Module 8 Media Ethnography Objectives: From working on this module, you should learn to: - understand the nature and importance of media ethnographies in terms of the meaning of media texts as constituted through audience response and participation. - understand the different ways in which audiences participants in constructing responses to media texts as fans or participants in fan communities. - understand and apply different ethnography research methods: o defining topics/questions o finding a site for analysis (chat rooms, e-zine production, TV/video viewing, music clubs, theme parks, etc.) o observing audience practices using field notes, observations, photography, interviews o analyzing results in terms of norms, codes, discourses constituting the meaning of audience response and participation o aspects of texts that invite or evoke audience response What are Media Ethnographies? Media ethnographies are studies of how audiences assume the active role of constructing the meaning of media texts. The meaning of media texts is not “in” these texts; nor is the meaning simply “in” audiences. Rather, the meaning of evolves out of the activity of audiences’ activity of social participation with media texts. As Grossberg, Wartella, and Whitney (1998) argue in defense of their model of “mediamaking:” …the media are themselves being made while they are simultaneously making something else…we must see the media and all of the relationships that the media are involved in as active relationships, producing the world at the same time that the world is producing the media. This means that the media cannot be studied apart from the active relationships in which they are always involved: We cannot study the media apart from the context of their economic, political, historical, and cultural relationships (p. 7). For Virginia Nightingale (1996), the experiences of the private everyday life has become controlled by a media culture in which the private experience are replaced by public performances and consumption in a range of different worlds. As a result, the ideal, unified self of the "‘individual personality’" is now dispersed across a range of loosely defined, transitory alliances. As she notes: media engagement increasingly transposes everyday life to a public ‘out there.’ Everyday life has become synonymous with what’s on television or radio, what’s in the newspapers or magazines, what’s on at the cinema or what’s in the shops. All that is left is the person finding a way ‘to be’, operating electronically and commercially programmed pathways... (p. 141). Through observation and interviewing audience participation in responding to the media, media ethnographers (Ang, 1985; Bird, 1991; Booker & Jermyn, 2003; Brown, 1990; 1996; Buckingham, 1993; 1996; Davis, 1997; Harrington & Bielby, 1995; Jenkins, 1992; Lull, 1990; McGinley, 1997; McRobbie, 1990; Mills, 1994; Palmer, 1986; Provenzo, 1991; Radway, 1984; 1988; Riggs, 1998; Seiter, Borchers, Kreutzner, & Warth, 1989; Spigel & Mann, 1992; Schwartz, 1998; Turkle, 1995) attempt to understand an audience’s responses as a social activity (for summary analyses of media ethnographies, see Ang, 1991; Crawford & Hafsteinsson, 1997; Moores, 1993; Nightingale, 1996; Stevenson, 1995). Purpose of this Module This module describes strategies for integrating media ethnographies into a media studies class to provide students with an understanding of how the meaning of media texts is constructed through participation in viewing or reading activities. By learning about the various techniques involved in conducting media ethnographies, you can then have your students conduct their own small-scale media ethnographies of how meaning is constructed through viewer or reader participation in response activity. Students may study television viewing, Internet chat rooms, fan club activities (soap opera/Star Trek), responses to magazine, or participation in media events (Super Bowl, rock concerts). Through conducting these studies, students move beyond simply analyzing media texts to understand how audiences construct their own meanings of these texts based on shared needs, purposes, attitudes, values, or enjoyment. Active Audience Response in a Media Culture Audiences have assumed an increasingly active role in the media culture. As noted in Module 4 in the discussion of “diffused audiences” (Abercrombie & Longhurst, 1998), audiences have become active performances through participation with the media. They engage in fan-club chat exchanges about favorite television programs. They burn music CD’s and share those CD’s with peers. They participate in “blogging” on-line exchanges of opinions. They organize viewing events around going to films or viewing at home, such as “Super Bowl” parties. They visit theme parks, attend concerts, or shop in malls, experiences that are highly mediated by media. Through their participation with the media as participatory spectacle, audiences are constructing modes of escape, daydreams, and alternative identities (Abercrombie & Longhurst, 1998). Given their more active, interactive participation with media researchers moved beyond the traditional “uses” or “cause/effect” model of media studies described in Module 4 to study the particular ways in which audiences experience the media in their everyday lives. These researchers are particularly interested in “fan subcultures” in which fans construct their identities and stances consistent with the culture of, for example, a Star Trek fan club For a summary of fan subculture research http://www.wsu.edu/~amerstu/pop/audience.html David Morley: history of audience research http://www.museum.tv/archives/etv/A/htmlA/audiencerese/audiencerese.htm Reception studies of media http://www.cultsock.ndirect.co.uk/MUHome/cshtml/media/reccrit.html These participatory uses of the media have become constitutive of everyday life, as in the act of listening to the radio while one works. Engagments in “mediascapes”(Abercrombie & Longhurst, 1998; Attallah & Shade, 2002) as activities could be characterized by a number of phenomena associated with audience response and stances that could be studied in media ethnographies: Audience stances mediated by commercialism in a global economy. Because these “mediascapes” are shaped by commercialism and commercial interests, audiences are socialized to adopt values of consumerism as part of globalization driven by conglomerate media corporations (Attallah & Shade, 2002). Simulations of different cultural contexts are designed for commercial purposes as opposed to providing actual experience of cultural difference. Visitors in shops in Disney World representing different countries of the world, unlike visitors to real countries, have no interaction with the culture that produced the products sold in these shops (The Project on Disney, 1995). As a result they may perceive the real world as a “global marketplace…where goods flow freely and are free exchanged” (p. 42), a distorted version of reality in which people must produce products within the constraints of economic forces and barriers. As a result of this commercialization, markers of class, race, and gender become less important in defining one’s identity than lifestyle or appearing “cool” through the uses and display of products. This focuses audiences’ attention on self-definition or the “project of the self” constructed through appearing to be “cool” based on commodity use. In order to learn what is considered to be “cool,” audiences perceive the world as an “object of spectacle” in which experiences are treated as part of seeing and being seen (Abercrombie & Longhurst, 1998). Audiences adopt the stance of a “possessive gaze” that focuses on surface images and brands associated with “coolness.” For example, in the experience of shopping at a mall, they perceive products in terms of how those products will enhance their own image. That shopping experience is mediated by advertising and brand images throughout stores designed to foster that “possessive gaze” stance—for example, with models wearing certain clothes or having shoppers participate in “entertainment retail” uses of products. Advertisers and marketers targeting the adolescent market have increasingly turned to ethnographic methods to study what adolescents perceive to be “cool.” As documented in the PBS program, Merchants of Cool, (entire program on-line: http://www.pbs.org/wgbh/pages/frontline/shows/cool/ they then use that information to promote products by connecting those projects to images and practices associated with “coolness.” In commercialized virtual worlds, “reality” is often mediated by the producers’ own ideological versions of history and community, often masking complex cultural or political issues. Members of The Project on Disney (1995) found that history in Epcot exhibits in Disney World was portrayed primarily as a continuous improvement of the world through technology and corporate agents (who are also sponsors of the exhibits.) For example, in an exhibit on “The Land” sponsored by Kraft, “no relationship to the land other than commercial use by business is posited as possible or event desirable” (p. 59). In an exhibit on “Universe of Energy,” sponsored by Exxon, there is no reference to energy shortages, oil spills, or solar power. Representations of American history emphasize “unity” and “equality” achieved through global capitalism while masking over references to conflicts associated with gender, class, or race, or cross-cultural differences between societies. The future is portrayed as a world populated by intact, heterosexual families—“in ‘Tomorrowland Theater’ the chorus tells us that ‘Disney World is a wonderland for girls and boys and moms and dads’” (p. 69.) The prevailing narrative in these historical representations is one of “capitalist expansion masquerading as science fiction in which the heroes of the next century are not people but machines, with faith placed not in courage but in technology” (p. 86). Participation in virtual worlds. Audiences are devoting more time to participating in virtual worlds. A survey by the Annenberg Public Policy Center (1999) found that, on a daily basis, children ages 10-17 spend 2 and 1/2 hours watching television, and another 2 hours with video games, computers, music, or the VCR. In the “mediascape,” there is a blurring of the distinction between fiction and real in which audiences have difficulty knowing what constitutes “reality” and what constitutes “fiction.” For example, in responding to “reality” television shows, they are viewing “real” people engaged in staged events. They may respond to these people as if they are “real,” yet also know that they are viewing what could be a fictional, staged drama the accentuates sensationalized conflicts for entertainment purposes. These leads to the popularity of fan club experiences in which “real” fans adopt the fictional roles of characters in programs. Star Trek fan club members construct their own identities as “Trekkies” by using the Star Trek register, wearing costumes, or display their knowledge of programs or the actors’ and actresses’ personal lives (Jenkins’ (1992). Soap opera fans display pictures of soap opera actors in their bedrooms, write letters to the actors, or attend social events to meet the actors (Harrington & Bielby, 