own comics.

Children have probably always based their play on the media they consumed; where else would classic schoolyard games like "Cops and Robbers" have come from? Certainly children weren't watching policemen chase criminals on their own streets -- but they were watching, hearing, and reading about those stories, directly or second-hand, through the various media of their times. Media play can be seen as a declaration of ownership, of independence, taking the branded entertainments we are sold and warping them into the stories we want to tell.

What's changed is not the role of the media alone but also the decline of unstructured play time, which provides an opportunity for this kind of media appropriation. Two main factors are responsible for this: first, a growing fear over the last thirty years or so that children cannot be safely left to play unsupervised, and a cultural pressure to have children engage in "worthwhile" or "educational" activities rather than unstructured play. (The media is responsible, at least in part, for both of these: the former due to unrealistic depictions of crime, and the latter due to bad science reporting and the relentless advertising of supposedly educational games, videos, and so on, nearly all of which have been shown to have no developmental value -- a toddler gets as much benefit out of wearing a Baby Einstein video as a hat as he does from watching it.) As well, changing patterns in employment -- both an increased number of women working outside the home and longer average work hours for both sexes -- have led to a perception that parents have less time to spend with their children (though in fact Statistics Canada reports the amount of time spent with children is actually on the increase), which may cause parents to enrol their children in organized activities that are seen as being "worth more" than unstructured play.

Play school

What's particularly unfortunate about the decline of unstructured, imaginative play is that it fosters skills that are more important than ever before, and not just the self-control Berk refers to -- though that is surely of importance at a time when our words can be instantly transmitted around the world and may haunt us forever online. In fact, Project New Media Literacies identifies Play as the first of their "Core Media Literacy Skills," defining it as "the capacity to experiment with one’s surroundings as a form of problem solving." Simulation is another, and simulation forms the heart of imaginative play. As children "try on" roles and identities in games as basic as "House"; their understanding of these roles is drawn as much from media as from life -- as is ours.  Appropriation, defined as "the ability to meaningfully sample and remix media content," is explicitly tied to media play: without knowing it, this is what children have been doing for years when they have Barbie marry G.I. Joe or Superman fight Popeye. Another of these new media literacies, Collective Intelligence -- defined as "the ability to pool knowledge and compare notes with others towards a common goal" -- has more in common with imaginative play than it does with more structured activities. In a sport, after all, or other organized or "educational" play, the rules and conventions are already set; there is none of the collaboration and negotiation that's involved in imaginative play, whether or not it's media-related ("We're playing Star Wars, but Jeff and Max both want to play Han Solo." "Well, maybe Han has a long-lost brother…'")

Play day

Of course, Nickelodeon should be praised for encouraging kids to engage in active play (though a cynical soul might note that they typically follow their three-hour "blackout" with marathons of their most popular shows, which adds up to a rather mixed message.) But it's important to get past the simple equation of play with exercise and recognize the value of play for what it is: unstructured time in which we can, if we choose, defy Nickelodeon's commandments and "take a nap," "read a book" or "twiddle your thumbs." So, too, must we abandon the notion that free play is wasted time, that it's only useful if children learn something. Children at play certainly are learning things, but they are doing so in ways that cannot be planned or designed.

Exercises for teachers

  • How can we incorporate elements of imaginative play into our classes? What are the key elements (creativity, choice, open-endedness, etc.)?
  • Discuss ways in which different media can stimulate types of play.
  • Think of ways you can encourage students to appropriate and play creatively with the media products they consume. For example, you might ask students to act out a story where an unlikable media character becomes the hero, or where a character defies his/her stereotyped depiction.
  • Take an exercise or assignment and convert it into a play-based activity. What has to be changed? How much of the instructional content has to be sacrificed?
  • Try to think of a few opportunities for students to just "play" with your class content. Think about applying this to different subjects. Do some lend themselves more naturally to play? Why?
  • Think of ways to incorporate extended imaginative play into your classroom. Encourage your students to stay in the roles they've chosen as long as possible and interact with each other according to those roles. Don't forget the "pre-play" period where you and the students negotiate roles and rules: if students are role-playing numbers or elements, for instance, talk about what those roles will mean, both to the individual student and in relation to one another (for instance, larger numbers might boss smaller numbers around, positive ions might be cheerful and optimistic and look to pair with gloomy negatives, and so on.)
  • What are the limitations of play in a classroom setting? When should play activities not be used, and why?


 
Jul 20, 2009

Toy Story
Posted by: Matthew Johnson

Last year in this space we wrote about how summer movies serve as advertisements for various kinds of merchandising. The success of 2007's Transformers and its sequel this summer point to a different but similar trend: making movies that are actually about the toys companies sell.

Transformers 2 has had the second-largest opening weekend of the summer, and is likely on its way to be one of the year's highest-grossing pictures. G.I. Joe: The Rise of Cobra –  which, like Transformers, is based on a 1980s toy-line –  is set to debut in August, and more toy- and game-related movies are waiting in the wings. In fact, for a while reality was moving faster than parody: before you could even make a joke about them, movies based on Monopoly, Battleship, and even Ouija were announced, leading almost inevitably to this video:

Toy Movies

 

What stands behind this odd trend? One factor is simply Hollywood's relentless appetite for content. As screenwriter John Rogers explains, behind every ten finished films stand a thousand scripts in varying stages of completion. In the face of this, it's not surprising that almost any hook will do. Compared to the total cost of making a movie, the price of optioning a property (buying the right to develop it) is almost inconsequential. The answer to "Why toys and games?" might easily be "Why not?" Hollywood has scoured novels, plays, comics and video games for content, so why not toys?

Of course, there's an advantage to adapting existing properties that goes beyond the fact that the material already exists. If a property is well-known to the public, it takes a lot less time and effort to advertise it. The advertising campaign for an original movie has a lot of work to do: it has to get across the genre, the premise, the expected audience, and the tone before it even touches on what makes this particular movie unique. When you hear that there's a Transformers movie, on the other hand, you already have a pretty clear idea of what it's about: giant robots that turn into other things and bash at each other. Monopoly may not sound like the most obvious property to turn into a movie, but nearly everyone has played it at some time or another. Because the nature of these toys and games is open-ended (as opposed to adapting a novel or a play) it's easy to turn them into a franchise and churn out sequels until the audience moves on.

What may be more interesting than the fact that toys are being made into movies is precisely the choice of which toys. It's instructive to note that 2007's Transformers was not the first movie made from that property: in 1986 a cheaply-made animated film appeared and quickly disappeared from theatres. While that movie was released when the toys were at the height of their popularity, when the 2007 version appeared Transformers toys had largely been absent from store shelves for more than a decade. This does not make it unusual among the properties being made into movies: GI Joe, its companion in this summer's movie season, was discontinued in 1994, while two other projects currently slated for adaptation –  Stretch Armstrong and Major Matt Mason –  have not been widely available for more than thirty years. Even Monopoly, though still a strong seller, is a long way from its glory days. 

