Mash Media Storytelling
Mash Media Storytelling: Linking Story Not HTML
A thesis submitted in partial fulfillment of the requirements for the degree
of
Masters of Applied Art
In
Visual Arts
2008
© James Chutter, 2008
BFA Film
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Mash Media Storytelling
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Mash Media Storytelling: Linking Story Not HTML
1. Abstract:
This paper will define the role of the mash media storyteller, a discipline
born from the changing face of participatory media. These mash media
storytellers create character collaboratively, understand Web 2.0 tools, and
perform on the stage of the Global Theatre. By combining examples of my own
work and those of other mash media storytellers I will seek to inspire a new
generation of storytellers to take full creative advantage of the media age we are
now living in to collectively tell, share, and participate in the global story.
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Table of Contents:
1. Abstract………………………………………………………………………………2
2. Preface……………………………………………………………………………….4
3. Introduction………………………………………………………………………….4
4. Research Question and Methodology…………………………………………..7
5. Social Media Landscape..…………………………………………………………9
6. Puppet Strings and Web 2.0 Tools……..………………………………………10
7. Character and Story…………………..……………………………..……………14
7.1 Fictional Story with Fictional Characters……………………………………14
7.2 Fictional Story with Non-Fictional Characters…….……………………….17
7.3 Non-Fiction Story with Non-Fictional Characters…………………...…….20
7.4 Fiction, Non-Fiction hybrid with Personal Non-Fictional Characters….22
8. Beyond the curtain and Internet audience...………………………………...26
9. Conclusion………..………………………………………………………………...28
10. Works Cited……….…………………………………………………………......32
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2. Preface:
Mash Media Storytelling: Using appropriated media to tell a story through
mass media channels.
In Sound Unbound: Sampling Digital Music and Culture, author,
conceptual artist, and musician Paul D. Miller addresses, “the remix – how
music, art, and literature have blurred the lines between what an artist can do
and what a composer can create.” In editing Sound Unbound, Miller asked
“artists to describe their work and compositional strategies.” What I will do in
the following pages will do for storytelling what Miller has done for music. I will
analyze storytelling strategies and explore how participatory media has enabled
the remix or mash-up of stories, which has created an evolved form of
collaborative storytelling that uses appropriated content to reach a mass
audience. I am particularly interested in and continue to build work around the
compositional strategies of storytelling in a socially networked world.
3. Introduction:
There are 175,000 blogs created a day (Technorati), YouTube serves well
over 100 million videos (Michael Arrington, TechCrunch), and Facebook has over
90 million active users (Facebook). These are the numbers dominating the press
discussions of web 2.0. The focus of this thesis will be to highlight the work of a
new breed of storytellers who have learned to appropriate this media content to
enhance their own storytelling ability in an online environment. These are
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storytellers who push the creative envelope to move beyond a linear form of
storytelling to create story from the sharing of participatory media. They create
story by mashing media together to craft a story that is all their own. This
emerging breed of storytellers has been hailed as “cut and paste Kings” with
their ability to slice and dice to produce a media meal that is served up to the
masses (BBC Radio One, 2007). Collage is used to build character and
bricolage to fashion drama. This appropriation and remixing to create new
meaning has always been in storytelling, but with mash media storytelling the
storyteller is no longer governed by words and original content. These
storytellers have a collection of shared rich media that can be used to create
new stories. Understanding how literary theorist Mikhail Bakhtin discusses the
use of word helps further make this connection. “The word in language is half
someone else’s. It becomes one’s own only when the speaker populates it with
his own intention, his own accent, when he appropriates the word, adapting it
with his own intention, his own semantic and expressive intention” (The Dialogic
Imagination, Bakhtin). Instead of being wordsmiths these online authors use
data, bits, and bytes to weave their tale. With the advent of new media sharing
tools mash media storytellers are creating a new language, marked with their
own accent, through the appropriation of shared content. These artists
understand the technical mechanics of the social media evolution, but they see
them as simply tools and canvases to create their work. The tools are available
to everyone; however, most are still just experimenting with their functionality
and not their creative potential.