1995). One conception of the virtual is that it is a Xerox copy or “never anything more than a pale imitation of the real: a mere simulation” (Doel & Clarke, 1999). From this perceptive, the virtual may never measure up to the complex reality it attempts to imitate. This conception of the virtual as false imitation or approximation of reality presupposes a correspondence theory of representation—that artistic or technological forms need to bear some relationship to reality, a questionable assumption. Another conception of the virtual is that it is not a copy of reality, but is a more attractive alternative to the everyday, hum-drum “lived” world (Doel & Clarke, 1999). From this perspective, the virtual is celebrated as an improvement over or even a solution to reality. As Doel and Clarke note, “the virtual is to the real as the perfect is to the imperfect. Here, it is the real that is figured as partial, flawed, and lacking, while the virtual promises a rectification and final resolution to come…sadly, reality rarely suffices” (p. 268). For example, computer games based on PlayStation2 are advertised as being more engaging than the reality they are based on. This somewhat utopian conception of the virtual is still based on the need to compare the virtual with the real. A third conception posits the idea that the virtual is its own “hyper-reality” (Baudrilland, 1994) divorced from any need to correspond or connect to a “livedworld” reality—the idea that the virtual creates it own form of reality (Doel & Clarke, 1999). One problem with this conception is that, in attempting to define a possible world of its own, it cannot ultimately divorce itself from lived worlds. Through participation in on-line chat rooms or collaborative computer games, students experience a sense of virtual community. Many adolescents are turning away from the “represented” worlds of much of broadcast media, which “created a world awash in events but largely devoid of shared experiences” (Travis, 1998), to participate in shared communal experiences of interactive media. In these virtual worlds, they can also experiment with different roles and stances by using alternative forms of language without concern for the constraints of gender, class, race, age, or disability markers that inhibit their participation in lived-world, face-to-face interaction. Participants in virtual worlds may or may not be accountable for any “real-world” consequences for their actions in virtual worlds. They may adopt different identities because they perceive no need, in a virtual world, to considering the consequences of their actions. As Bill Teel, who runs a chat monitoring service noted “In teen chat rooms, all the girls are cheerleaders and all the boys have muscles…for the majority of kids, this kind of fibbing is healthy, allowing kids to pretend to be whatever they think is cool” (Santo, 2000, p. 9). Based on her extensive study of MUD participants, Sherry Turkle (1996) found that “you are who you pretend to be” by experimenting with different identities/roles. She quotes one participant: You can completely redefine yourself if you want. You can be the opposite sex. You can be more talkative. You can be less talkative. Whatever. You can just be just be who you want really, whoever you have the capacity to be. You don’t have to worry about the slots other people put you in as much. It’s easier to change the way people perceive you, because all they’ve got is what you show them. They don’t look at your body and make assumptions. They don’t hear your accent and make assumptions. All they see is your words” (p. 158). Developing social connections. In participating in sharing responses to texts, audiences experience social connections to other actual or virtual audiences, connections that convey to them they are part of a larger social network. For example, some research on females’ responses to teen magazine advice columns and quizzes argued that female readers were being socialized to adopt traditional feminine values and function as consumers of beauty-industry products (see Module 4). However, ethnographic research by Currie (1999) found that not only were the advice columns and quizzes the most frequently read sections of the magazines, but also serve to foster sharing of problems with peers, creating a sense of community with those peers. Currie (2003) notes that the sharing of magazines between peers was a popular pastime. Currie quotes one of her participants, 17-year-old Alexandra: “My friend loves doing the little surveys, like the ‘Friends’ survey and stuff. She always gets me to fill them out with her, or she’ll ask me questions and we go through—actually, lately, we’ve been going through them like crazy because it’s grad. So we’ve been all going through those magazines you’ve listed, basically just for style of grad dresses, and stuff like that.” (p. 252). Audiences as communities. In developing social connections through participation with the media, audiences construct communities—either imagined or real (Abercrombie & Longhurst, 1998), —whose beliefs and values serve to define their own identities. Audiences of an evangelical television program or a conservative talk show identify with the imagined community of other participants who may share certain beliefs and values constituting participation with these programs or shows. Or, they may be participants in actual, real communities, for example, as members of a fan club chat group. In one student study, Rick Lybeck (1996) examined his own family members’ responses to a televised baseball game. He recorded and took notes on his father’s and brothers’ responses to a series of baseball games. He analyzed this data in terms of what aspects of the game the participants focused on, their physical behaviors in responding together as a group, and any ritual-like patterns of response. Lybeck found that his participants, all of whom were or had been baseball players, responded to the game by vicariously experiencing the actions of the players. They used their viewing to fulfill the purposes of a “companionship dimension” (Wenner & Gantz, 1998, p. 237) to share time with other family members. In some cases, the actual physical act of responding—of standing up and swinging as if they were a hitter or giving “high-fives” to each other as if they were on the field was part of a shared drama of mutual engagement in the game. Through mimicking the ball players on the field, they were vicariously playing out their own enjoyment of the game as a form of male-bonding. The participants also frequently adopted the “sports-talk” lingo of the television commentators to formulate their own descriptions of the game. Lybeck notes that this male sports talk serves to define their social identities as avid fans: The main feature of the ESPN update was Barry Bonds having hit his 300th and 301st home runs earlier that afternoon. The significance of this was that Bonds joined an elite group of three other players who have in their careers hit 300 or more home runs and stolen 300 or more bases. A trivia question was put: who are the other guys. There were three generations of ball players present, two father-and-son combinations, quizzing each other on father-and-son baseball trivia; it truly was a question made for them. The TV medium as focused on in this informal ethnography was something that was integrated into a male bonding setting, but not necessarily central to the bonding. TV enabled the males to extend their baseball enjoyment and to affirm their identities as baseball players following in the footsteps of baseball fathers. (Lybeck, 1996, p. 12) Lybeck’s analysis points to the need to understand television sports-viewing activity as central to constructing male relationships. Audiences as fans. Audiences also assume the roles of being active fans. Being an avid fan often involves exerting some influence on people involved with the production (Harrington & Bielby, 1995; Jenkins, 1992). In a study of soap opera fans and fan clubs, Harrington & Bielby (1995) found that producers and actors/actresses often lurked on fan clubs bulletin boards or participate in fan club meetings for the purposes of garnering evaluative comments about their program. Because the fans were aware of their participation, they assumed that their responses might have some influence on the program’s production. Fan participation is also driven by the need to publicly demonstrate their commitment to being more than simply casual viewers through displaying pictures of soap opera actors/actresses in one’s home or attending fan club meetings (Harrington & Bielby, 1995). In doing so, they must also often cope with their peers’ stereotypes of themselves as fans who are incapable of distinguishing between fiction and reality, stereotypes which, in some cases, created a sense of ambivalence about their own viewing habits. Varied levels of uses of the media/computers. Audience participation with media may vary considerably in terms of their level of active/attention engagement depending on their purposes for participation. In some cases, they may not be directly attending to an experience, for example, in which the television or radio is simply passive background noise. In other cases, they may be directly attending to a media text when they have a defined purpose or reason for participation. For example, a sports fan who is a member of a fantasy sports club may carefully attend to games, sports talk shows, or information on the Internet in order to acquire relevant information necessary for his participation in the fantasy sports club. This suggests the need to examine audiences’ modes or levels of engagement—the extent to which they are actively or passively engaged with or participating with the media texts. In playing computer/video games, they may experience high levels of interactive engagement, while in watching television while multi-tasking, they may be not be attending to the television content. These different modes or levels of engagement may be a function of interest, textdesign, social participation with other audiences, or larger purposes for responding. Studying these different modes or levels provides researchers with some understanding of various factors shaping variations in these modes or levels. Audiences may also vary in terms of their moving through and attending to media related to changing/surfing channels or radio stations, or clicking on different hypertext options on the Web. Audiences may have a particular goal or purpose driving their choices, or, they may simply exploring what is available. Social and cultural uses of the media. Audiences are also use the media to fulfill certain social and cultural needs. For example, they may view television or films in groups as part of the need to build social relationships. They may also view certain programs in order to acquire information necessary for participation in conversations with others. They may also engaged in ritual participation with media as part of being a member of a culture, however virtual. For example, they may view television news as part of a nightly ritual celebration of virtual link to “community” constructed by the television news program. For example, in a study of avid readers’ reasons for reading the newspaper tabloid, The