At face value this seems like an odd strategy. In an age where every five-year-old boy has dozens of pieces of Cars merchandise, why base movies on properties that young viewers are unlikely to have heard of? Why not make movies based on currently popular toys and games such as Neopets, Bionicle and World of Warcraft? The answer is that these movies –  or at least the choice of properties to adapt –  aren't aimed at young viewers at all. The market for Baby Boomer nostalgia is well-known, and Generation X has proven to be, if anything, even more susceptible to its charms (half the jokes on Family Guy, for example, are references to 1980s youth culture.) The theory may be that teenage boys are going to go see goofy comedies and action movies anyway, so there's no need to choose a property that will appeal to them specifically. Make a movie about a toy or game with strong nostalgia appeal, however –  Transformers and GI Joe for Generation Xers, Major Matt Mason and Monopoly for Baby Boomers –  and you add another potential audience, and possibly their children. (The power of nostalgia may explain the otherwise inexplicable decision of some respected directors and actors to do these projects, such as Peter Berg on Battleship and Tom Hanks on Major Matt Mason; apparently Hanks brought his own collection of Matt Mason figurines to his first meeting with the film's producers.) Of course, this can still work for the toymakers' advantage, by bringing old toys back to prominence and popularity: nearly half a billion dollars worth of Transformers merchandise was sold after the 2007 movie's release.

Childhood, it would seem, has become a moving target. While we are rightly concerned about what's called Kids Getting Older Younger (the increasing sexualisation and sophistication of childhood play, such as that described here), a parallel phenomenon might be termed Adults Staying Kids Forever, an obsession with the trappings of childhood such as the particular toys and games you had, or didn't have but wanted, when you were young. (This is not to be confused with the genuine pleasures of childhood, such as play and exploration, which are available to anyone at any age.) The root cause of both is the same: consumerism, which is served by teaching both kids and adults that they can be happy if only they buy the right things – "sexy" clothes, the toys you loved as a child, and so on. Seen this way, Hannah Montana and Transformers are both working to make sure kids and adults meet in the middle to become that most desirable demographic: the perpetual teenager.

 
May 15, 2009

Clockwise
Posted by: Matthew Johnson

It’s a persistent phenomenon: the faster we move into the future, the more we find it embedded with the bones of the past. Why else, for instance, would we still talk about “dialling” a phone, and later about “hanging it up”? Few people remember the early TV remote controls that worked by sending high-frequency sounds, but we still call remotes “clickers.” We still say “stay tuned,” “CC” (carbon copy) e-mails, “rewind” DVDs, and “post” online messages. Even new media darling YouTube contains an old-media artefact of this kind: the name is obviously meant to make us think of television, the “boob tube,” but few TVs have tubes in them anymore.

These kinds of throwbacks aren’t just linguistic, they’re found in technology as well. Most often these come from a failure to rethink assumptions, or an aesthetic attachment to the old technology – think of the wood paneling found for so long on cars, a relic from the time when a station wagon was really a wagon – but sometimes they are intentional design choices. An amusing example is Betamaxmas, which uses the Web to recreate the experience of watching TV sometime in the early 1980s. The site’s content is made up of old TV shows and commercials, but what sets it apart is the presentation: a rabbit-eared TV sitting in front of a faux wood paneling wall, framed by a Christmas tree and grey cloth couch in the foreground. It’s easy to dismiss the site as nostalgia – and that’s certainly what it is – but what’s interesting here is that the main purpose of the interface is to limit the user’s control. While the content of this site comes from YouTube, the interface is decidedly analog: a genuine “clicker” whose only controls are Channel Up and Down, Volume Up and Down, and Fullscreen (which zooms in on the screen, though the TV remains in frame.)

What is the difference between pressing the button on a remote control (or clicking a cursor on a picture of a button on a remote control) and typing in the search box of YouTube? The answer may be that the former is a tactile experience, albeit a simulated one. Look at all of those old-technology holdovers in our language – how many of them refer to a physical activity such as dialling, rewinding and clicking? As technology becomes increasingly digital, both in the sense that it is entirely computer-based and in the sense that our digits are the only part of our body that interacts with it, we may feel the lack of a tactile connection. More and more, technology is taking tasks that used to be done in the physical world and making them virtual. Consider the progress from the vinyl LP to the CD to the digital music player: from the tactile experience of fitting a needle into the groove (and seeing it skip if something went wrong), to putting a disc into the tray and watching it spin, to the inscrutable workings of a tiny metal and plastic box. Even as recent a technology as the fax has been virtualized: all of the physical properties of the task of faxing – printing a document, placing it in the machine, keying in (dialling?) the fax number, listening to the dial tone and eventual handshake noise, receiving the confirmation and reply on slick, curly paper – have been replaced by a direct computer-to-computer process.

Some new technologies try to incorporate a physical experience. The most successful digital-tactile hybrid is the iPhone, which uses accelerometers to translate actions – tilting, turning or shaking the phone – into digital processes. Some of the most successful apps for the iPhone have been those that directly reproduce tactile experiences: maze games, like those that once filled innumerable car-trip hours, in which a ball is guided through a maze; virtual Zippo lighters for holding up in tribute at rock concerts; and even applications, like the one pictured above, that turn it into a rotary phone. E-book readers, similarly, compete with one another to most fully reproduce the physical experience of reading a book: the Kindle’s “paper” screen, the tactile page-turning feature in Classics app for the iPhone, and the leather cover of the Sony e-Reader.

More evidence that we miss the tactile properties of old technology can be found in books such as The Dangerous Book for Boys and The Mysterious Benedict Society, both of which deny or at least ignore the virtual world. The first of these offers advice on a variety of old-school children’s activities such as building a fire, tying knots and folding paper airplanes; the second, a novel, features young protagonists who employ similar skills to foil an evil plot to brainwash the world’s children through TV. Although The Mysterious Benedict Society is ostensibly set in the present, the Internet is oddly absent: the characters are brought into the action by a classified ad in the newspaper, dictionaries and encyclopedias are consulted when information is needed, and Morse code is used in place of cell phones. Again, nostalgia is undoubtedly a factor here – the former book could easily be titled The Dangerous Book for Dads – but there’s also a genuine longing for a more physical, tactile world.

The irony is that being denied access to that physical world is a big part of what’s driven young people online; as writers such as Anastasia Goodstein and Dr. Tanya Byron have suggested, a lack of unstructured play is due largely to exaggerated fears of the dangers of letting kids go unsupervised – when in fact most parents of young children today grew up at a time when the crime rate was significantly higher. This has made the Internet the only place youth can go to experiment, test their limits and escape adult scrutiny, while parents look at their wired, over-scheduled children and feel pangs of nostalgia for their own days of racing bikes, burning ants with magnifying glasses, skinning knees and occasionally needing booster shots for tetanus.