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This pattern of experimentation with technology has been repeating itself
with the birth of every media evolution. When the Lumière brothers first
invented a magical machine that could create moving images its functionality
was its initial attraction. Immediately this tool for creating moving images was
simply used to shoot a series of photographs that simulated movement. Shots
of approaching trains and women removing their clothing seemed at the time a
major revolution (Gerald Mast, A Short History of the Movies). It was not until
filmmakers like Sergei Eisentein and D.W. Griffiths began honing their craft that
filmmaking fully developed as a storytelling device. They created storytelling
techniques inherent to the medium such as montage and parallel editing to build
narrative and drama (Bordwell, Wallbott). They saw the film medium as an
expressive storytelling tool, as opposed to simply the ability to shoot moving
images. The same holds true for radio. This invention itself was stunning as a
tool to transmit and syndicate voice. Immediately the usefulness of this tool was
to broadcast stage plays and syndicate news, but it was not until Orson Wells’
seminal broadcast of War of Worlds that its storytelling abilities were pushed
beyond the original functionality of the medium. Wells combined the tenets of
news syndication to broadcast a fictional story of the coming attack of alien
invaders. This broadcast stunned the nation (Richard Hand, Terror on the Air!).
Generations of radio listeners were narcotized by radio. Wells wanted to shake
this audience up and force them to question the validity of what they were being
served in mainstream news and media. We are again seeing this desire to
experiment with the media more for its ability to relay story, rather then just as a
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technology. No longer are consumers allowing themselves to be force-fed their
media, they want to be part of it by being producers and now remixers of the
media. Copyright lawyer Lawrence Lessig frames our current situation as being
in a Read-Write-Remix culture, as opposed to the Read-Only culture of the 20th
century (Lawrence Lessig: How Creativity Is Being Strangled by the Law,
Lessig). There is much experimenting with the tools and multitude of media
being created daily, but there is only a select group of mash media storytellers
that have combined a creative sense and understanding of the media to push
the boundaries of what the media is capable of.
4. Research Question and Methodology
In order to answer the singular question “how are these contemporary
mash media storytellers fully realizing the potential of the social media space as
their storytelling medium,” I have charted this notion of mash media against my
own work. As a lifelong storyteller working across many disciplines I have
always concentrated on character building as the backbone of my work. Now
working as a mash media artist I have adapted character-building techniques
from other artists as well as tested my own theories on the nature of
collaborative character building through mash media. I could not build these
characters until there was an understanding of the next generation of storytelling
tools being created daily to facilitate this mashing of story. Beyond the tools
and character-building techniques, an understanding of the ubiquity of
distribution had to be addressed.
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In order to contextualize this research, I will lay a foundation of what is
broadly considered to be social media. From this base I will track examples of
my own work and those of other mash media storytellers across four types of
social media stories and character-building techniques. By using Machinima I
will show how to tell a fictional mash media story using fictional characters built
by game developers. With 43 Entertainment’s alternate reality game and my
work on Corporate Hipster I will demonstrate how to tell a fictional social media
story using non-fictional characters. My work on The Real Banff and Jonathan
Harris’ work on We Feel Fine will demonstrate the techniques employed to tell a
non-fictional social media story with non-fictional characters. Lastly, I will use
examples from Barack Obama’s presidential campaign, life-caster Julia Allison’s
life, and my own life to show how to tell a personal story of a non-fictional
person in a mash-up of fiction and non-fiction to create a personal online
identity. With the base of social media tools and character established I will
lastly delve into distribution techniques.
5. Social Media Landscape
In 2004 Tim O’Reilly coined the term Web 2.0 to express an evolution that
the end-users of the Internet were dictating (O’Reilly). This second evolution of
the Internet, referred to as Web 2.0, has lowered the barrier of entry for content
creators giving a larger selection of the population access to mass media
distribution channels in order to tell their story. Where Web 1.0 featured
brochure style static websites, Web 2.0 is characterized by a richer social
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interaction online. Combine this web evolution with the fact that the quality of
consumer electronics is going up, while the price stays the same, and we are
beginning to see a new generation of content producers adding to the online
conversation. As MIT professor Henry Jenkins said in his article, What
Happened Before YouTube, “we are entering a new kind of digital literacy,
where everyone is a publisher and whole populations have the chance to
contribute as well as consume.” This evolution has opened up new possibilities
for user-generated content, which has chipped away at the foundation of the
monolithic structure of mass media communication.