National Inquirer, female readers often read the tabloid in order to obtain information about celebrities which they could then share with their friends as a form of gossip (Bird, 1992). Women who could cite the latest celebrity "insider story" from sources such as The National Inquirer and dramatize its relevance for their peer group assumed status within the peer group (Bird, 1992). Even the relatively “passive” process of television viewing can become part of an active social interaction around responding to and critiquing television. Dan Chandler’s Module: The Active Viewer (extensive bibliography) http://www.aber.ac.uk/media/Modules/MAinTV/actviewa.html Understanding the various purposes for participation in virtual worlds may explain the appeal of the worlds. One purpose may be to engage in a pleasurable, ritual-like experience that connects participants with larger, mythic, collective dramas (Real, 1996). For example, soccer fans viewing World Cup soccer television broadcasts as a social group engage in ritual-like social practices a “fanship dimension and the desire to ‘thrill in victory’” (Wenner & Gantz, 1998, p. 237), a “learning dimension” (p. 237)—acquiring information about the teams and players, a “release dimension”—the “opportunity to ‘let loose’” or “get psyched up” (p. 237), a “companionship dimension” (p. 237)—sharing time with friends and family, and a “filler dimension”—the use of sports viewing to “kill time.” (p. 237). The appeal of virtual worlds may therefore lie in participants’ need to transcend the everyday through collective rituals. Viewers’ responses may also be driven by the need for a reassuring, ritual-like activity. Viewers may enjoy watching a weekly mystery program because of the reassurance of a predictable sense of closure provided by the final resolution of solving the crime. Based on her research on elderly viewers’ responses to mystery programs, Karen Riggs (1998) argues that “the reassuring mystery presents a means to validate the self at a stage of life when one’s identity is threatened in many ways by society as a whole” (p. 17). Michael Real (1996) argues that these ritual participations in the media culture serve to connect viewers to larger, mythic dramas as well as other fans engaged in the same collective rituals. Rituals involve viewers in a collective experience that serves to unify their allegiance to a group. They engage viewers in the repetition of certain familiar narrative patterns. They structure time and space in ways that provide a sense of order and defined roles. Real cites the example of the soccer fans active engagement in viewing World Cup television broadcasts of soccer games. Real draws a comparison between the rituals of the Balinese cockfight as described by Clifford Geertz (1973) and sports fans’ participation with media sports: First, both the cockfight and sports provide double meanings and metaphor that reach out to other aspects of social life. Second, both are elaborately organized with written rules and umpires…. Third, betting plays a major role in each…. Fourth, violence heightens the drama of each. Fifth, the presence of status hierarchies surpasses money in importance in the event, with corporate and political elites assuming central roles…. Sixth, each of the two, the cockfight and the media sporting event, “makes nothing happen”; neither produces goods or directly affects the welfare of the people (p. 60). By perceiving viewers’ responses as part of a larger ritual activity, students may understand how viewing is driven by larger cultural purposes. For example, analysis of television sports viewing found five basic dimensions associated with purposes for viewing (Wenner & Gantz, 1998). Five basic dimensions emerged from analysis of the viewers’ responses. A primary motive was a “fanship dimension and the desire to ‘thrill in victory’” (p. 237). A “learning dimension” (p. 237) had to do with acquiring information about the teams and players. A “release dimension” refers to the “opportunity to ‘let loose’” or “get psyched up” (p. 237). A “companionship dimension” (p. 237) has to do with the use of sports to share time with friends and family. And, a “filler dimension” relates to the use of sports viewing to “kill time.” (p. 237). While these objects or purposes overlap, they suggest that understanding different objects and purposes requires an understanding of the activity in which viewers are engaged. Defining class, gender, and racial identities. Audiences also use their participation with media to defining class, gender, and racial identities. By adopting certain stances associated with the practices and discourses portrayed in certain texts, audiences align themselves with certain class, gender, and racial identities. In his analysis of the television production professional wrestling, Jenkins (1997) posits that the staging of a melodramatic encounter between the “good guy” who ultimately seeks revenge on and overcomes the trickery of the underhanded, villainous “bad guy” is a genre tool that is highly appealing to a working-class male audience. Vicarious participation in this drama allows males to “confront their own feelings of vulnerability, their own frustrations at a world which promises them patriarchal authority but which is experienced through relations of economic subordination…WWF wrestling offers a utopian alternative to this situation, allowing a movement from victimization toward mastery” (p. 560. In her study of female adolescents’ responses to the popular television program, Beverly Hills, 90210, McGinley (1997) found that the females rarely challenged the program’s predominate narrative of employing a range of practices associated with being attractive to males. Through their talk about the characters’ appearance and actions, they defined their own beliefs about gender identity in ways that were consistent with the program’s traditional, consumerist values. As McGinley noted, “talk about fictional characters and situations both produces and makes possible certain ways of being in the world and relating to others, certain identities, and the same talk conceals and closes off other possibilities” (p. 52). They perceived themselves as experts on these topics, and gained pleasure and status from sharing their expertise. She found that “never did they question the media definition of “pretty,” or their own unproblematic equating of appearance and identity” (p. 77). They “accepted the show’s invitation to foreground appearance, then enthusiastically cycled that way of attending to female identity back toward their own lives” (p. 78). The females in the study defined a virtual community through their relationships with the characters: “As viewers constructed a community with the characters, as they drew connections and disjunctions between the characters’ personalities and their own, new meanings accrued to those traits that gave viewers importance new ways to attend to their own lives” (p. 103). The females achieved status through responding in ways that demonstrated their expertise about the social practices of dating as portrayed in the program. As McGinley notes, “They constructed a pleasurable community with which they could be experts, and positioned themselves as authors of the female identity they constructed” (p.215). One new media ethnography project that is starting up (as of summer, 2003), involves an analysis of audience response to, online discussions of, and the integration of Oxygen within viewers' everyday lives with the new Oxygen media organization material, particularly their television broadcasts http://www.oxygen.com/ The Oxygen Media Research Project http://www.hydrogenmedia.ucsb.edu/ will examine the ways in which audiences respond to the somewhat feminist-oriented content available on Oxygen (Penley, Parks, & Everett, 2003). Audiences may also define their beliefs and attitudes associated with class identities through their responses to media texts. Cheryl Reinertsen (1993) completed a project in which she analyzed a group of her adolescent daughter’s female friends’ weekly viewing of two television programs, “Beverly Hills 90210” and “Melrose Place.” These programs revolve around male/female relationships: fidelity, marriage, sex, relationships in the workplace, conflict resolution, etc. Cheryl observed the group discussions of the programs and interviewed various group members about their perceptions of the group meetings. Based on her observations and interview transcripts, she extracted a number of patterns in the group’s responses to these programs. She found that members applied their own beliefs and attitudes to judge the characters’ actions. They “‘liked Donna because she is nice and she doesn’t do anything wrong; Andrea because she doesn’t care only about her clothes and appearance; Billy because he is true and the most caring, ideal, and sensitive; Jo because she is her own person and she stands up for herself; Matt because he is a peacemaker and serves other people’” (p. 8). They “‘disliked Amanda because she is anorexic, out for herself, and ruthless and arrogant and Kimberly because she’s a weakling’” (p. 9). For Cheryl these judgments consistently reflected what she characterized as middle class assumptions about family, work, and sexual behavior. They believed that the characters are often irresponsible in not being concerned with their education or future career. For example, in one episode of “90210,” a female college student becomes engaged to an older man. The group shared their displeasure with her decision to become engaged: “‘She likes him just because he’s rich.’ ‘She should stay in college.’ ‘She’s too young.’ and ‘Wait until her parents find out. They will really be mad’” (p. 14). For Cheryl, these comments reflected a cultural model in which “college age students should not be engaged because they are too young. If they do get engaged, they will drop out. Education is important, love can wait” (p. 22). Cheryl recognized the power of the group in shaping individual members’ responses. Through sharing responses valued by their peers, group members affirmed their allegiance to the group's shared beliefs related to the middle class values of her own home and community. Aspects of racial identities also influence response. In a study of African-American females responses to the film versions of The Color Purple, Jacqueline Bobo (2003) found that, despite Spielberg’s uses of black stereotypes and criticisms of the film by reviewers, particularly male reviewers, the females empathized strongly with what they perceived to be the positive aspects of the film related to portrayals of strong female identities consistent with the daily lives of black females and their own history of viewing largely white actresses. Bobo cites the example of one participant: “When I went to the movie, I thought, here I am. I grew up looking at Elvis Presley kissing all these white girls. I grew up listening to ‘Tammy, Tammy, Tammy’. And it wasn’t that I had anything projected before me on the screen to really give me something that I could grow up to be like. Or even wanted to be. Because I knew I wasn’t Goldilocks, you know, and I had heard those stories all my life. So when I go to the movie, the first thing I said was ‘God, this is good acting.’ And I liked that. I felt a lot of pride in my Black brothers and sisters…By the end of the movie I was totally emotionally drained…The emotional things were all in the book, but the movie just took every one of my emotions…Toward the end, when she looks up and sees her sister Nettie…I had gotten some emotionally high at that point…when she saw her sister, when she started to call her name and to recognize who she was, the hairs on my neck started to stick up. I had never had a movie do that to me before.” (p. 311-312). Bobo notes that her participants’ positive reactions to the film reflects the process of “interpellation”—the “way in which the subject is hailed by the text; it is the method by which ideological discourses constituted subjects and draw them into the text” (p. 312). Given black females’ experiences and their own ideological discourses, the film evoked positive responses and led them to bracket out what may have been critical responses to some of the stereotyping in the film. Media ethnographers are also interested in the relationship between media and audience response in different cultures throughout the world (Ginsbury, Abu-Lughod, & Larkin, 2002: Kraidy & Murphy, 2003). For example, when television first became available to Australian Aborigines, they were not accustomed to the content of the programs, the focus of a major cultural tension between their own and the White, commercial cultural content of television. Elizabeth Bird (2003) argues that media ethnography serves a valuable purpose in providing a complex perspective on audiences’ media participation and challenge some of the simplistic claims made about the overpowering effects of media on people—“demonstrations of audience activity can make us feel less helpless and more powerful…” (p. 189): It is a mistake to conclude that all people, all the time, are in the vice-like grip of all media. The pervasive talk of “media saturation” overlooks the more complex reality, which is that people’s attention is variable and selective…it is indeed very difficult for most of use to live without some media, but other media we can happily take or leave. Similarly, ethnographic research paints a more subtle and optimistic picture, showing people who engage enthusiastically with some messages, while letting much wash over them—and spending much of their time loving, caring, and sparring with each other. (p. 190) Methods for Conducting Media Ethnographies General ethnographic methods. In conducting these studies, students draw on some of the methods used in qualitative or ethnographic research on methods to study social contexts or sites. Glesne and Peshkin’s (1992) Becoming Qualitative Researchers, Longman, is a readable introduction appropriate for even high school students. Bruhn and Jankowski (1991) A Handbook Of Qualitative Methodologies For Mass Communication Research and Lindlof (1995) Qualitative Communication Research Methods contains discussions of methods specific to qualitative research on response to media. For a glossary of terms used in ethnographic research: http://www.fieldworking.com/library/fieldwords.html For a discussion of general methods of different types of ethnography: http://pages.cpsc.ucalgary.ca/~saul/681/1997/amy/ethnography.html For a discussion of methods for studying places or institutions employed in the very useful first year college composition textbook, Fieldworking (Cheresi-Smith & Sunstein, 2002). http://www.fieldworking.com http://www.fieldworking.com/library/fieldurls.html Street-level Youth Media: young people using media to study community issues http://streetlevel.iit.edu/ The May, 2004 issue of Language Arts is devoted to articles on techniques for engaging students in ethnographic studies. Folklore studies (research on local folklore is related to media ethnography in that it examines the ways in which local social practices reflect the culture of a particular place or region): American Folklore Society http://www.afsnet.org American Folklife Center http://www.loc.gov/folklife American Memory Project http://memory.loc.gov/ammem CARTS: Cultural Arts Resources for Folk Arts in Education http://www.carts.org Smithsonian Center for Folklife and Cultural Heritage http://www.folklife.si.edu Wisconsin Folks http://arts.state.wi.us Louisiana Voices: An Educators Guide to Exploring our Communities and Traditions http://www.louisianavoices.org For further reading on general ethnographic/fieldwork methods with students: Beach, R., & Finders, M (1998). Students as ethnographers: Guiding alternative research projects. English Journal, 89(1), 82-90. Campano, G. (2002). Dancing across borders: Creating community in a diverse urban classroom. http://kml.carnegiefoundation.org/users/gcampano/index.html Dunbar-Odom, D. (1999). Speaking back with authority: Students as ethnographers in the research writing class. In V. Balseter & M. H. Kells (Eds.), Attending to the margins: Writing, researching, and teaching on the front lines (pp. 7-22). Portsmouth, NH: Boynton-Cook. Egan-Robertson, A., & Bloome, D. (Eds.) (1998). Students as researchers of culture and language in their own communities. Cresskill, NJ: Hampton Press. Pfitzner, A. (2002). Preparing students to become invested members of their community. http://kml.carnegiefoundation.org/gallery/spfitzner/# Sinor, J., & Huston, M. (2004). The role of ethnography in the post-process writing classroom. Teaching English in the Two-Year College, 31(4), 369-382. Wolk, E. (2002). Pio Pico student researchers participatory action research: From classroom to community, Transforming teaching and learning. http://kml/carnegiefoundation.org/gallery/ewolk For further reading on general ethnography methods: Emerson, R., Fretz, R., & Shaw, L. (1995). Writing ethnographic fieldnotes. Chicago: University of Chicago Press. Fetterman, D. (1997). Ethnography: Step-by-step. Thousand Oaks, CA: Sage. Hammersley, M., & Atkinson, P. (1995). Ethnography: Principles in practice. New York: Routledge. Schensul, S., Schensul, J., & Lecompte, M (1999). Essential ethnographic methods: Observations, interviews, and questionnaires. Lanham, MD: Rowman & Littlefield. Schensul, J., & Lecompte, M (1999). Designing and conducting ethnographic research. Lanham, MD: Rowman & Littlefield. Silverman, D. (2000). Doing qualitative research. Thousand Oaks, CA: Sage. Van Mannen, J. (1998). Tales of the field: On writing ethnography. Chicago: University of Chicago Press. For further reading on audience research methods related to media (see also Module 4): Abercrombie, N., & Longhurst, B. (1998). Audiences: A sociological theory of performance and imagination. Thousand Oaks, CA: Sage. Berger, A. (2000). Media and communication research methods. Thousand Oaks, CA: Sage. Bird, E. (2003). The audience in everyday life: Living in a media world. New York: Routledge. Brooker, W., & Jermyn, D. (Eds.). (2003). The audience studies reader. New York: Routledge. Dickinson, R., Harindranath, R., & Linne, O. (Eds.). (1998). Approaches to audience: A reader. New York: Oxford University Press. Dochartaigh, N. (2002). The Internet research handbook: A practical guide for students and researchers in the social sciences. Thousand Oaks, CA: Sage. Goldstein, J. (Ed.). (1998). Why we watch: The attractions of violent entertainment. New York: Oxford University Press. Gunter, B. (2000). Media research methods. Thousand Oaks, CA: Sage. Hay, J., Grossberg, L., & Wartella, E. (1996). The audience and its landscape. Boulder, CO: Westview Press. Hine, C. (2000). Virtual ethnography. New York: Sage. Jensen, K. B. (Ed.). (2002). A handbook of media and communication research: Qualitative and quantitative methodologies. New York: Routledge. Jones, S. (Ed.). Doing Internet research: Critical issues and methods for examining the Net. Thousand Oaks, CA: Sage. Lindlif, T.R. & Shatzer, M.J. (1998). Media ethnography in virtual space: Strategies, limits, and possibilities. Journal of Broadcasting & Electronic Media, 42(2), 170-190. Mahin, D. (2002). Ethnographic research for media studies. London: Arnold. Mann, C., & Stewart, F. (2000). Internet communication and qualitative research: A handbook for researching online. Thousand Oaks, CA:Sage. Markham, A. N. (1998) . Life online: Researching real experience in virtual space. Walnut Creek, CA: Altamira Press. Means Coleman, R. R. (Ed.). (2001). Say it loud!: African American audiences, media, and identity. New York: Routledge. Morley, D. (2000). Home Territories: Media, Mobility and Identity. London: Routledge. Riggs, K. (1998). Mature audiences: Television and the elderly. New Brunswick, NJ: Rutgers Univ. Press. Ruddock, A. (2001). Understanding audiences—Theory and method. Thousand Oaks, CA: Sage. Seiter, E. (1999). Television and new media audiences. New York: Oxford Univ. Press. Tulloch, J. (2000). Watching the TV audience: Theory and method in reception studies. New York: Oxford Univ. Press. Stokes, J. (2003). How to do media and cultural studies. Thousand Oaks, CA: Sage. Wicks, R. H. (2000). Understanding audiences. Mahwah, NJ: Erlbaum. The following are some types of media texts students could study: Computer/video games. Students participate in a range of different types of computer/video games. In “shooter games” such as Quake, Doome, and others, players use various weapons to destroy their opponents. Google: video games http://directory.google.com/Top/Games/Video_Games/News_and_Reviews/ In other on-line games, such as Sim City 3000, Populous, and Alpha Centauri, students are involved in constructing different aspects of community—housing, transportation, shopping, business, schooling, waste disposal, day care, etc. (For a description of 2002-released, The Sims OnLine http://www.msnbc.com/news/835533.asp?0cb=-21b5737 One player, Melissa Maerz, in an article in City Pages, described her experience playing The Sims Online: Released last December, the multiplayer game is a chance to play The Sims with hundreds of thousands of other people around the world. You construct a virtual you-choose a haircut and an outfit, select a hometown, find a house to live in and roommates who are just psychotic enough to live with you. And then you try to live the best cyberlife you can. Keeping your front yard in shape, buying a bigger television for the family, boosting your popularity by chatting up your neighbors--these are the ways you keep up with the virtual Joneses. There is no dragon to kill, no world to save, no magic mushroom to eat, no points to earn, no "winning" the game--just bills to pay, toilets to clean, and a job to work every day until you die. http://www.citypages.com/databank/24/1160/article11076.asp In web-based computer games, players participate with other players with varied abilities and expertise, a characteristic that mirrors the reality of lived worlds. Within this social hierarchy, players advance as they learn new practices and strategies. In studying these games, students may examine participants’ perceptions of differences and similarities between playing the game as a virtual reality and experiences in similar livedworld realities. Game Research http://www.game-research.com/ Game Culture http://www.game-culture.com/ The Education Arcade http://www.educationarcade.org/ Game Journals: blog about games http://www.gamejournals.com/ Game Studies: research on