How will the current generation of children feel about this? Most of the technologies that try to bring a tactile experience into the virtual world – the iPhone, the Wii – are aimed primarily at adults, not kids. Will today’s children eventually feel the lack of the physical in their online lives, or will they simply accept a world experienced only through the eyes, ears and fingertips?


Discussion Questions

  • Do you think young people place less importance on a physical experience when using technology for work or play? Why or why not?
  • Will technologies that try to bring a physical experience into their interface, such as the iPhone and Wii, be successful with young people or only adults? Why would this approach appeal or not appeal to young people?
  • Is the phenomenon of “retro” kids’ books such as The Dangerous Books for Boys and The Mysterious Benedict Society something that appeals to young people, or just their parents?
  • Is something important lost when technology becomes completely digital? Why or why not?
 
Apr 20, 2009

It's Not Easy Buying Green
Posted by: Matthew Johnson

bamboo laptopThere’s an old urban legend called “the water engine,” which tells of the discovery of a way to turn water into fuel. There are variations to the story – sometimes it’s tap water, sometimes sea water; in recent versions it’s specified the fuel is nonpolluting – but the ending is always the same: the invention is suppressed by the oil companies, either by buying the invention and burying it or by forcing the inventor into ruin and suicide. One reason the legend has persisted so long – it’s been recorded as early as the 1950s, and probably dates to the first time someone grumbled about the cost of filling up his car – is because it confirms something we already believe, which is that the oil companies are evil and would rather murder a man and doom the world than sacrifice a dime of profit.

Today, of course, we know better: instead of suppressing the invention, oil companies would promise to develop it – sometime soon. (Remember the ad that ends with a single drop of water falling from a car’s tailpipe?) Now the name of the game, whether ads are selling cars, computers, paper towels or electricity, is to promote your product as being environmentally friendly, if not now then in the near future. Just like the water engine, though, many of these claims evaporate on close inspection. 

The exaggeration of environmental claims is common enough to have a name, “greenwashing,” and to have provoked a backlash (The Guardian even has a column devoted to exposing it.) Few countries have specific regulations about what can be called “green,” but specific claims can be investigated; the U.K. Advertising Standards Authority received more than 500 complaints about environmental claims in ads in 2007. No product category is immune to the green appeal, from cars to household cleanser and even green bullets. Some of these claims are laughably thin – a Japanese SUV that’s advertised as being from the home of the Kyoto Accords – while some are harder to judge, such as claims by Procter and Gamble that washing dishes in a dishwasher uses less energy than washing them by hand. Green can be more grey in cases where the environmentally friendly option is simply less bad for the environment than its competitors, such as water that comes in glass bottles instead of plastic. (Those glass bottles, incidentally, don’t generally get refilled or recycled as bottles; instead they’re crushed for a variety of industrial uses.)

For high-end items, green is often more of a fashion statement than a genuine environmental commitment. Bamboo, for instance, is frequently touted as a green alternative to wood – it grows much more quickly, being a grass, and can be used to make paper or for many of wood’s other functions – but has found its most visible role as a veneer applied to high-tech items such as computers and stereos. It’s a visible (and stylish) way to say “I’m concerned about the environment” that recycled toilet paper just can’t match.

The biggest green fashion, of course, is for hybrid cars: automakers have retired their humble-but-honest gas-sippers and replaced them with design-conscious status symbols. Though you might brag about the mileage you get from one of these cars, they’re priced high enough that you’d have to be constantly driving to actually save money with them. Now automakers are scrambling to produce the next season’s fashion, which will make hybrids look old and dull, the all-electric hydrogen car. This is the car mentioned at the beginning of this article, which will have no emissions other than water, and be the quintessential green car – except  that the electricity it runs on has to come from somewhere, and in North America that somewhere is most often a coal-fired plant. If it’s not, it’s likely to be a nuclear plant or else a hydroelectric dam, which the James Bay Cree can tell you is not necessarily environmentally friendly. The electric car is really a tool for pushing the environmental costs of driving out of sight and, automakers hope, out of mind.

There’s no question that consumers are keen to buy green: a recent study shows that over three-quarters of consumers identified themselves as “green,” 71 per cent of those surveyed said they were interested in buying a more environmentally friendly car, and just over half had made a purchase they identified as green in the previous six months. The disparity between those numbers – half again as many people said they made environmentally sound purchases as actually did it – suggests that for many people green may be no more than skin deep. Many people, it would seem, are happy to greenwash themselves.

For those who are serious about making a difference through their purchases, though, it can be tough to tell which green claims are legitimate. It’s worth trying: in our consumer society, what we buy has more influence on the world around us than nearly anything else we do. (Depending on where you live, it may count more than your vote.)

As with all advertising claims, the best defense is critical thinking and an understanding of how ads work. Fred Pearce, in the Guardian’s “Greenwashing” column, suggests a number of warning signs to watch for: vague claims, use of “nature” imagery in packaging, and profiles of scientists on staff working on green projects. For teachers, MNet lessons such as Advertising All Around Us, Creating a Marketing Frenzy, Hype!, Scientific Detectives and the Marketing to Teens series offer a way to teach their students to view ads and advertising claims skeptically.

There are also a number of online resources available for the concerned consumer. The Competition Bureau and Canadian Standards Association has released an industry guide to making accurate environmental claims while the US Federal Trade Commission has prepared a report, “Sorting Out ‘Green’ Advertising Claims,” that clearly explains what different claims mean. Two Web sites, GoodGuide and Green Wikia, provide more information about specific claims and products. GoodGuide is a research-based site which studies and reviews products that make environmental claims, while Green Wikia is a collaborative “Wiki” project that aims to do the same thing. Both sites are free to use, and users can access GoodGuide’s data through mobile devices by texting a product’s UPC code.

 
Nov 28, 2008

Naughty or Nice: Video Games for Christmas
Posted by: Matthew Johnson

With Christmas approaching, video games are the one media industry that seems recession-proof, with games topping many wish lists. Parents, though, can find it difficult to tell just what they're buying for their children. They may know about Grand Theft Auto, for instance, but may wonder what kind of sins are in Sins of a Solar Empire. Of course, nobody wants to disappoint their children: if parents decide not to buy Gears of War, will little Johnny be happy with Rock Band instead? Fortunately, there are both tools and techniques at hand to help parents identify games they might find inappropriate and also to pick appropriate games their children will like.
                      
GamerDad is just what it sounds like: a blog written by an avid gamer who is the father of two young children. Posts on this site review games based on their general quality and their appropriateness for children. As well as content, they also take into consideration factors such as level of difficulty. GamerDad collaborated the National Parent Teacher Association and the Entertainment Software Rating Board to publish “A Parent's Guide to Video Games, Parental Controls and Online Safety,” which you can download here. GamerDad's strength is the love of gaming which its writers bring to the subject: they know the industry inside and out and are dedicated to bringing good, appropriate video games to children and families. The one drawback of this site is that it's not especially comprehensive, so if you're investigating a more obscure game you're likely to be out of luck.
 
