Rorschach, I’d Like You to Meet Sackboy
Below is the paper proposal I’ve written up for CMP10. At the end you’ll find a YouTube video of a LBP level I’m discussing.
This paper argues for the synthesis of media studies with theories from professional writing to establish richer frameworks for the critical evaluation of participatory cultures and the mediascapes that materialize around them. As media production, distribution, and consumption are increasingly remediated through readily available consumer technologies like computers and mobile phones, a number of theories have been adapted or put forward to establish frameworks for critical and cultural analysis of media content. The most important observation to emerge from this scholarship is that such content is no longer simply an object of study, but a site of practice for the audience in convergent media systems (Jenkins, 2006 & 2009; Booth, 2008). The technologies available to consumers and the material work or play they support unmask the audience’s reception of media content by fostering audience activities with that content. Meaning is recast not only as interpretation, but as motives and goals enacted by the audience. The distribution supported by the participatory web places the products of the audience’s work or play into their own dynamic streams of activity, as well.
By fusing methodologies from professional writing and information design — deconstructed information architectures (Johnson-Eilola, 2006); activity theory (Engestrom, 2000; Spinuzzi, 2003) — with media convergence (Jenkins, 2006), we can map a method for analyzing convergent media experiences as emerging from activities that persistently repurpose and rehistoricize media content through computer supported collaborative work (CSCW). In doing so, we can bolster critical media studies scholarship by understanding the underlying capabilities and limitations that support convergence within the audience’s work.
I demonstrate the value of this hybrid method by tracing the audience work and play surrounding the level creation tools of Media Molecule’s Little Big Planet (2008). Specifically, I will focus on the licensing of Alan Moore’s Watchmen (1986 & 1987) as downloadable content offered by Media Molecule for players to use for their own creative projects. Content provided on the company’s website will be analyzed in conjunction with video of player-created game levels that make use of this content by recreating and adapting events from Moore’s original story and its film adaptation (2009). This will be bolstered by an activity theory analysis of Little Big Planet‘s level and character creation tools to understand the design (and hence narrative) capabilities afforded to the player. Examining both the visual and narrative themes of the game design as well as the graphic novel, in conjunction with the work analysis necessary to create player-generated levels, will unveil new insights into the concept of audience practice as meaningful cultural engagement.
In recognition of the growing call for audience empowerment in media experiences, the final section of the paper will take up the common professional writing strategy of offering design solutions so as to better foster participatory engagement in media systems by looking at Little Big Planet and its community as an example of the successes of such systems.