game participation http://www.gamestudies.org/index.html WomenGamers http://www.womengamers.com/ Digital Games Research Association http://www.digra.org/ For a study of female computer games: http://culturalpolicy.uchicago.edu/conf2001/papers/jenkins.html DVD: Gamers: Clans, Mods, and a Cultural Revolution (documentary on gamers) http://www.thegamingproject.com/ Issue of M-C/Media and Culture on games http://www.media-culture.org.au/archive.html#game Ahuna, C. (2001). Online Game communities are social in nature http://switch.sjsu.edu/v7n1/articles/cindy02.html Assignment: conduct an ethnography of a New Media artifact http://mdcm.arts.unsw.edu.au/s2-2002/1001/ethnog_explained.htm Fan members/clubs. Students could also study various types of fans or fan clubs organized around television programs, films, rock groups, sports teams, or memorabilia. Being a fan involves active participation and knowledge of a particular media text or event, as displayed through logos, photos, clothes, etc. For example, an avid professional football team fan may attend events prior to the game, wear certain costumes associated with the team, actively follow information about players and games, and perform in certain ways during the game. For example, during the game, fans may engage in a whole series of different ritualistic cheers or chants. All of this points to new, alternative ways of audience participation with television shows. Some shows actually encourage and foster audience participation of web sites linked to shows. Brooker and Jermyn (2003) cite the example of a British BBC2 drama series, Attachments, in which the characters participated in a web site that actually existed and could be accessed by audience members: Attachments is a drama series about a fledgling dotcom company, run by married couple Mike and Luce, and the problems the team has in setting up and maintained a lifestyle and music site called <Seethru>. http://www.seethru.co.uk Viewers of the early episodes who typed in the <Seethru> URL they glimpsed during the show were often surprised to discover that the site actually existed, a simulacrum of the on-screen dotcom with no hint that Mike and Luce might be fictional characters. Designed to mirror the events of the TV programme, <Seethru> enabled viewers to enter the world of Attachments, reader the articles discussed in that week’s episodes, mail and get response from the show’s protagonists, watch unseen material from the programme on “webcams”, and follow up MP3 or internet links recommended by the fictional team. (p. 322) Similarly, Brooker and Jermyn note that the various sites associated with audience participation with Dawson’s Creek provided viewers with additional information about the program: The “Summer Diaries” feature lets a Dawson’s Creek fan read her favorite characters’ personal journal, while <Capeside.net> http://www.capeside.net presents a detailed simulation of the show’s fictional setting, complete with fake banner ads and college magazine articles written by Dawson and his friends…A more recent addition to the site allows visitors to explore a mocked-up version of the characters’ desktops, letting them root through Dawson’s deleted mail file and discover secret correspondence that never came to light on the TV show; another gives the visitor access to scribbled notes, supposedly written by the characters and passed under the table during their college classes. The page’s slogan reads: “Think you know everything that’s going on in Capeside High? Think again.” (p. 324). Brooker and Jermyn conducted an analysis of audience’s postings and weblog interactions on the <Seethru> site, finding that the participants were engaged in a far more active/interactive mode that the typical television audience. The “went online to Debate its flaws, emailed its chracters, watched clips that were never shownon TV and wandered off onto other sites following the fictional team’s links and recommendations” (p. 333). Web-based fan clubs are organized around highly interactive audience exchanges, transparent navigational links, and hybridity of texts, images, sounds, links, or references (Hocks, 2003). Members of the Felicity Fan Club share experiences with the discontinued program: http://www.sonnybrenda.com/BFO/ participate with the show’s official web site: http://www.felicitypage.com/home.html Media ethnography studies fan participation on these sites are themselves becoming increasingly hypertextual—framing reports of their data through web-based links. Mary Hocks (2003) cites the example of an online dissertation research report by Christine Boese (1998), a study of the fan culture of the television series, Xena, Warrior Princess. http://www.nutball.com/dissertation/index.htm This research report contains narrative constructions of program episodes, surveys, photos, 1,100 Web sites related to the show, data on fan conferences, and analysis of fan responses. Moreover, response of visitors’ own responses to the site have been added to the site. Boese uses this Web-based tool to demonstrate a primary finding—how female fans developed a sense of agency and social empowerments through sharing responses to the lesbian/feminist themes portrayed on the show and in the chat exchanges. These materials are linked together in a highly interactive way so that users themselves experience their own reflective sense of responding in a different mode other than simply reading a print report. In what could be described as an infinite expansion of response research, the users were adding their own meanings to the site and learning in the process. As Hocks notes, all of this challenges readers’ familiar mode of reading ‘by drawing explicit and sometimes playful attention to both the discontinuities and the continuities between older and newer forms of reading, writing, and viewing information” (p. 643). A key element of the Xena: Warrior Princess program are the highly postmodern stances towards mythological and literary texts that serve as the basis for the storylines, characters, symbols, and themes in the program. For links to the mythological intertextual links, see: http://www.xenite.org/xor/Mythology/ Web-site links such as the Whoosh fan magazine http://whoosh.org provide funs with a lot of articles about background information on intertextual links. Gwenllian-Jones (2003) notes that the journal: carries essays on a diverse range of topics: Boudicca, Alexander the Great, battle strategy, ancient weaponry, ethical and thematic issues, hero figures, food and drink, geography, fauna and flora, ancient civilizations, spiritual beliefs, comparison between Zena and a variety of other fictional, historical, or mythological figures, and so on. (p. 187). This demonstrates the ways in Web-based media serve as a useful basis for understanding intertextual links to these texts by fostering a lot of hypertextual connections related to participation with television. For other Xena sites: http://www.oxygen.com/xena/ http://www.xena.com/ http://www.xenite.org/xor/home.shtml http://www.klio.net/XENA/ Television or rock band fan clubs are organized around on-line participation in which members assume certain roles, for example, related to reviewing previous shows, sharing information, speculating about future shows, or even rewriting the texts to create alternative plots. Soap opera fans displaying pictures of soap opera actors/actresses in their bedrooms, wrote letters to the actors/actresses, or attended conferences to meet the actors/actresses, practices that served to mark their identities as avid fans (Harrington & Bielby, 1995). Star Trek fan club members employed video editing to construct their own versions of Star Trek programs through editing clips from programs (Jenkins, 1997). Participation in these clubs require a high level of active participation in keeping current about the show or band, as well as events surrounding the show or band. Star Trek fan clubs/activities http://members.aol.com/treknexus/trekcon1.htm For further reading on Star Trek fans; Irwin, W. & Love, G. (Eds). (1997). The best of the best of Trek: From the Magazine for Star Trek Fans. New York: New American Library. Kozinets, R. V. (2001), Utopian enterprise: Articulating the meanings of Star Trek's culture of consumption. Journal of Consumer Research, 28, 67-88. http://www.kellogg.northwestern.edu/faculty/Kozinets/htm/papers.htm Staffford, N. (Ed.). (2001). Trekkers: True stories by fans for fans. New York: ECW PRESS Tulloch, J. (1995). Science fiction audiences: Doctor Who, Star Trek, and their fans. New York: Routledge. Researchers also examine discussion forums to determine responses to specific films, such as an analysis of discussions of much anticipated previews for the Lord of the Rings films Chin, B., & Gray, J. (2001). “One ring to rule them all”: Pre-viewers and pre-texts of the Lord of the Rings films. Intensities: The Journal of Cult Media, 2. http://www.cult-media.com/issue2/Achingray.htm or on http://www.lordoftherings.net , the ‘lotr’ and ‘lord_OT_rings_movie’ lists on Yahoo Groups (groups.yahoo.com), and the message board of another website http://www.tolkienmovies.com which moved its forum from Yahoo Groups to Ezboard http://www.ezboard.com For television program fan clubs: http://www.fandom.tv/ Soap opera fan clubs: http://soaps.about.com/cs/fanclubs/ http://www.soapcentral.com/ps/fanclubs.php Shannon Delaney: Dominant Rock: Fan Theory and Power in Hard Rock Music http://www.uwm.edu/People/sdelaney/rockmytheoryfan.htm Article on a B52 fan club http://www.citypages.com/databank/23/1129/article10590.asp Nicolas Gipe’s study of a rock band’s fan club http://www.geocities.com/gipe0001/peacemakers.html Bale, J., Virtual fandoms; Futurescapes of football. http://www.efdeportes.com/efd10/jbale.htm Pradstaller, F. (2003). Virtual proximity: Creating connection in an online fan Community. Gnovis: Journal of Communication, Culture, and Technology. http://gnovis.georgetown.edu/article.cfm?articleID=13 For further reading on audience research on fans: Baym, N. K. (2000). Tune in, Log on: Soaps, fandom, and online Community. Thousand Oaks, CA: Sage. Bury, R. (2003). Stories for [boys] Ggrls: Female fans read The X-Files. Popular Communication, 1, 217-242 Internet chat rooms. Students also participate in on-line chat rooms within AOL or other sites, as well as MOOs—Multi-User Dimension Object Oriented, a subgroup of MUDs, multi-user, interactive fantasy games, or Blogging. For on-line Cybercultures http://www.socio.demon.co.uk/home.html Blogging: other links http://www.corante.com/bottomline/articles/20020621-875.shtml Dissertation research studies: Georgetown University Center for Communication, Culture & Technology http://cct.georgetown.edu/thesesSearch.cfm In these chat rooms, participants employ short-hand acronyms or lingo in order to keep pace with the fast-moving conversation, for example, AYT (“Are you there?”), YIAH (“Yes, I am here.”), Pmfji (“Pardon me for jumping in.”), BRB (“Be right back.”), PG11 (“Parent nearby.”), GTG (“Got to go.”), CYA (“See ya.”), POOF (Gone, left the chat room) (Ruane, 2000). In chat-room conversations, participants often have no knowledge of others’ real-world identities defined by gender, class, race, age, or disability. They may therefore adopt totally different