What They Play is an impressively thorough site which reviews nearly every commercially-released video game. Its front page covers recent and popular games, but the site can also be searched by platform (the console or computer system a game can be played on), genre, ESRB age rating, or any combination of the three. This is useful in a variety of ways: first, to help parents find games that are similar to the games their children want (a request for the M-rated Gears of War, for instance, might be met with the Teen-rated Battlefield: Bad Company or even the E-10+ rated Nerf-N-Strike.) As well, because it discriminates between different platforms, it gives parents more information about exactly what their children will be playing. For instance, Call of Duty 4 is rated M on many platforms, but the version released for the Nintendo DS is rated T.

Finally, as well as simply giving ratings information the site explains how the rating was determined and gives context (for instance, the title Rayman Raving Rabbids TV gets a rating of E10+ in part due to the presence of "Animated Blood," but What They Play points out this appears only once, when a character receives a minor cut while shaving.) The site also features an annual Holiday guide, including recommendations of games for the family to play together.
 
Parents have a number of other ways of keeping tabs on what their children play. The easiest is to make sure that all gaming consoles and computers are kept in public parts of the house; even better is to make a point of playing your children's favourite games with them. Whenever possible, rent or borrow a game to play it before buying; no matter how thorough a review you read, it's no substitute for your own judgment.
 
As your children are playing, watch for content that you or they might find disturbing and ask your children questions about it: what values is the game teaching you? What attitudes is it communicating towards violence, sex or race? It's also important not to assume that the game's rating, or even its content, tells the whole story: many games have online chat functions, which allow players to talk to other people who are playing the same game online. There is very little supervision of this chat, and in some cases it can be extremely profane or violent.
 
Many of the most popular games give users the ability to create their own content, upload it, and download content created by other users: children playing games such as Spore (E10+) and Little Big Planet (E), which contain little or no objectionable content in their commercially released versions, might easily encounter user-created content that could be disturbing or inappropriate. As always, the best strategies are being involved and teaching your children to question what they see.
 
For a more thorough examination of this topic, check out the Video Games entry in our For Parents section.
 
 

 

 

 

 
Nov 03, 2008

New online resources for teachers
Posted by: Matthew Johnson

The Web is full of great online resources for teachers and students, with new material appearing every day. With the arrival of National Media Education Week, teachers may be looking for fresh ideas to bring media education into the classroom. Here’s a quick overview of recently created (or recently discovered) resources that may help:
 
One of the best resources for media studies classes is the Opening Shots Project, which provides shot-by-shot analyses of the opening shots of dozens of movies, from “Pan’s Labyrinth” to “His Girl Friday.” Best of all for classroom use, each analysis includes stills illustrating the shots being discussed. Jim Emerson, the project founder, explains its purpose this way: “Any good movie -- heck, even the occasional bad one -- teaches you how to watch it. And that lesson usually starts with the very first image… The opening shot can tell us a lot about how to interpret what follows. It can even be the whole movie in miniature.” Opening Shots Project is an invaluable demonstration of close reading of film.
 
To see how a particular filmmaker’s vision evolved and changed over the course of a project, check out Starkiller: The Jedi Bendu Script Site, which focuses on the development of George Lucas’ Star Wars. This site houses several narratives explaining the process Lucas went through in creating the film, starting from his influences – ranging from Flash Gordon serials, which influenced the science-fiction setting, to Kurosawa’s The Hidden Fortress, which provided most of the movie’s plot – and explaining how Luke Skywalker went from being a grizzled and cynical old general to the innocent hero of the finished film. Not only that, but the site features several of Lucas’s original scripts– including an illustrated draft with early character designs – and even rejection letters from studios.
 
A key concept in media education is the idea that media have commercial implications – that the creation of media products is influenced by the corporations that create and distribute them. This can be a difficult idea to communicate to students, however, because of the complex web of corporate ownership surrounding most media companies, which keep the actual owner’s agenda distant from the final product. Two resources to help make this idea more concrete for students are The Columbia Journalism Review’s Who Owns What site, which provides a list of those media companies owned by major corporations as well as a series of articles on media ownership, and Who Owns What On Television?, which takes much of the same information and represents it graphically, showing the major media companies owned by General Electric, Time Warner, Disney, News Corporation, CBS and Viacom.
 
Classroom activities
 
1. Using the Opening Shots Project as a model, have students analyze the opening scene of a film of their choice, examining it shot-by-shot to determine what the opening scene establishes about the movie’s tone, genre, mood, motifs and themes.
 
2. Have students read the original “Star Wars” story synopsis and compare it to the final movie. What characters, settings and themes are already present? What significant changes were made? Students will likely find that the original synopsis bears little resemblance to the actual film, at least on the surface. Have them speculate on why Lucas might have made some of the changes he did.
 
3. Show students the diagrams from Who Owns What on Television and ask them to consider the following questions:
 
  • Is there anything in this list that surprised you? Does it make you see any of the channels differently? Why or why not?
 
  • General Electric owns NBC, CNBC and MSNBC, all of which either are news channels or have news divisions. How might that affect these channels’ reporting of news stories that involve GE?
 
  • Some conglomerates choose to use a mostly unified brand (nearly half of GE’s properties have “NBC” in their names) while others do not (Time Warner’s properties are spread among several different brands). Which do you think is the more effective strategy, and why? What might influence the decision each conglomerate makes on branding?
 
Jul 25, 2008

Hooked on classics
Posted by: Matthew Johnson

A recent issue of Entertainment Weekly was devoted to a list of so-called “new classics,” a top one-hundred list of the best movies, books, TV shows, and so on, published since 1983. The lists themselves are liable to provoke discussion (Die Hard is #9, ahead of Goodfellas, Schindler’s List and Unforgiven?) but perhaps a more interesting question is whether, in the Media Age, the very idea of a “classic” still means anything.
 
The term “classic” has had any number of meanings, but it’s useful to go back to its origins: as a way of describing the art, and particularly the architecture, of the ancient Greek and Roman cultures. It was first used in this sense during the Renaissance, where it became a byword for certain aesthetic principles: harmony, simplicity, symmetry and elegance. Based (sometimes inaccurately) on “natural rules” of art derived from the ancients – the Golden Ratio, the three dramatic unities – classical art aspired to be timeless and universal, and it is from that quality that our modern idea of a classic has emerged. A classic is something that retains its value; that may be used as a touchstone or a template for things that come after it. Simply put, a classic is something that lasts.
 
That’s one definition, anyway. Fairly often “classic” is used with a negative connotation; Mark Twain famously defined it as “a book which people praise and don’t read.” Sometimes it’s used in a face-saving way: when New Coke failed, its manufacturer, rather than admit defeat, kept it on the shelves while bringing the original back as “Coke Classic.” (The latter product soon went back to being simply Coca-Cola; New Coke was re-branded as Coke2 and slowly phased out, though for whatever reason it remains available in Micronesia.)
 