The power to craft and distribute stories to entertain, educate or simply
as a form of self-expression has been placed in the hands of the masses. They
also now have access to syndicate their content through mass media
distribution channels. This gives the power to the individual storyteller to pull in
many niche audiences, rather than the traditional form of mass media, which
relies on pushing content to a mass audience. This can be seen with Chris
Anderson’s theory of The Long Tail, which shows that with unlimited distribution
and storage capabilities, even niche content has the ability to generate a mass
audience. With the overwhelming wealth of media that is springing forth every
second in this socially networked space it is easy to discount it all as pure media
noise with no inherent value. If we see this content as fodder to be used in our
own stories, media noise starts to look more like paint in the mash media
storyteller’s palate. Like any artistic pursuit there must be some awareness of
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the technical mechanics of operating within that palette.
6. Puppet Strings and Web 2.0 Tools
Much has been made of the tools and mechanics of Web 2.0
applications. Many have made their fortune on building these applications,
devices, and portals. Marc Andreessen cut his technology teeth by building the
web browser, Netscape. He has since scaled the social network building tool
Ning to be worth half a billion dollars (Arrington). When Facebook opened its
developer’s platform the tide of social networking shifted and with it came a
shift towards the valuation of tools over creative potential. Today there are close
to half a million developers using this platform, but these tools are simply that,
tools (Facebook). These tools are like instruments used by storytellerspaintbrush, software, printing press. The tools of Web 2.0 are like the strings of
the puppeteer. They simply animate the character in conjunction with the story.
Knowledge of their operation does not necessarily create a creative story in this
space. That being said there has to be some technical expertise in knowing
how they operate. However, with user-generated media comes a usergenerated aesthetic. This aesthetic is characterized by a lack of technical
expertise. This aesthetic, like the aesthetic of Cinema Verité, adds to the
authentic production quality that is essential to being seen as part of social
media as opposed to repurposed from a mass media production. Like the
puppeteer who is not expected to animate his character with precise human
mobility, the social media storyteller is not expected to have precise mastery
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over their tools. As a mash media storyteller it is important to know these tools,
but more importantly to know how to source open-source resources that have
already been created. Tapping into APIs already built, then adapting them to
serve the story is the reality of the workflow for mash media artists.
This is exactly how mash media artists Amy Hoy and Thomas Fuchs
created Twistori. Twistori is a mash-up of three different APIs all combined to
tell the Twittered stories of Love, Hate, Think, Believe, Feel, and Wish. In real
time, emotions scroll up the screen of Twistori.com, combined with the
sentences in which they are embedded. The textual story aggregates these
popular emotions telling the additive global story of world emotion. For this story
to come together Hoy and Fuchs needed Jonathan Harris and Sepandar Kamvar
to create the blog data visualization We Feel Fine, which was the inspiration for
the site. They also needed Twitter to be created as a micro-blogging platform.
Lastly, they needed the API from Summize, which is a Twitter specific search
engine. These confluences of source code and creativity serve to create a
whole new story, without Hoy and Fuchs typing any original content themselves.
In contrast, the combination of Maho no I-Rando’s software and the
mobile phone device has spawned a whole new generation of mash media
storytellers who create novels of original content known as keitai shousetsu.
These are authors who compose complete novels in text messages that are
instantly uploaded to a homepage where users can comment directly on the
latest post. These authors, predominately young Japanese women, understand
the tools and in most cases prefer the tools of the cell phone keypad to the
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computer keyboard, but they also understand their audience and the type of
stories they want to hear. One of the most popular authors, Rin, said of her
readers; "they don't read works by professional writers because their sentences
are too difficult to understand, their expressions are intentionally wordy, and the
stories are not familiar to them" (The Age). Howard Gardner in his article The
End of Literacy: Don’t Stop Reading nicely frames this shift in storytelling by
urging us to not:
Worry for a nanosecond that reading and writing will disappear.
Even in the new digital media, it’s essential to be able to read and write
fluently and, if you want to capture people’s attention, to write well. Of
course, what it means to “write well” changes: Virginia Woolf didn’t write
the same way that Jane Austen did, and Arianna Huffington’s blog won’t
be confused with Walter Lippmann’s columns. But the imaginative
spheres and real world needs that all those written words address
remain.
In Japan this new collaborative and device driven form of storytelling has
gained huge popularity in the mass market- so much so, that half of the bestselling novels were written on a mobile device.
Inspired by the combination of open-source technologies mashed with
very personal stories I created an ongoing online photo essay, DailyJim.com,
that chronicles my personal life story. This is a personal photo essay project that
combines the coding work of Pixel Post and my own photographs to tell the
story of my life the way I see it. I shoot the photographs with a mix of analog
and digital cameras to emulate the struggle of living in a purely digital world
navigating my existence online through mediated technologies, and also living in
the analog offline world. By manipulating the source code to create a platform
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for the content, I am able to syndicate this story to a mass audience thus
sharing and allowing my pictorial story to be used by other storytellers. Without
open APIs and the access to open-source tools this additive and homeostatic
form of visual storytelling would not have left my own personal photo album.
This allows the story and the character that is depicted to enter the public
domain. This public and collaborative building of character through shared
technologies is where I have focused my own work as a mash media artist.
7. Character and Story
With knowledge of the tools of social media the storyteller now needs to
create character to be the mediator of the participatory connection. With all the
personal profiles that create character on the social web there are many prefabricated characters in the mash media storyteller’s palette. Beyond these
personal profiles, there are also characters from other storyteller’s stories that
can be used, mashed up, and appropriated. Social media storytelling and
collaborative character building fall into four categories: Fictional stories using
fictional characters, fictional stories using non-fictional characters, non-fictional
stories using non-fictional characters, and a blend of fiction and non-fiction
using personal characters. These four mash media storytelling techniques will
be further explained by analyzing my work and the work of other artists
operating in this space.
7.1 Fictional Story with Fictional Characters
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One of the most innovative forms of mash media storytelling is that of
Machinima. Machinima was born out of a filmic electronic age but operates in
the language of social media storytelling (30, Hanson). Over broadband
connections users control pre-designed video game characters to act out short
films live in the game world. These films are recorded to a hard drive from which
the footage is edited, scored, and produced in a similar tradition to digital
filmmaking. These video game characters, pre-made by the video game
designers, are accessible to the mash media storytellers as fully rendered
characters that just need a voice and a new story. The most popular of these
films is the series Red vs. Blue where the soldiers of Halo, are controlled and
voiced by a group of gamers. There is a sharp departure from the narrative of
the original game, as the warring soldiers passively pontificate on life, as
opposed to saving the world from alien invasion.
With my interest in remix DJs, and Machinima I have taken to mashing up
Machinima films with heavily remixed musical tracks. This removes the narrative
voice, which has already been replaced from the original game play, and
replaces it with the mashed up story of the remixed track. These films become
a new form of music video using appropriated characters, appropriated
graphics, and an appropriated score. The generation of the creator of the
original content becomes twice removed. I became interested in this type of
filmmaking after studying fair-use and parody copyright law, specifically around
the work of visual artist Jeff Koons. Koons is no stranger to getting sued.
However, the damages he has had to pay are far less than the remunerations
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and publicity he has received for his oft-appropriated work. In the famous case
of Rogers v. Koons, he claimed his direct sculptural reproduction of Puppies, a
photograph by Art Rogers, was meant to parody the kitsch image (Mary Ann
Fergus, Art and Law). The courts did not agree. In my own installation work I
have often experimented with the notion of appropriated kitsch in a playful
manner. As a nod to Koons’ struggle as an artist working with appropriated
content I created Data Puppy. This was a work that used individual pixels to recreate a kitsch work from a common template. I combined this image with
appropriated video, which was then substantially altered enough to avoid legal
issues and copyright infringement. This body of work is meant to raise
awareness of the copyright laws that are ever-changing in this media landscape.
As these laws are being established, personal privacy also becomes an issue for
every individual who shares media. Who is using this media? Who is
monitoring this media? These are questions without clear answers, yet they
remain a contentious issue not only for media artists, but also for anyone who
participates in shared media.
In this post-Napster era this issue of copyright infringement remains a hot
topic to many mash media artists, so much so, that Carrie McLaren has created
illegal-art.org to showcase copyright infringing artwork. One example is Brad
Neely, who has completely re-dubbed Harry Potter and the Sorcerer’s Stone
under the moniker of Wizard People, Dear Reader (Bill Werde, New York Times).
His work is meant to be a humorous parody of the popular film. The fact that
this mash-up is indeed a parody keeps him safe from the original content
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creators and allows him to create more fictional stories from fictional characters.
This awareness of copyright law becomes an unfortunate reality for any mash
media storyteller, however, these infringements can be avoided by using nonfictional characters in the story.
7.2 Fictional Story with Non-Fictional Characters
The creation of Alternate Reality Games (ARGs) is another great example
of the mash media storyteller as puppet master, but unlike Machinima that uses
fictional game characters, ARGs use real people as the characters in the
fictional story. ARGs are a type of online and offline treasure hunt where the
puppet master storyteller seeds clues online that offline users need to collect to
piece together the story. These are totally fictional stories where the users
become the characters. Year Zero was a game developed by 42 Entertainment
to coincide with the release of a Nine Inch Nails concept album. The story, told
through the game and the album, is one of a dystopian future where the
government answers to no one (Frank Rose, Secret Websites, Coded
Messages). This is a story that has been told before by many authors,
filmmakers, and artists, but never quite like this.
The story began when Nine Inch Nails fans saw that raised letters on their
concert t-shirt spelled out: iamtryingtobelieve.com. The discovery of this site
lead to four other URLs which all began to create the character of a theocratic
government ruling by marshal law. USB keys found at concerts contained files
that further explored this narrative and character. Flyers were handed out at
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concerts with a call to action to fight against this emerging government force.
These resistant fighters, who are all real people living offline, were invited to
meetings via text messages. At the meetings they were given resistance kits
and became part of a group of militants fighting against a government that only
existed in the narrative of this ARG and concept album. These real people
became characters in a totally fictional, yet plausible story all orchestrated by a
mash media storyteller.
In my own work I created a character partly based on my own life
experiences by using collaborative character building assets. Similar to the Nine
Inch Nails Alternate Reality Game, I used real people to create a fictional
character. I used the power of user collaboration to create a character with the
input of a wide spectrum of real people who I identified as being similar to the
character I wanted to create. CorporateHipster.com was created as a social
space where many users could add content to the site in order to develop this
character of a corporate hipster. This collaboratively created character is a
static archetypical character based on the mash-up of two stereotypes. On one
hand this character is a corporate ladder-climber devoted to succeeding in his
chosen career path. On the other hand the character is a hipster whose life goal
is to look his hippest at concerts and maintain his anti-establishment reputation.
This fictional character of a corporate hipster has become part of the pop
nomenclature and from this base has been introduced into the social space as a
mascot for hipsters with real jobs. The mashing of all these individual profiles
and content into one social portal creates a character built all from user input.
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As the storyteller, I simply create the framework and stage for these storytelling
assets to be gathered. This technique of creating character collaboratively
stems from my work in theatre where as a part of a troupe of actors we would
build a play through improvisation. This play-building technique, commonplace
in the theatre world, is something I continue to experiment with in the online
space. The first stage is to successfully build characters, and then begin to
introduce them into conflict with each other to create the drama of classic
theatrical narratives. Instead of being together in a theatre this type of
collaboration happens over a broadband connection, often with an unknown
collaborator.
7.3 Non-Fiction Story with Non-Fictional Characters
Jonathan Harris and Sepandar Kamvar are the ultimate puppet masters,
manipulating social data to tell their unique stories through stunning data
visualizations gathered from unknown collaborators. Computer scientists by
training, Harris and Kamvar create complex APIs that scrape the blogsphere for
data based on daily emotions in blog posts. They are creating a global
character using emotions from millions of bloggers to tell their story of the
emotional landscape of the world on any give day. 15,000 to 20,000 new
emotions are added to We Feel Fine everyday by thousands of bloggers from
around the world (We Feel Fine). These bloggers contribute without knowing it.
Being an avid blogger myself I am sure that I have contributed to this emotional
mash-up. With 175,000 new blogs created each day, Harris and Kamvar will
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soon reach their goal of creating an artwork authored by everyone in the world
(We Feel Fine).
I have not been able to accomplish a piece authored by everyone in the
world, but the online audience for a project that I shot in Banff, Canada has
resulted in the fact that, every second of everyday someone somewhere is
watching my content. The Real Banff was a project I shot and told online
through social media channels using a town as the main character. In this case I
was not using appropriated material, but I was creating very specific niche
content so other storytellers could appropriate it for their storytelling needs. It
was an experiment where I had no guarantees that the story would live on past
the hosting channels that I created. However, after just a few weeks the content
began to be appropriated by specific niche audiences in over 120 different
countries. I was telling a story by creating content of others telling their story,
then allowing others to use that content to tell their own story. This is exactly
what mash media storytelling is all about. Working as a mash media artist can
be about using appropriated content but it can also be about creating content
for the specific purpose of having it appropriated by other artists. After proving
this model of storytelling works to attract a mass audience, I continue to shoot
highly appropriable micro niche content that specific people are passionate
about that can be used as fodder for others’ stories.
Another name that I have given to this technique of storytelling is: cloud
storytelling. The technique draws on the notion of cloud computing where
processing power is drawn from a multitude of technical infrastructures without
Mash Media Storytelling 20
the knowledge of the server owner (Stephen Baker, Google and the Wisdom of
Clouds). In cloud storytelling the elements that form stories are not all
generated by the author, but rather appropriated from other servers and
reconfigured by the mash media storyteller. Google has developed applications
to store software and data on servers as opposed to the individual’s hard drive,
but they have also unwittingly developed an application in YouTube for cloud
storytelling. They have done this by storing a massive amount of content that
can be used in cloud storytelling. The more specific the content is, the more
attractive it is to be appropriated. This creation of niche content gives the mash
media storyteller access to the specific character they wish to portray in a nonfiction story.
7.4 Fiction, Non-Fiction hybrid with Personal Non-Fictional Characters
Senator Obama’s campaign is an interesting case study of a mash media
storyteller creating a character that is part fact and part fiction. Facebook
founder Chris Hughes left his potentially lucrative position with the social
network to build the online presence of Obama (Brian Stelter, The Facebooker
Who Friended Obama). He did so using all the tools and distribution angles in
his social media storytelling arsenal. Obama has, a Flickr page, a YouTube
Channel, a Facebook profile, and a myriad of other social media network
outlets. Barackobamaisyournewbicycle.com feeds visitors with 366 ways that
Obama really cares. Wired writer Matthew Honan, who followed Obama on the
campaign trail, authors the site and subsequent book. Examples of how Obama
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cares are: “Obama commented on your blog,” “Obama added you as a friend,”
“Obama checked under your bed for monsters.” The most noteworthy piece of
Obama content as it relates to mash media storytelling is the Wil.I.Am video Yes
We Can. This video, which has reached over 10 million views, mashes up
Obama’s Yes We Can speech with images of celebrities who share Obama’s
views. The original speech can be seen on the Barack Obama YouTube
channel, while this mash-up music video is hosted by dozens of other channel
owners. This video, along with Obama’s other social media outlets, has been
credited with bringing the youth vote over to Obama’s camp (Peter Feld, What
Obama Can Teach You About Millennial Marketing). Hughes, who is responsible
for Obama’s online presence, has puppet mastered the presidential candidate
through the primary by continually giving the community media fodder to spread
the good word of the O brand. Beyond the social network channels,
My.barackobama.com gives users the ability to start their own Obama
fundraising campaign. These fundraising tools are not that different from the
tools that Hughes originally put in place when Facebook was developed. The
success of Facebook lies in the fact that users must attract friends to build their
profile. This creates a platform for each user to create their own character of
themselves as well as to distribute that character to a mass audience. What is
most noteworthy is that the tools used by Obama to spread his Internet fame
and image are at the disposal of any broadband user. This gives us all the ability
to create, manage, and manipulate our own celebrity. This is a lesson that Julia
Mash Media Storytelling 22
Allison learned early on and parlayed into her Internet fame. In Wired magazine
she is described as,
the latest, and perhaps purest, iteration of the Warholian ideal: someone
who is famous for being famous. Like graffiti writers who turned their
signatures into wild-style gallery pieces, she has made the process of
self-promotion into its own freaky art form. Traditionally, it takes an army
of publicists, a well-connected family, or a big-budget ad campaign to
make this kind of splash. But Allison has done it on her own and on the
cheap, armed only with an insatiable need for attention and a healthy
helping of Web savvy (Jason Tanz, Internet Famous).
Her bio tells of the same Obama formula that she also employs to manufacture
her online image: “Julia has a Facebook account, a Myspace page, a Flickr, a
Twitter, a Friendfeed, four Tumblrs, three Movable Type blogs, two Vimeos, one
YouTube and a photogenic white shih-tzu named Marshmallow” (JuliaAllison).
She constantly creates new content, even if it is as mundane as a photograph of
her getting her eyes checked or a Twitter update stating that she is in a cab. She
then distributes it across a cross-pollinating and self-referential network that she
has built. Her photo tumblr is simply a collection of photographs that she
appears in. This URL story is a mash-up of other people’s content all told in an
additive fashion. This dedication to telling the story of herself has resulted in
appearances in a myriad of mass media news outlets, all for doing very little and
accomplishing very little in the traditional sense of celebrity creation.
Seeing this, I decided to jump in as well, by building my own personal
media empire and personal brand. This was partly due to my own obsession
with building my own celebrity and partly to engage in participatory observation
in the anthropological sense. My life in photos is displayed on my Flickr page,
Mash Media Storytelling 23
with the best being daily housed on DailyJim.com. These pictures are
supported by my Twitter page and personal blog. My musings are also made
public at IAmUserGenerated.com. I update and add content to my Internet
Movie Data Base (IMDB) profile to inflate my celebrity from a past life as an
actor. I blog for a social media advertising agency and write for a citizen
journalism site all the while search engine optimizing my own name. Lastly, I
maintain a YouTube channel where I create small videos that others can use to
answer popular questions they receive. I made these videos all from
appropriated images to respond to questions that I found time consuming
answering. Most email, text and Facebook messages I received daily could be
generalized into my social sphere wondering what I was doing with my life. My
answer invariably was either: socializing, working or thinking. By creating three
videos based on these three answers I could paste a link reply to the social
query instead of textually writing an answer. These answers are publicly
available as media assets to link to should anyone else’s life consist of
socializing, working and thinking. By creating these video assets that others are
using to relate to their friends and family I am becoming part of that story.
Creating these videos is much like a sample DJ pressing a record of just
samples, breaks, and loops. These are small pieces of content available for
others to weave into their story.
All these Internet portals mash together to create my lifecast, as told by
me. The personal content is available for comment on by the Internet
community and in the public domain for remixing. This dedication to online
Mash Media Storytelling 24
celebrity creation has resulted in my scoring a 62 on the Vanity Validator, a tool
that Chris Anderson developed using Google’s Page Rank to calculate anyone’s
online presence. To put the ranking in context, Obama scores a 72 and Julia
Allison a 59. These types of online numerical validations are increasingly being
looked at as we seek to find value in our lives lived online.
8. Beyond the Curtain and Internet Audience
Personal validation through participation online continues to be an
interesting phenomenon to track. At the Vidfest 2008 conference held in
Vancouver, Canada, Eric McLuhan discussed the theories behind his father’s
books and how their meanings have changed over time, specifically in the public
domain of The Global Village. He explained that in our heavily mediated
technologically driven culture the value of our physical selves is lessened and
replaced with the valuation of our ability to perform on the global stage through
participation in media (Jarrett Martineau, NowPublic at Vidfest). Allison and
Obama heard this proclamation and became major players in the Global Theatre
of online participation, which pushed them into new positions of power. As a
mash media storyteller this hosting and distribution phase becomes crucial to
having other storytellers interact with your stories. This participation is crucial in
order to assure that we can collectively, as a society, tell our story. This allows
us to not be limited to the silos of author and audience.
As a career storyteller working across many mediums, my greatest
frustration occurred in the distribution phase. As a filmmaker I was in control of
Mash Media Storytelling 25
the development, pre-production, production and post-production, but when it
came to distribution, the story was either taken out of my hands or the project
reached its terminal phase. Much like the puppet master who builds his own
portable stage the mash media storyteller now has the ability to create a
distribution platform that best serves the specific story he is trying to tell. This is
a luxury the film medium did not afford me in my career as a filmmaker. This
stage is malleable and ever-changing as new audiences are reached. The everchanging form of the stage is made possible by the taxonomy of tag structures
essential to participatory media. It is these tags that help audiences find the
content they seek to participate in (danah boyd, Proceeds of Hypertext 2006).
For this reason new audience generation can be as simple as changing a tag or
other meta-data. This tagging structure is what has propelled the form of mash
media storytelling even further. Every time the media is mashed with another
piece of media the searchable tags for that piece of media doubles. Take for
example the work I did with Halo, Machinima and the Sony Bravia commercial.
By mashing these pieces of content together the individuals searching for these
tags triples the potential audience. This manipulation of metadata is an
important step in mash media storytelling that should not be ignored. In
traditional storytelling once the story was published, or aired, or distributed it
maintained its form. However, by constantly tweaking tags, descriptions and
titles of the mashed story the storyteller can reach a new searching audience.
This new audience brings a fresh perspective to the work by picking up on
certain elements of particular interest to them. This can be likened to having a
Mash Media Storytelling 26
book translated into a new language, which obviously opens it up to a new
audience who add their cultural biases to the work. The distribution phase of a
mash media story must also be seen as part of the creative process that needs
to be managed and planned. This phase is of particular importance given the
overwhelming amount of content that is produced daily.
9. Conclusion:
Content creation online has risen over 57% in the past three years
amongst teens (Pew Internet). It is estimated that 15% of all YouTube videos are
either remixes or remakes of other content (Wesch). From this we can draw that
the stories being told and media being created is only going to keep growing as
a younger generation is born into a participatory media culture. We can look at
all this new media creation as media noise or we can look at it as fodder for
collectively telling our stories through mash media. More importantly, how do
we inspire this new generation of storytellers? Marc Davis who is an assistant
professor at the School of Information Management at the University of
California Berkeley has built the Garage Cinema Research facility in order to
“enable the billions of media consumers to become producers” (Susan
Kuchinskas, Cooking Up Social Media). This is just one example of a heavily
funded agency attempting to build better tools and more robust platforms to
facilitate more media. This is one approach. The approach that I am advocating
is to facilitate better storytelling by collaboratively using the content that these
tools beget by deploying these stories through the power of collaborative
Mash Media Storytelling 27
character building and to redistribute these appropriable stories with Web 2.0
tools through the malleable stage of social media channels.
An example from my portfolio that brings together all my analysis of mash
media storytelling is a social portal that I collaboratively built to help facilitate
“thank yous.” Thankyourdonor.com is a storytelling network where blood
recipients can thank their unknown blood donors. These are two tribes who
rarely mix, but thanks to having a shared story experience they can connect on
a personal level. This is not a project that simply creates new tools to create
more content, but rather creates a stage where people who are thankful for the
gift of life can repurpose their story under one theme. Much like a mash-up DJ
selects multiple tracks to form one new piece of music, I am attracting multiple
individual stories to tell one large story based on my creative impetus. This
aggregation of multiple individual stories all housed under one story theme is yet
another form of mash media storytelling.
This type of mash media storytelling can subvert the stereotype of the
lonely artist toiling away by creating community around the act of appropriated
storytelling. It can topple the pre-conceived notions of what mass media
content should consist of on an aesthetic level. The distribution of highly niched
stories to a mass media audience through social channels can subvert the
strangle hold of mass media distribution by creating a new diversity in the
stories the masses are able to interact with. This allows us to connect more
deeply, albeit mediated, through the power of story with our tribe. In Professor
Wesch’s presentation on An Anthropological Introduction to YouTube he charts
Mash Media Storytelling 28
a cultural inversion, in which he “describes the tension that we (in a cultural
sense) experience as participants. On the one hand we express individualism,
independence and a keen commercialism while desiring community and
relationships within an authentic context” (Gavin Heaton, YouTube and the
Context of Being Social). It is my belief and hope that by collaboratively
connecting through mash media stories we will invert this cultural inversion and
build stronger community relationships through authentic living and a shared
storytelling experience.
Mash Media Storytelling 29
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