identities—males may pose as females and visa versa in order to carry on virtual romantic relationships without any of the consequences or accountability associated with “livedworld” relationships (Turkle, 1996). Based on analysis language use in a “Cybersphere” MOO chat space, Angela Dudfield http://www.readingonline.org/articles/art_index.asp?HREF=/articles/dudfield/index.html noted the following: Language use in this text is highly complex and sophisticated. It is "both physical (letters on the screen) as it is in books, and fleeting and ethereal like speech . . . a strange middle ground between written and oral sensibilities" (Young, 1994). Users interact by "talking" with one another, but that talk is "talk written down." What occurs in this form of communication is an interface between oral and written language, with its own unique textual and linguistic features. The text genre is also complex. It is similar to traditional science fiction, and its field, one of surviving in a postapocalyptic world, is realized by the use of lexical items common to that form. Yet, unlike traditional print, the descriptions of the characters are not explicitly woven into the text -- they are prepared by users in advance and are accessed (by individual users) and transformed (by the character's creator) when required or desired. This process is also applied to descriptions of clothing, "locations" on Cybersphere, and various created objects. Successful interaction in this environment requires use of narrative, descriptions, dialogue, performative actions, labels, lists, and abbreviations, all within the context of the theme and genre of the MOO and all interwoven in nonlinear fashion. Participants are in a constant flux of reading and writing to co-construct the text in imaginative, innovative ways. Each "encounter" is unique since the way it takes shape depends on which characters happen to be logged on, how often those characters have interacted previously, their own individual personalities (both in and out of character), and the nature of their in-character and out-of-character relationships within the community. One positive aspect of the absence of physical markers is that adolescents intimidated by nonverbal markers of appearance or physical behaviors in face-to-face conversation no longer need be concerned about these markers. In their study of Sam, a 13-year-old female participant in AOL Instant Message (IM) interactions, Lewis and Fabos (1999) found that she experimented with a range of voices in order to build social ties with both her friends and with strangers. In talking with her close friend, Sam adopted what she described as a “softer and sweeter” tone, while giving shorter, more pointed answers to peers with whom she did not want to talk. She also mimicked the language of another participant who accidentally got onto her buddy list to maintain the connection: Sam: This girl, she thinks I’m somebody else. She thinks I’m one of her friends, and she’s like “Hey!” and I’m like “Hi!” and I start playing along with her. She thinks that I’m one of her school friends. She doesn’t know it’s me. She wrote to me twice now. Bettina: So she’s this person that you’re lying to almost ... Sam: Yeah, you just play along. It’s fun sometimes. It’s comical. Because she’ll say something like “Oh [a boy] did this and we’re going to the ski house,” or whatever, and I’m like “Oh God!” and like and I’ll just reply to her. I’ll use the same exclamations where she uses them and I’ll try to talk like they do. (Lewis and Fabos, 1999, p. 7) Sam and her close friend, Karrie, both find that they are less socially awkward in IM chat than in face-to-face conversations, particularly with boys: Sam: You get more stuff out of them. Yeah. They’ll tell you a lot more, cause they feel stupid in front of you. They won’t just sit there and... Bettina: So it’s a different medium and they can test themselves a bit more and... Sam: So they know how we react and they don’t feel stupid cause they don’t have to think about the next thing to say. I can smile [using an emoticom [a visual icon representing an emotion]) or I can say something to them. (Lewis and Fabos, 1999, p. 8). You could therefore study specific aspects of participants’ conversations in these chat rooms related to their construction of identity, varied social roles, and relationships. Through experimenting with language, Sam is developing confidence in employing different language styles, which may or may not transfer to her ability to express herself in lived worlds. Nick Karl studied the online community of one chat room and emphasized the awareness of language gained by participants: “…we judge each other by the way we “act” and by the way we express ourselves. This is important because it is the basis for social interaction online” On-line chat-room exchanges certainly provide you with a ready, unobtrusive access to public sharing of responses to a range of media texts. On the other hand, rather than assume that you are studying seemingly authentic exchanges of responses, you need to recognize, as Matt Hills warns in citing the “transparency fallacy” (p. 175) that these responses are mediated by the Internet technology which is shaping the practices of social exchange: The “transparency fallacy” seduces critics into supposing that the Internet can unproblematically unveil those cultural processes and mechanisms which cultural studies has been positioning for the past two decades…It is as if the cyberspace ethnographer’s own desire to attain the position of a “lurker”—invisible and supposedly all-seeing— overwhelms or displaces any interest in the technological, social and historical processes through which this “invisibility” has itself been constructed as a specific nodal point within mediation. (p. 175). Hills argues that the chat-room technology creates a different form of cultural performance that needs to be recognized as a performance mediated by the conventions and norms operating in chat-room exchanges, as well as the commodification of chat rooms associated with the promotion and marketing of the text. He describes this technological mediation as the “serialization of the fan audience itself” (p. 177) that creates a second-order version of an audience’s off-line experiences or stances. Another interesting topic has to do with how participants perceive others’ identities in online chat rooms based primarily on language use and style, as well as how do they determine others’ social agendas and sincerity. For research on social perceptions in online sites: The MIT Media Lab: Social Media Group The Sociable Media Group investigates issues concerning society and identity in the networked world. We address such questions as: How do we perceive other people on-line? What does a virtual crowd look like? How do social conventions develop in the networked world? Our emphasis is on design: we build experimental interfaces and installations that explore new forms of social interaction in the mediated world. http://smg.media.mit.edu/ Online interviewing can be difficult, so you need to prepare your interview questions carefully and know how to engage participants in answering those questions. For a discussion of methods of online interviewing: Crichton, S. & Kinash, S. (2003). Virtual ethnography: Interactive interviewing online as method. Canadian Journal of Learning and Technology, 29(2). http://www.cjlt.ca/content/vol29.2/cjlt29-2_art-5.html And, you need to address the ethical, research issue of studying online participants without their permission, a violation of research on human subjects rules; it is therefore important to request permission of participants in an initial posting (Bird & Barber, 2002). A key consideration is whether the site is a public site as opposed to simply your own private emails. (For a discussion of what constitutes “public”: Beau Lebens, Ethnographic Ethics): http://www.dentedreality.com.au/media/notes/net26-assignment-4.pdf Research on Chat-Room Interactions Bibliography on chat communication http://www.chat-bibliography.de/ Nancy Arnett, The electronic mail paradox http://www.student.richmond.edu/2000/nannett/public_html/projects/Ethnography.pdf Baird, E. (1998). "Ain't gotta do nothin but be brown and die " - Introduction to the Internet and an American Indian Chat Room. CMC Magazine 5 (7). http://www.december.com/cmc/mag/1998/jul/baird.html Cerratto, T. & Wærn, Y. (2000). Chatting to learn and learning to chat in collaborative virtual environments. M/C. A Journal of Media and Culture,3(4). http://moby.curtin.edu.au/~ausstud/mc/0008/learning1.html Chen, L, Davies, A., & Elliot, R. (2001). Gender and identity play on the Net: Raising men for fun? http://www.ex.ac.uk/sobe/Research/DiscussionPapersMan/Man2001/Man0108.pdf Chenault, B. (1998). Developing interpersonal and emotional relationships via computermediated communication. CMC Magazine http://www.december.com/cmc/mag/1998/may/chenault.html de la Harpe, R. & Mackenzie, A. (2002). Chat rooms as an academic teaching technique. http://citte.nu.ac.za/papers/id2.pdf Lieberman, J. & Stovall, I. (1999). Strategies for using chat as a communication tool. http://as1.ipfw.edu/99tohe/presentations/lieberman2.htm Murphy, K, & Collins, M. (1999). Communication conventions in institutional electronic chats. First Monday, 2(11). http://www.firstmonday.dk/issues/issue2_11/murphy/ Pargman, D. (2000). The fabric of virtual reality - courage, rewards and death in an adventure mud. M/C – A Journal of Media and Culture http://www.apinetwork.com/mc/0010/mud.html Rintel, E.S., Mulholland, J., & Pittnam, J. (2001). First things first: Internet relay chat openings. Journal of Computer-Mediated Communication, 6(3). http://www.ascusc.org/jcmc/vol6/issue3/rintel.html Tyners, B., Reynolds, L., & Bennett, D. Race-related Behaviors in Monitored and Unmonitored Chat Rooms http://www.digital kids.net/modules.php?op=modload&name=Downloads&file=index&req=getit&lid=19 Organizations/resource sites focusing on research on audience use of the Internet: Journal of Computer-Mediated Communication http://www.ascusc.org/jcmc/ First Monday http://www.firstmonday.dk/ The Journal of Virtual Environments http://www.brandeis.edu/pubs/jove/ Cybersociology http://www.socio.demon.co.uk/magazine/magazine.html Journal of Online Behavior http://www.behavior.net/JOB/ Association of Internet Researchers http://aoir.org/ The Internet Studies Center http://www.isc.umn.edu/ Center for Digital Discourse and Culture http://www.cddc.vt.edu/index2.html Resource Center for Cyberculture Studies http://www.com.washington.edu/rccs/ Cybergeography Research http://www.cybergeography.org/ Cyberanthropology.org http://nt2348.vs.netbenefit.co.uk/ Cyberculture, identity, and gender resources http://fragment.nl/resources/ Net Culture Site http://creativehat.com/public_html/netculture.htm Association of Internet Researchers: Listserves on Internet Research http://www.aoir.org/list.php For further reading on Internet audience research: Ayers, M., & McCaughey, M. (Eds.). (2003). Cyberactivism: Online activism in theory and practice. New York: Routledge. Bell, D., & Kennedy, B. (Eds.). (2000). The cybercultures reader. New York: Routledge. Chayko, M. (2002). Connecting: How we form social bonds and communities in the Internet age. Albany, NY: SUNY Press. Flanagan, M., & Booth, A. (2002). Reload: Rethinking women + cyberculture. Cambridge, MA: MIT Press. Hawisher, G., & Selfe, C. (2000). Global literacies and the World-Wide Web. New York: Routledge. Holeton, R. (1998). Composing cyberspace: Identity, community, and knowledge in the electronic age. Columbus, OH: McGraw-Hill Jones, S. G., (Ed.). (1998). Cybersociety 2.0: Revisiting computer-mediated communication and community. Thousand Oaks, CA: Sage. Katz, J.E., & R.E. Rice. (2002). Social consequences of Internet use: Access, involvement and interaction. Cambridge, MA: The MIT Press. Klotz, R. J. (2004). The politics of Internet communication. Lanham, MD: Rowman & Littlefield. Kolko, B. E., Nakamura, L., & Rodman, G. B. (Eds.). (2000). Race in cyberspace. New York: Routledge. Lueg, C, & Fisher, D. (Eds.). (2003). From Usenet to cowebs: Interacting with social information spaces, Readings in Cscw. London: Springer Verlag McCaughey, M, & Ayers, M. D. (Eds.). (2003). Cyberactivism: Online activism in theory and practice. New York, NY: Routledge. Miller, D., & Slater, D. (2000). The Internet: An ethnographic approach. Oxford, UK: Berg. http://ethnonet.gold.ac.uk/ Nakamura, L. (2002). Cybertypes: Race, ethnicity, and identity on the Internet. New York: Routledge. Rheingold, H. (2000). The virtual community: Homesteading on the electronic frontier. Cambridge, MA: The MIT Press. Smith, M. A., & Kollock, P. (Eds). (1999). Communities in cyberspace. New York: Routledge. Sudweeks, F., McLaughlin, M., & Rafaeli, S. (Eds.). (1998) . Network and netplay: Virtual groups on the Internet. Menlo Park, CA: AAAI Press. Turkle, S. (1996). Life on the screen: Identity in the age of the Internet. London: Weidenfeld & Nicholson. Wardrip-Fruin, N., & Montfort, N. (Eds.). (2003). The new media reader. Cambridge, MA: The MIT Press. http://www.newmediareader.com Werry, C., & Mowbray, M. (Eds.). (2001). Online communities: Commerce, community action and the virtual university. Upper Saddle River, NJ: Prentice Hall. Talk-radio shows. Many of call-in, morning radio program shows geared for adolescents consist of “shock/jock” talk-radio in which hosts engage listeners in “hot-button,” provocative topics only to subject them to ridicule or challenge as a form of entertainment. Or, the sports talk-show often consists of callers sharing technical expertise about players, rules, and “stats.” These radio talk shows serve as a virtual world of conversation in that students could potentially call in and participate in a conversation, but, unlike “lived” world conversations, they have little or no control over the direction of that conversation. Hosts may marginalize, trivialize, or dismiss guests’ comments or create an adversarial stance that reflects what Deborah Tannen has described as a “culture of argument” (Tannen, 1998). Many male hosts of these programs also demean women in an attempt to maintain a male audience. Students may contrast the topics, conversational modes, and roles on these shows, again, as with chat-room talk, comparing it to “lived-world” talk. For links to various radio talk-shows: http://dir.yahoo.com/News_and_Media/Radio/Programs/ Ruohomaa, E. (2002). Radio as a (domestic) medium: Towards new concepts of the radio medium. http://www.nordicom.gu.se/reviewcontents/ncomreview/ncomreview_radio/Ruohomaa.pdf For further reading: Barnard, S. (2000). Studying radio. London: Arnold. Fitzgerald, R., & Housley, W. (2002). Identity, categorisation and sequential organisation: the sequential and categorial flow of identity in a radio phone-in’, Discourse and Society 13: 579-602. Hester, S. & Fitzgerald, R. (1999). Category, predicate and contrast: some organisational features in a radio talk show. In P. Jalbert (Ed.). Studies in ethnomethodology and conversation analysis No 5. Oxford, MD: University Press of America. Hutchby, I. (1996) Confrontation Talk: arguments, asymmetries and power on talk radio. Mahwah, NJ: Erlbaum. Scannell, P. (Ed.). (1991). Broadcast talk. Thousand Oaks, CA: Sage. Thornborrow, J. (2001). Questions, control and the organisation of talk in calls to a radio phonein. Discourse Studies 3 (1). Tolson, A. (Ed.). (2001). Television talk shows: Discourse, performance, spectacle. Mahwah NJ: Erlbaum Teen e-zines/Web pages. Students are also participate in the context of various teen e-zines or Web pages geared for adolescents, for example: Blast! Online www.blastmag.com Feed (hip hop) http://www.feedstop.com/ gURL http://www.gURL.com/ Politics4teens http://www.freewebs.com/politics4teens/ Everytn.com http://www.everytn.com/ Get Help http://www.geocities.com/SouthBeach/Tidepool/3223/ Teenink www.teenpaper.org Grip Magazine www.gripvision.com Teenmag.com www.teenmag.com Teenreads.com: The Book Bag (information about young adult novels, authors, and entertainers) www.teenreads.com Yo! Youth Outlook (issues of concern to adolescents) www.pacificnews.org/yo Wave www.wavemag.com In studying these e-zines or Web pages, students may examine how these magazines or Web pages appeal to adolescent audiences and reasons for their interest or engagement. One study of three female adolescents (Guzzetti, B., Campbell, S., Duke, C., & Irving, J. (2003), Understanding Adolescent Literacies: A Conversation with Three Zinesters, on readingonline.org: http://www.readingonline.org/newliteracies/guzzetti3/): Corgan, Saundra, and Jeanne (self-selected pseudonyms, as are the last names in the article byline), [are] young women who have created three issues of the zine Burnt Beauty, which includes a balanced mix of social justice issues, liberal politics, humor, entertainment and reviews, and personal reflections. The girls both write and solicit others to write articles and poetry for the zine, and they create backgrounds and illustrations for all pieces. Saundra has also produced two issues of her own zine, focused on music and entertainment. During the interview, the girls described the content and distribution of their zine, their readers' reaction to it, the zines they read themselves, and the possibility of including zines in school-based literacy instruction. Their discussion about the out-of-school literacy practice of zining lends insight into the multiliteracies of adolescents, and the literacy practices young people engage in by choice. Their remarks also demonstrate how adolescents use and develop literacy skills both to form and to represent their identities. Insights gained from these girls' discussion can help teachers facilitate literacy instruction and assignments that are motivating and meaningful to students. Another study by Barbara Duncan and Kevin Leander (2002), “Girls Just Wanna Have Fun: Literacy, Consumerism, and Paradoxes of Position on gURL.com,” also on readingonline.org, http://www.readingonline.org/electronic/elec_index.asp?HREF=/electronic/duncan/index.html examined the: writing spaces created by two teenage girls, “Whispered Secrets” and “Honesty,” Web pages that reside within the gURL.com online community, a popular site for online teens. (Both Web pages were taken down from the site during the writing of this article.) While this textual space is an important new domain for young adolescents, it contains both the seeds of resistance and a firmly-situated consumerist ideology in its everyday writing of the ordinary. In the following, we consider the contradictions and ironies of identity and literacy practice in such online spaces. These contradictions are analyzed within the spaces created by the girls, and also across the network that links gURL.com to other consumer-oriented Web sites. For collections of zines produced primarily by females (Knobel & Lankshear, 2002): http://www.zinebook.com http://www.zinos.com http://www.sleazefest.com/sleaze http://www.meer.net/~johnl/e-zine-list/ http://altzines.tripod.com/index_t.html For further reading on female zines: Bayerl, K. (2000). Mags, zines, and gURLs. The exploding world of girls’ publications. Women’s Studies Quarterly, 29 (3-4), 287-292. Comstock, M. (2001). Grrrl zine networks: Re-composing spaces of authority, gender, and culture. Journal of Advanced Composition, 21(2), 383-409. Driscoll, C. (2002). Girls: Feminine adolescence in popular culture & cultural theory. New York: Columbia University Press, 2002. Drive Slowly, Appear Quickly. (2001). Exhibit at Space 1026 Gallery in Philadelphia, PA. http://www.mobilivre.org/slides/slide11.html Duncan, B. J. (2001). Cyberfeminism, zines, n’Grrls: Identity and technology: Cyberfeminism in Online “Grrl Zines”. http://www.students.uiuc.edu/~b-duncan/zines.html Green, E., & Adam, A. (2001). Virtual gender: Technology, consumption and identity. New York: Routledge. McRobbie, A. (1999). Shut up and dance: Youth culture and changing modes of femininity. In M. Shiach (Ed.), Feminism and cultural studies. New York: Oxford University Press. “Riot Grrrl Retrospective.” EMP collection. http://www.emplive.com/explore/riot_grrrl/evolution.asp Robbins, T. (1999). From girls to Grrrlz. A history of women's comics from teens to zines. San Francisco: Chronicle Books. Schilt, K. (2003). “I’ll resist with every inch and every breath”: Girls and zine making as a form of resistance. Youth & Society, 35(1), 71-97. Scott, K. (1998). “Girls need modems!” Cyberculture and women’s Ezines. http://www.stumptuous.com/mrp.html Stern, S. R. (2002). Virtually speaking: Girls’ self-disclosure on the WWW. Women’s Studies in Communication, 25(2), 223-253. Music clubs. Audiences also participant in shared, community experiences in music clubs and rock concerts through dance, singing along, or Karaoke singing. In an analysis of adolescents’ “clubbing” in rock clubs, Ben Malbon (1998) examines how participation in highly sensuous dancing in the club creates an alternative sense of space: Dancing can provide a release from many of the accepted social norms and customs of the “civilized” space spaces of everyday life, such as social distance, conformity and reserve or disattention. Dancing might be seen as an embodied statement by the clubber that they will not be dragged down by the pressures of work, the speed and isolation of the city, the chilly interpersonal relations one finds in many of the city’s social spaces ((p. 271). Malbon noted that in congregating together in large numbers in the club, adolescents created a tribe-like sense of communal, ritual participation through their dance and dress. In the dark lighting, they perceived each other in a different manner. And, within the continuous, pervasive sound of the music, they experience a mesmerizing sense of “‘losing it’ or ‘losing yourself’” (p. 274). Sociology of Rock Music http://condor.depaul.edu/~dweinste/rock/ Assignment: Studying Jerry Garcia fans http://courses.washington.edu/anthr100/secondwritingassignment.doc For further reading: Berger, H. M. (1999). Metal, rock, and jazz: Perception and the Phenomenology of Musical Experience. Middletown, CT: Wesleyan University Press. Shank, B. (1994). Dissonant identities: The rock’n’roll scene in Austin, Texas. Middletown, CT: Wesleyan University Press. Thornton, S. (1995). Club cultures: Music, media and subcultural capital. Cambridge, UK: Polity Press. Sports events/rock concerts. The contemporary sports event/rock concert is highly mediated through a range of multi-media stimuli designed to continually “entertain” audiences through music, commercial messages/images, lights, sounds, color, digital productions, video screens/reruns, games, etc. Students could study how audiences at football/baseball/basketball games, wrestling shows, NASCAR races, and rock concerts are continually positioned by the multi-media stimuli, and how they react to this positioning. To some degree, audiences may have simply grown accustomed to continually being “entertained” throughout a sports event or concert. Students could also examine the intertextual links in the promotions of commercial agendas, particularly media outlets which use sports events and rock concerts to promote their image, for example, radio stations sponsoring half-time contests. And, by observing and interviewing veteran versus novice fans, they could examine how fans are actually socialized through various cues, prompts, and messages to become active, experienced fans who participate with the crowd in joint cheers and events. Central to understanding fan social practices is the concept of performance interaction with other fans working together in a collaborative manner. William Beemman (1997) applies performance theory to note how an audience is constructed by a performer, which in turn influences the performance of that performer: An audience, whether it be 25,000 people, or one person sets conditions for the performer to deal with. The performance event is, in any case always an act of co-creation between performer and audience. The situation is complicated in considering ritual where the "audience" may also be the performers. "Funny" audiences are those whose ensemble work with performers falls outside the predicted bounds. (p. 13). Beemman argues that these performances are learned and executed in a ritual-like manner: Richard Schechner describes all performance as "twice behaved." performative--twice behaved--rehearsed--prepared--done again--with no clear "original"--behavior…. In a set performance routine much of the performance routine is boilerplate, because it has been done so often and with so many people that the probability of predictable shape in ensemble work with the audience is very great. They will provide a predictable range of "reactions" to elements of the performance. (p. 13). For reading about Richard Schechner’s performance theory: Schechner, R. (2003). Performance studies: An introduction. New York: Routlege. Fans may also gain pleasure from identifying with certain sports stars, as well as becoming caught up in, for example, the drama of revenge at a professional wrestling match associated with their own real-world conflicts. In her study of television wrestling fans, Barbara Burke (2001) notes that: Wrestling fans said that real meaning could be found in actions that told about life struggles using understandable tensions which resonated with their everyday experiences, and which offered conclusions and relief. The shows were offered as displays viewers could use to construct ideas about masculinity and men’s lives. The wrestling programs contained stories about morality, duty, loyalty, and honor. Fair play and hard work were balanced against opportunity and tricks; with a logic and value system specific to wrestling fans, but nonetheless consistent and recognizable. Most importantly, the groups of viewers commented, once assumptions about evaluating realism could be discarded, they were able to identify with characters, and find pleasure in wrestling performances. (p. 17). Defining fan identity is also related to adopting discourses of race, class, and gender. For example, James Todd, a graduate student at University of California, Santa Cruz, studied the NASCAR race track fan culture by observing fans social practices, particularly in terms of how it reifies their identities as White, often working-class, Southerners. Emmons, M. (2002, June 23). A question of culture: UC-Santa Cruz student examines the drive behind NASCAR fans' loyalty. San Jose Mercury News. http://www.mercurynews.com/mld/mercurynews/sports/3528673.htm?1c Example of one fan’s observation of the culture of a NASCAR race: What I saw being the main difference of culture between the infield and bleachers was the amount of Money spent at the track. From the president's suite and all the infield suites the owners RV, drivers RV there is a lot of money spent on a race weekend. The cost of being in the bleachers is chicken feed to the infield. The infield pays for tickets plus their camping costs at the track. Just as you would buy tickets to a Baseball game one of the cultural differences is that they do not have camping or motor homes at the Stadium. What I mean by that is there are places to camp, which there are none at the baseball games and yes I do know there are tailgate parties in the parking lot of the stadiums. This event is setup for more than one day of racing. It is a weekend of racing culture everyone their to have fun whether it rains or shines. The owners, and drivers are out to win millions at the races and they hope there sponsors will fund their existence at the track. What sponsors get out of it is advertising. The sponsors have their Logo on different places like the hood which is usually the main sponsor. The logo that is closer to the front of the car is the car manufacture Ford, Chevrolet, Pontiac, and this year now also Dodge. Their are banners all over the track and commercials about the different products are abundant when the race is broadcasted on TV. The coverage is now even more intense now that FX and Fox have been covering the race broadcast. For the sound enthusiast Fox has Crank it up in surround sound which is Fantastic, the cars rip past you in your living room. All of the cultures that exists in the infield, bleacher, or even at home can get a good sense of racing. No matter where you are, going to the track is just an experience you will not forget. Field ethnography: http://hometown.aol.com/macg3dvd/myhomepage/Page2.html NASCAR http://www.nascar.com/index.html Family of NASCAR fans (fan site) http://groups.msn.com/FamilyOfNascarFans Wright, J. (1999). Fixin' to git: One fan’s love affair with NASCAR’s Winston Cup. Durham, NC: Duke University Press (read update since the 1999 publication: http://www.dukeupress.edu/books/fixintogit/ Joel Miller, A Study of the Social Interaction of the Oxy Men’s Soccer Team (analysis of gender role perceptions) http://faculty.oxy.edu/tobin/anth370_sp01/workshop/ethnography/joel.html For further reading: Brown, A. (Ed.). (1998). Fanatics!: Power, identity and fandom in football. New York: Routlege. Carney, G. (Ed.) (1995). Fast food, stock cars, and rock-n-roll: place and space in American pop culture. Lanham, MD: Rowman & Littlefield. Cavicchi, D. (1998). Tramps like us: Music and meaning among Springsteen fans. New York: Oxford University Press. DeNora, T. (2001). Music in everyday life. New York: Cambridge University Press. Jenkins, H. (1997). “Never trust a snake!': WWF wrestling as masculine melodrama. In A. Baker and T. Boyd (Eds.). Out of bounds: Sports, media, and the politics of identity. Bloomington: Indiana University Press. (cited also in Module 4). Maze, S. (2001). Professional wrestling: Sport and spectacle. Oxford, MS: Mississippi University Press. Queenan, J. (2003). True believers: The tragic inner life of sports fans. New York: Henry Holt. Real, M. (1996). Exploring media culture: A guide. Thousand Oaks, CA: Sage (chapter on Super Bowl fans). Vass, J. (2003). Cheering for self: An ethnography of the basketball event. New York: iUniverse.com Theme or amusement parks/shopping malls. Theme or amusement parks such as Disney World, Disneyland, http://disney.go.com/park/bases/destinations/flash/index.html http://disneyworld.disney.go.com/waltdisneyworld/index?bhcp=1 For a video clip of the Education Media Foundation video on Disney http://www.mediaed.org/videos/CommercialismPoliticsAndMedia/MickeyMouseMonopoly The 6 Flags chain, http://www.sixflags.com/ Universal Orlando http://themeparks.universalstudios.com/orlando/website/index.html Camp Snoopy http://www.campsnoopy.com/ These parks attempt to simulate realities, but often in highly controlled, artificial ways. As visitors to Disney World, a group of academics (The Project on Disney, 1995) noted that while they were being told that they were entering into a “magic” set of virtual worlds, their experiences were continually being positioned or mediated by a highly controlled environment. As one of them noted: The erasure of spontaneity is so great that the spontaneity itself has been programmed. On the “Jungle Cruise,” khaki-clad tour guides teasingly engage the visitors with their banter, whose apparent spontaneity has been carefully scripted and painstakingly rehearsed. Nothing is left to the imagination or the unforeseen (p. 184). As visitors in these parks, students could observe various attempts to simulate “livedworld” realities and their own reactions to any disparities between the simulation and these realities. Shopping malls provide “entertainment retail”—entertaining shoppers through participation in and with products in order to encourage them to buy those products. The Mall of American contains various entertainment sites designed to attract shoppers to its stores. http://www.mallofamerica.com/ And, the stores themselves actively engage shoppers in trying out products. For example, in sports outlets in the Mall of America, shoppers can shoot baskets/pucks or try out various products. Students could conduct studies of their peers and/or their own shopping practices in terms of what gives those practices meaning within the larger context of a consumption culture. These practices are often social in that people shop together as a social activity. They also construct their identities around not only the goods or brands they purchase, but also their ability to employ certain shopping tactics or strategies, i.e., being a “saavy consumer” or a “bargin hunter.” Given the decline in public spaces for adolescents, the mall is one of the few relatively safe sites for adolescents to congregate. Students could also examine the larger issue of how adolescents are often monitored or controlled in shopping malls given the assumption that in a “controlled environment,” these adolescents may seek to disrupt social norms by exhibiting deviant behavior. They could examine the official and unofficial norms for appropriate practices operating in a mall, how and who defines those norms, and how they are enforced. Course syllabus: Susan Seizer, Scripps College, Malls, Movies, and Museums: The Public Sphere in Modern America http://www.scrippscol.edu/~dept/anthro/anth36.html Webquest: Should Teens be Banned from Shopping Malls http://coe.west.asu.edu/students/dschoettlin/webquest/ Webquest: A Place to Advertise http://www.holton.k12.ks.us/hms/library/midlib/webquest.html For further reading: Campbell, C., & Falk, P. (1997). The shopping experience. Thousand Oaks, CA: Sage. Farrell, J. (2003). One nation under goods: Malls and the seductions of American shopping. Washington, DC: Smithsonian Institute Press. McDowell, L. (1999). Gender, Identity, and Place: Understanding Feminist Geographies. Minneapolis: University of Minnesota Press. Miller, D. (Ed.). (1998). Shopping, place and identity. New York: Routlege. