In studying the Tumblr “aoje”
fandom, James Gee’s concept of affinity spaces is a helpful place to begin. Citing
Gee, Curwood (2013) defines affinity spaces as “physical, virtual, or
blended spaces where people interact around a common interest or activity” (p.
417). In the case of my project, the “aoje” Tumblr tag is an affinity space: fans
of the series unite and contribute relevant thoughts, artwork, and news of AOJE narrative developments from
multiple online platforms (YouTube, Twitter, and Tumblr). Fan attention to
multiple platforms is central to my research. In his discussion of Lost and transmedia, Michael Graves
(2011) sums up why: “in order to engage
with a transmedia story, viewers must search out paratextual extensions
scattered across a variety of platforms” (p. 40).
Due to my interest in transmedia
and AOJE, social media is another
significant area of my project, particularly where social networking sites are
concerned. In their early discussion of social networking sites (2004), Donath
and boyd discuss the construction of identity on social networking sites; they
point out the ease with which a false identity can be constructed in such an
online environment:
There is often
little or no verification of people when they sign up to join most networking sites.
It is easy to create a false persona; the costs lie in building the network.
The determined deceiver can create a series of false profiles and have them
link to each other, creating the illusion of a network of well-connected
participants. The cost here is the effort required to create these multiple
personas. This cost is dependent on the registration requirements of the site
and sites that make registration more difficult raise the cost and lower the likelihood
of such deception. Today, most sites are free. Some require an invitation from
an existing member, but it would be possible simply to invite the made-up
profiles oneself. (p. 74)
Donath and boyd’s article is
dated – in the conclusion, they question whether online social networking will
remain in fashion – but there’s value in this (recent) historical awareness of
the potential for deception in social media profiles. The “illusion” that they
describe can be used for objectives other than deception.
Specifically, the “illusion” can
be used for online works of fiction. Wood and Baughman (2012) explore this idea
in their discussion of the television show Glee and fan role-playing Twitters; they
study fans (unofficially) role-playing as Glee’s characters and examine how
that activity interacts with the show itself. Their description of transmedia
is very relevant to my project:
“Fundamentally,
there is a specific form of participatory culture behavior that involves an
active, collective audience that collaborates on a new, more intense level of
fandom to create a deeper, more fulfilling experience from an existing produced
media text” (p. 331).
Wood and Baughman describe
unofficial fan activity on Twitter enriching Glee as a television series, even
though there is no tie between the producers of Glee and the role-playing fans.
It is a recreational activity on the part of the fans, rather than a decision
on the part of Glee’s creators, to construct these additional narratives
online. Wood and Baughman emphasize “how the fan-operated character role-play
accounts interact with one another to create a stream of discourse meant to
augment the narrative presented by the show itself” (p. 333).
But what about when the show
itself uses character role-play accounts and interaction as an essential part
of its narrative design? Such is the case with AOJE, where it is the creators of the show deliberately making
these transmedia contributions, rather than the fans using the technique as a way
of expanding the narrative. Nuances of AOJE’s
narrative development are found in Jane’s Twitter and Tumblr accounts, as well
as Twitter accounts belonging to other characters (Rochester, Blanche Ingram,
Adele, Grace Poole ...). The creators of AOJE
use transmedia as a means of authentically constructing identity for their
fictional characters. However, there is often an element of mystery to these transmedia
installments; they reveal about as much information as a person would when broadcasting
themselves to the entire internet, and therefore often lead to rampant fan
speculation.
Williams (2008) discusses how
people construct identity through their pop culture interests on social
networking sites, but "the pop culture content is almost always displayed
without comment or explanation" (34). This tendency appears most often on
Jane’s Tumblr (http://eyrequotes.tumblr.com), which often reblogs pop culture
content, but without any further explanation. This in turn provides ample
opportunities for fans to speculate over the significance of Jane’s posts.
(During the arc where Jane returned to her miserable childhood home, for
example, “she” posted gifs of Harry Potter at the Dursleys’ house.) In short,
the AOJE creators display an inherent
understanding of the type of digital literacy described by Williams. It has
become common to have some implicit understanding of social media trends and
discourse; AOJE is using these trends
of online identity construction for purposes of fictional characterization.
The AOJE creators also show their digital literacy by maintaining a
presence in the “aoje” tag outside the context of the fictional narrative.
Occasionally, lead actress Allyson Hall or the show’s writers will post
behind-the-scenes information about the series, discuss authorial intent, or
thank the fans for their support. This creates a sense that fans’ voices are
heard and appreciated by the AOJE production
team.
Communication between AOJE’s fans and team are especially significant
because AOJE is an adaptation of a much-loved
literary classic, Jane Eyre. Adapting Jane Eyre creates a certain
responsibility on the part of the production team to do the original justice.
By reaching out to their fans, the AOJE team
dissolves the more traditional boundary and power hierarchy between fiction
producers and fiction consumers. Shefrin (2007) discusses Peter Jackson’s
similar technique while creating the Lord
of the Rings trilogy. Inviting fan input is “a technologically-inspired
antidote to traditional demarcations between the production and consumption of
cultural artifacts” (268). About Jackson, Shefrin concludes, “it is clear that
the Lord of the Rings phenomenon
portends a paradigmatic shift in producer-consumer affiliations—one that is
grounded in new technologies and new participatory practices by active audiences”
(279).
AOJE, created six years after this article, exemplifies the
paradigmatic shift that Shefrin predicts. Not only do the creators of AOJE interact with their fans and acknowledge
their input: they construct their narrative in the very same social media environment
that their fans inhabit.
References
Curwood, J.S. (2013). The
Hunger Games: Literature, literacy, and online affinity spaces.
Language Arts, 90(6), 417-427.
Donath, J., & boyd, d. (2004). Public displays of
connection. BT Technology Journal, 22(4),
71-
82.
Graves, M. (2011). "Lost"
in a transmedia storytelling franchise: Rethinking transmedia
engagement. (Order No. 3489873, University of Kansas). ProQuest
Dissertations and Theses, 289.
Shefrin, E. (2007). Lord of the Rings, Star Wars, and
participatory fandom: mapping new
congruencies between the
internet and media entertainment culture. Critical
Studies in Media Communication, 21(3), 261-281.
Williams, B. (2008). "What South Park character are you?": Popular culture, literacy, and
online
performances of identity. Computers and Composition, 25, 24-39.
Wood, M.M., & Baughman, L. (2012). Glee fandom and
Twitter: Something new, or more of the
same old thing? Communication Studies, 63(3), 328-344.
No comments:
Post a Comment