Probably the best example of the word’s flexible connotation is “classical music.” Originally used to describe the period where composers such as Mozart and Haydn applied classical values of simplicity and harmonious structure to music, in the 20th Century it came to mean all pre-modern music. As a result, depending on the user’s point of view, it could mean “good music,” “longhair (intellectual) music,” or, perhaps most often, “boring music” or “music that’s supposed to be good for you.” (The series of Hooked on Classics records, which remixed works by Mozart and other pre-modern composers over a disco beat, was one of many attempts to get young people to listen to classical music.)
 
A classic, therefore, is something with enduring value: something that everyone agrees is good even if they don’t personally like it. The question is: does anything still fit that definition? Mike Dover, in his Wikinomics blog, points out that the very things that make something a classic to one audience can make it anathema to another: The Big Chill, a cultural touchstone for Baby Boomers, is presented in the Generation X movie High Fidelity as being so loathsome as to taint all the music on its soundtrack. His post led to a lively discussion about whether there are any classic movies that span the generations, or if each generation has its classics. What’s interesting about that discussion is that while a number of movies came up several times, there really was no consensus for any of the generations represented: some posters mentioned movies that had aimed to capture their generation’s experience (The Big Chill, Reality Bites, Juno), while many others suggested ones that spoke more to their own personal history: the Harry Potter series, Say Anything, and The Matrix were each referred to as having been important influences at different ages. Even the Bob and Doug McKenzie vehicle Strange Brew received a few votes, as did Entertainment Weekly’s #1 choice Pulp Fiction. One of the posters’ suggestions isn’t a theatrical movie at all: Star Wars: the Phantom Edit is a version of the first Star Wars prequel, re-edited by fans, that was distributed online.
 
What once were “cult” movies may be tomorrow’s classics. Poster Tammy Erickson described the Baby Boomer movie experience this way: “We ‘played’ at cult movies, ‘wasting’ as much time there as Xers later would on Dungeons and Dragons or Ys on World of Warcraft. I must have seen The Harder They Come nearly a hundred times. Others dressed up for and shouted along to The Rocky Horror Picture Show over and over again.”
 
With more and more choices available, with the expansion of the cable universe in the 1980s and the arrival of the Web in the ‘90s, movies – indeed, any single medium – became less important, as “narrowcasting” replaced “broadcasting.” Instead of being a work whose value is accepted, if not necessarily appreciated, by a broad population, a classic now may come to mean something that is deeply loved by a small number of people. When even a throwaway line from a Will Ferrell movie can inspire merchandise – you can buy T-shirts that illustrate Steve Carrell’s classic non-sequitur from Anchorman, “I love lamp” – “classic” may come to mean nearly the reverse of what it once did: something exclusive and esoteric, rather than universal.Perhaps that’s how we should read the Entertainment Weekly “new classics,” where Pulp Fiction is #1, Titanic is #3 and Blue Velvet is #4: not as being a ranked list, with each entry being slightly better than the one after it, but as being based on how noisy and vehement each movie’s fan club is.
 
 
Questions for classroom discussion
 
  • List two or three books, movies or TV shows you consider to be “classics.” What makes you think of them that way? Do you think that your friends would agree with you? How about your parents or teachers? Why or why not?
 
  • Is there anything you can think of that everyone might agree is a “classic”? What makes it that way?
 
  • How often do you think “classic” is used in a negative way? Why do you think it has both a positive and a negative meaning?
 
  • Do you think anything will be widely regarded as a “classic” in the future? Why or why not?
 
  • Can something be a “classic” if only a small group of people consider it to be one? Why or why not?
 
Jul 08, 2008

The Most Toys
Posted by: Matthew Johnson

Summer is officially upon us, and with it comes the usual lineup of blockbuster movies. Along with the usual cast of superheroes, spies and sexagenarian, whip-cracking archaeologists comes a somewhat unusual hero: Wall-E, the nearly mute robot protagonist of the film of the same name.
 
The film, which tells the story of a lonely robot whose job is to tidy up the Earth after we humans have turned it into a giant landfill (and then abandoned it for condo living in space), has been received warmly by critics. One aspect of Wall-E that many critics have focused on is its relatively dark story and its topical slant; the New York Times’ Katrina Onstad describes it as “An Inconvenient Cartoon,” drawing links between its environmental message and that of Al Gore’s Oscar-winning documentary.
 
Of course, there’s some irony in a summer blockbuster – especially one aimed at children – suggesting that we might be buying too much stuff. Exempted from Wall-E’s environmental message, presumably, would be the variety of Wall-E merchandise that will soon be gracing store shelves, such as the “Cube and Stack Wall-E,” “Construct-A-Bot Wall-E,” and “Dance ‘n’ Tap Wall-E” (you can see the whole list at http://pixarplanet.com/blog/thinkway-walle-merchendise). Similarly, we can assume that the anti-corporate elements of the film – in which a company called Buy ’n’ Large has turned the human race into obese, complacent drones – are not intended to apply to Pixar, its parent company Disney, or Pixar co-founder Steve Jobs’ other company Apple. (Wall-E’s girlfriend, EVE, actually looks a lot like an iPod; you can see a list of Apple references in the movie here.)
 
For his part Andrew Stanton, the film’s writer and director, says no messages were intended at all. As he told the New York Times, “I don’t have much of a political bent, and the last thing I want to do is preach. I just went with things that I felt were logical for a possible future and supported the point of my story.” He also expressed little interest in the accompanying merchandise, saying “If someone gives me a marketing report, I throw it away.”
 
Pixar is unusual in the degree of creative freedom it gives its directors (most of whom also write their films), but even it can’t escape the pull of merchandising: with box-office revenues for its movies dropping off since 2003’s Finding Nemo, merchandising is increasingly important to its profitability. Cars (2006), for instance, was a commercial disappointment, but its boy-friendly concept allowed it to set a new record for merchandise sales, selling a billion dollars’ worth versus a mere $700 million in ticket sales. Naturally, a sequel has been announced in hopes of maintaining demand.
 
For other would-be blockbusters, merchandising is a way of getting around age restrictions. All of the summer’s big superhero movies, for example – Iron Man, The Incredible Hulk and The Dark Knight (the latest Batman sequel) – are rated PG-13 in the United States, requiring children under 13 to be accompanied by an adult. As the Campaign for a Commercial Free Childhood has pointed out, however, each one of these films has merchandise associated with it that is both aimed at and advertised to much younger children. This includes an Iron Man Nerf Blaster (for ages 6 and up), a “Hulky Pokey Hulk,” (for children as young as 18 months) and nearly five thousand Batman items. According to Paul Gitter of Marvel Comics, which owns the characters of Iron Man and the Hulk, toys are a kind of advertising as well as a revenue stream: "Especially for kids, they'll see the toys before they'll see the movie ads. If they want the toy, they usually want to see the movie."
 
It wasn’t always this way, of course. A long time ago – in what may seem like a galaxy far, far away – merchandising rarely outlived its parent movie. What changed everything was Star Wars. Before that time, merchandising was thought to be of so little value that 20th Century Fox, the studio that produced Star Wars, let director/producer George Lucas keep the merchandising rights – a decision that cost them $20 billion, according to Forbes magazine. Star Wars merchandise, from sheets to action figures to cake pans (I still have the cake pan), was inescapable from the late ‘70s to the early ‘80s. The Star Wars lesson was not lost on other producers, or toy companies: children’s television in the ‘80s was littered with shows that began life as toys (Smurfs, G.I. Joe) or where the show was created to sell the toy (Gummi Bears, Masters of the Universe).
 
Like Pixar, Lucas has maintained demand for merchandise by periodically producing more screen content, starting with the 1991 novel Heir to the Empire (the first to be set after the last movie of the original trilogy), then finally releasing the long-promised “prequel trilogy” of films in 1999. While those movies were poorly received by both critics and fans – one fan told the Toronto Star he’d been so disappointed in them he sold off all his action figures – they kept the merchandising sales alive, and Lucas has announced an animated series (set between the second and third films) to keep the taps flowing.
 
Like all of today’s blockbusters, Wall-E owes a significant debt to Star Wars: its producers know that even if kids find the movie’s nearly wordless opening act hard to get into, they (or their parents) will still buy enough products with Wall-E and EVE on them to make the movie profitable. That debt is acknowledged by having the voice of Wall-E provided by Ben Burtt, who gave R2-D2 his distinctive beeps and whistles. Should you find yourself nostalgic for the original, of course, you can always buy a life-sized, voice-activated replica of the little ‘droid – just $169.95 from Hammacher-Schlemmer.
 
 
For tips on dealing with advertising to kids, check out MNet’s resources on “How Marketers Target Kids” and “Dealing With Marketing: What Parents Can Do.” Parentline Plus also has a page of “Tips On Tackling Pester Power.”
 
Apr 03, 2008

Do It Yourself
Posted by: Matthew Johnson

Image © Science Museum/Science and Society Picture Library

 

Note: this is the first in a series of blogs looking at the history and future of Web 2.0.

 

         From Facebook pages to viral Barack Obama speeches, the latest boom to hit the media is the rise of user-created content. Services such as Facebook and YouTube have created a new business model: rather than selling content to consumers, as media companies traditionally have done, they provide the means for consumers to make and distribute their own content (or, as an anonymous contributor on bash.org put it, “You make all the content, they get all the revenue.”) The resulting movement, called Web 2.0 by some to distinguish it from the older content-delivery model, has already made fortunes, stealing both employees and the cutting-edge image of companies like Google.

 

         Exactly what user-created content is, however, remains a matter for debate. This is not surprising: with its roots in the 1970s DIY (“Do It Yourself”) culture, which itself sprang from the authenticity-obsessed punk movement, the question of whether or not something is “really” user-created content is bound to be a controversial and political issue. While an opposition to consumerism was an essential part of the early DIY movement, today’s user-created content largely stems from a desire to participate in the creation of consumer culture.

 

         One reason for this is that today’s DIY is a hybrid, born not only from the anti-consumerist movement, but also from computer culture. What makes computer culture unique among media is that, for most of its history, it has consisted largely of user-created content. The earliest computer games, such as Spacewar and Colossal Cave, were amateur products created during slack time on university mainframes and then passed around from lab to lab without hope of profit. Early home computer systems, such as the Apple II, came with programming languages like BASIC installed, which allowed users to create their own programs – the same as if every TV came with a simple video camera. Many games also included “modding” tools, used to create customized content; “Lode Runner,” which allowed users to create their own levels, became one of the most popular games for the Apple II. Unlike other media, then, in computers the line between content creators and consumers was thin-to-nonexistent from the beginning, and nearly all creators started out as fans.

             

         What brought the two parents of user-created content – the DIY movement and computer culture – together was the Internet. While the Bulletin Board Systems of the 1980s had been largely the province of people who identified themselves as computer hobbyists, the introduction of graphic browsers such as Mosaic – and its successor Netscape – made the Internet as user-friendly as Macintosh and Windows had made computers. While the first generation of Internet services tried to make a business of providing content to users, it became clear that users were at least as interested in creating that content themselves.

             

         How much user-created content is actually out there? According to a 2006 Pew Internet and American Life survey, just over one in three Internet users have created some kind of online content, such as an online video, a Web site, a blog or a social networking profile page. (It’s worth noting that Facebook was not open to the general public until September of 2006, too late to be reflected in the study.) There is now enough user-generated content out there to support services devoted to cataloguing, sifting and exploring it, such as Digg, MetaFilter and StumbleUpon.

 

         Neither “Web 2.0” nor “user-created content” are terms with simple definitions. Whether a Facebook profile page, for instance, truly counts as user-created content is a matter of some debate; similarly, YouTube contains as many clips of movies and TV shows as it does material created by its users. Some people feel, as well, that the whole notion of user-created content gives credibility to an outdated division between users and producers. Even the term “Web 2.0” has come under scrutiny, with some calling it nothing but a marketing device, and others saying it simply describes what the Internet has been all along. (Stephen Fry has compared social networking sites to the old “closed” online communities such as Compuserve or America Online.)

         

         What, then, is user-created content? Who is a user, and who is a creator? Ralph Koster, a designer on one of the first massively multiplayer online games, has suggested that all users are creators: even playing a simple video game involves the user in creating a narrative. Koster notes that not all activities require the same amount or level of creative input, but he’s surely right in saying that there are no passive consumers. Even someone watching TV or reading a book is involved in a collaboration with that product’s authors – interpreting characters, anticipating plot events, judging the morality of actions. The key element of user-created content is not the actual content: it is how that content is delivered to an audience that may range from the single digits to the millions. In the next instalment, we’ll look at new genres and media that have their roots in Web 2.0.

 

For Classroom Discussion

 

  • What differences do you find between traditional media products (movies, TV shows, etc.) and user-created products? What might be the cause of some of these differences?

 

  • Consumerism has been defined as “the theory that an increasing consumption of goods is economically beneficial.” (Princeton Wordnet) If we consider “goods” to include media products, would you say Web 2.0 is mostly consumerist or anti-consumerist? Why might this be so?

 

  • What effect do you think the appearance of Web 2.0 will have on more traditional media? Why?

 

  • Which kinds of user-created content do you think will be more successful in the long run – those that involve a lot of user involvement (like blogs or videos), or relatively little user involvement (like Facebook profiles)? Why?
 
Mar 13, 2008

Secret History of the Credit Card
Posted by: Matthew Johnson

On March 17th (in most markets) PBS’s Frontline will feature The Secret History of the Credit Card, a documentary that looks at how credit cards came to be a nearly ubiquitous part of our lives.
 
Credit, particularly in the form of credit cards, is an essential element of consumerism. The story of how they went from being a loss-leader to one of the banks’ most profitable services is in some ways the story of consumer society itself.
 
It’s hard to believe that in the late 1970s banks were losing money on credit cards: the big banks, all headquartered in New York, were handicapped by that state’s usury laws from raising their interest rates enough to stay ahead of inflation. A Supreme Court ruling, though, determined that banks could operate under the usury laws of whichever state they had their headquarters in, no matter where their debtors were, and so the stampede began as states like South Dakota and Delaware loosened their lending laws. Soon the interest rates on credit cards neared twenty per cent, and when inflation dropped the rates stayed high.
 
Today, as The Secret History of the Credit Card shows, banks are competing with one another to offer higher and higher lines of credit. Surprisingly, though, these high lines of credit are as much to the bank’s advantage as to yours: by raising the credit limit while lowering the minimum payment, banks encourage debtors to carry a heavier load on the card than they would otherwise.
 
Therein lies the most hidden secret of the credit card’s history: banks don’t want you to pay off your credit card – or at least, not too much or too quickly. In fact, banks have a name for people who pay their balances off every month, in full: “deadbeats.” That’s because they only make money from a card when at least part of the debt is left unpaid. The result is a bit of a dance between encouraging people to carry more debt – through tricks like lowering the minimum payment – while keeping them from defaulting completely.
This realization – that it’s most profitable to allow customers to carry a fairly large debt load – led, in the 1990s, to credit card companies targeting people they’d previously spurned. Long gone are the days when a credit card application might be turned down; now students, teenagers and even people with poor credit history became one of the fastest-growing credit card markets.
Is it possible to live without plastic? Greg Daugherty, a columnist for Consumer Reports Money Advisor, recently celebrated thirty years of living without a credit card. Even he, though, carries American Express – not technically a credit card, since it has to be paid off in full every month – so he can do things like rent a car or book a hotel room.
If credit cards have gone from conveniences held mostly by traveling businessmen to a modern necessity, how has that affected our spending habits? Duncan Simester, a professor at MIT’s Sloan School of Management and another Frontline interviewee, reviewed research on the subject from the 1970s and ’80s as well as conducting his own study in 2000. All of the research suggested the same thing: people spend more when buying with credit cards – up to twice as much, according to Simester’s own research. Moreover, people who make purchases with credit cards are more likely to forget how much they’ve spent.

There’s no question that credit cards are intimately tied into consumerism. Some scholars, such as Claudette Levesque Ware, have suggested that things like credit cards train us to define our lives in terms of what we buy. As Ware puts it, “the influences of corporate politics, the commercialization of culture, and the impact of the mass media have given rise to artificial material wants that many consumers tend to interpret as genuine human needs.” This idea has been around for a while, of course – at least since the 19th Century, when Thorstein Veblen first coined the phrase “conspicuous consumption” – but the explosion of mass media, particularly television, has made people more keen than ever to emulate the wealthy and fashionable. Harvard professor Juliet Schor, in her book Do Americans Shop Too Much?, suggests that television has led consumers to compare themselves to TV characters rather than their neighbours, and to borrow money to do it.

Perhaps that’s why credit is society’s last taboo subject: though nearly all of us carry a significant amount of consumer debt, it’s hardly ever discussed outside of the business pages. In fact, it may be the most important facet of adult life that we don’t address at all in school: at a time when teens are being targeted with MTV-branded credit cards, few young people know that a bad credit rating can follow you for life – few, indeed, even know what a credit rating is. (Perhaps it’s time to teach “safe credit” along with “safe sex.”)
 
To the banks, of course, ignorance is bliss – as the CBC found when they ran an experiment in which they asked ten shoppers, chosen at random, to phone their banks and read a script asking for a lower interest rate. Six of those ten succeeded, with one having his rate cut in half, from eighteen to nine per cent. The market is now so saturated that many banks will offer such cuts to avoid losing you to a competitor – so long as you carry a balance, that is. After all, if you’re a “deadbeat,” it doesn’t matter how much or how little interest they charge: eighteen per cent of zero is still zero.
 
If you miss Secret History of the Credit Card on air, you can view the entire program online here. The Teacher’s Guide is available here.
 
Nov 20, 2007

Buy Nothing Day
Posted by: Warren Nightingale

Buy Nothing Day

 

On November 23rd concerned citizens in as many as 65 countries will participate in the 15th annual Buy Nothing Day. Timed to coincide with one of the busiest shopping days of the year—the day after the American Thanksgiving—Buy Nothing Day encourages a 24-hour moratorium on consumer spending.

The international event has been gaining momentum in light of rising awareness of the impacts of climate change, prompting more people to seek greener alternatives to unrestrained consumption. 

The day is an opportune time to get young people to think about the impact of mass consumerism on the cultural and natural environment of the world. 

For Discussion

Ask students:  

  • How does our current level of consumption of consumer goods affect the global environment?
  • How do our purchasing choices affect the environment? (For example, what are the pros and cons of purchasing locally grown food from markets or butchers compared to buying mass-produced food products from a supermarket?) 
  • What actions can companies and manufacturers take to help minimize waste associated with consumption and the packaging of products? (For example, companies can use minimal amount of packaging as possible, use materials that can be recycled or require less energy to manufacture.)

  • As Christmas approaches, what types of messages surrounding consumption do they anticipate encountering on television, radio and in the malls?
  • What types of products are usually highlighted before Christmas? What types of products are people encouraged to consume for the holiday season?

Activities
 
 

  • Have students follow the advertising campaign for one or more toys during December. Have them track where they’ve encountered advertisements (television, catalogues, online, advertisements in malls) for the toys. Ask them what types of messages are associated with the product’s advertisements.
  • Ask students to design a Christmas public service announcement that stresses the non-commercial aspects of the Christmas season.  

For more ideas and activities on the topics of consumption and commercialism, visit the teachable moments Buy Nothing Day and Christmas Commercialism.

 
Apr 03, 2007

Earth Day
Posted by: Warren Nightingale

Earth Day Canada 
 
This Earth Day, April 22nd 2007, it is estimated that more than 6 million Canadians will join 500 million people in over 180 countries in staging events and projects that address environmental issues. According to Earth Day Canada, nearly every school child in the nation participates in an Earth Day activity.
 
Media can be an effective tool for creating awareness on environmental issues. Since the last Earth Day, global warming was a topic that received much profile in many forms of media, including numerous news reports on studies and trends, an Oscar-winning film on the subject, and many other documentaries on television.   
 
Getting students to utilize media available to them in their school can be a powerful teaching activity on how to create awareness on important issues. The following are some ideas that can be done as single activities or collectively as a unifying campaign.
 
"Healthy Earth" Radio Campaign.

As a group, have students brainstorm tips from which people can create habits to promote a healthy Earth. Using your school's intercom, have students create a radio ad campaign around these tips and broadcast one each day with the morning announcements. Challenge them to be creative in their campaign. They may want to include things like music, sound effects, or even perform mini radio sketches to enhance their messages.
 
Speakers’ Forum “Enviro-Video”
 
Designate an area or corner in the school and have a group of students’ record or videotape a speakers’ forum on the topic of environmental issues. The forum can be part of Earth Day festivities or on a prior day so that it can be edited as part of an Earth Day themed video.
 
‘Top 10 Actions” Print Campaign
 
Have students visit Earth Day Canada’s Web page Top 10 actions to help the environment. After reading through each action, instruct students to select one to develop into a poster. Ask students which visual elements would best reflect the intended message. Also have students strategize on the areas in the school in which they plan to place their poster. Have them consider such elements as the amount of traffic of the location, the connection between the poster’s message and its location, (for example, a poster that covers recycling might be best suited near the garbage bins of the cafeteria or vending machines) and best strategies to ensure that their posters gets the best coverage throughout the school. Ask students to brainstorm ways in which this activity can be done with as little waste as possible (one idea can be to use the back of other posters that is no longer being used).
 
An alternative to the poster can be a “no junk mail” sticker campaign. Students can begin by researching the environmental impacts of unwanted paper mail. In the U.S., an estimated 4 million tons of paper junk mail is sent each year. In addition to the 100 million trees it takes to produce this amount of unwanted mail, there are additional environmental costs in terms of energy to produce, deliver and recycle the paper. Students can use their research as a starting point to design a “no junk mail” sticker that can be handed out to people or taken home.
 
For more ideas for Earth Day classroom activities, visit the following MNet resources:

Earth Day (Teachable Moment)
The Resource Racket: A Global Perspective on Resources and Consumption (Lesson)
 
 
Jan 12, 2007

iPhone vs E-waste
Posted by: Warren Nightingale

iPhone with e-waste image
 
Steve Jobs created a hype frenzy at the Macworld Conference & Expo in January 2007 with the unveiling of Apple’s latest innovation, the iPhone. The iPhone is the next electronic phenomenon; a device that amalgamates a personal digital assistant, a music player, Web browser and camera-phone into a sleek and glossy design.
 
While Mac enthusiasts attended the launch of the iPhone at the annual trade show, Greenpeace activists were having an unveiling of their own. On the walls outside the conference site, they projected large images of electronic products being taking apart and melted, releasing toxic chemicals into the environment.  
 
According to Greenpeace, e-waste (disposed electronics that is toxic or non-biodegradable) is the one of the world’s fastest growing sources of toxic waste, and many of the discarded computers and monitors of industrialized countries end up in the hands of children working in scrap yards in Asia. 
 
In the December 2006 “Guide to Greener Electronics” by Greenpeace, the organization ranked Apple as the worst technology company for environmental issues. The quarterly guide measures the technology industry's environmental performance, ranking the top 14 manufacturers of personal computers and cellular phones.
 
For discussion in the classroom
 
The topic of planned obsolescence in electronics and the waste that the outdated technology creates can be an interesting and relevant discussion with students in the classroom. Of course innovations in technology contribute to our health and well-being and improve the quality of our lives. The question of concern is how can we continue our levels of consumption of products that will be soon out-dated or obsolete without taxing our natural resources or creating landfills of disposed products that release toxic chemicals in our environment?
 
 
For more information on Greenpeace and their campaign to eliminate toxic chemicals visit the article “Hi-Tech: Highly Toxic”.
 
Dec 18, 2006

Have yourself a merry non-consumer holiday
Posted by: Cathy Wing

It’s almost impossible to avoid the marketing onslaught that accompanies this time of year. Kids, in particular, are heavily targeted by marketers because they will be the recipients of a large percentage of holiday purchases.

While the overwhelming commercialization is difficult to counter, parents can help direct their children’s attention away from the consumer aspects of the season by focusing more on family rituals, spiritual reflection, charitable acts and environmentally-friendly activities.

The brochure Simplify the Holiday, from the not-for-profit organization New American Dream, provides tips on how to have more fun with less stuff during the holiday season. You can find the guide at http://www.newdream.org/holiday/simplify.pdf
 
For tips on promoting a non-commercial family lifestyle see Dealing with Marketing: What Parents Can Do http://www.media-awareness.ca/english/parents/
marketing/dealing_marketing.cfm
.  

To help educate kids about advertising and how marketers target them, see the tip sheet Talking to Kids about Advertising http://www.media-awareness.ca/english/resources/tip_sheets/advert_tip.cfm
 
Dec 13, 2006

Sorting through the advertising hype: finding toys that stand the test of time
Posted by: Cathy Wing

With the holidays around the corner, many parents are feeling the heat to have the hottest new toys under the tree. But how do these heavily marketed toys stack up for value and longevity? Luckily for overwhelmed parents there are great guides out there that give the low down on which toys offer great play value and which should be avoided.
 
Canadian Toy Testing Council released its annual Toy Report in November. This not-for-profit organization, which has been testing toys and publishing the results since 1952, helps parents select toys which will guide and enhance a child's development while providing great play value. You can find the 2007 report online at: http://www.toy-testing.org/CTTCmm.htm.

The U.S.-based Teachers Resisting Unhealthy Children’s Entertainment (TRUCE) promotes toys that actively engage children in imaginative and meaningful play. It releases a report each Christmas with favourite and least favourite toy choices. You can find the TRUCE report at: http://www.truceteachers.org/Toy_Guide_.06.pdf
 
 
Nov 17, 2006

Buy Nothing Day
Posted by: Cathy Wing

November 24th is the busiest day in the American retail calendar and the unofficial start of the Christmas-shopping season in many countries. It’s also the day that activists and concerned citizens in 65 countries will make a statement about consumerism by not shopping the entire day.

Buy Nothing Day is an international event that encourages people to not make any consumer purchases throughout the day in order to raise awareness of the impact of mass consumerism on global culture and the environment. 

Kalle Lasn, co-founder of the Adbusters Media Foundation, which started the event 14 years ago in Vancouver, described the goal of the day, “Buy Nothing Day isn't just about changing your habits for one day. It’s about starting a lasting lifestyle commitment to consuming less and producing less waste”.

For more information on the Day's events visit the Adbusters Web site.
Teachers can find ideas for recognizing the event in their classrooms with this
Buy Nothing Day teaching backgrounder.
 
Oct 13, 2006

You are what you own
Posted by: Warren Nightingale

The Zebo Web site“Hi. What do you own?” These are the first words visitors encounter on the Web site Zebo (www.zebo.com) which is self-advertised as the “world’s largest repository of what people own”. Zebo is latest spin in the world of social networking. While most social networking sites are devoted to personal interests, Zebo is dedicated to people’s possessions.
 
Users of the site are encouraged to make master lists of everything they own and what they want to own. Users can search peoples’ profiles by their possessions and can shop directly on the site. Four million people have joined the free site since January, 2006.
 
For the classroom

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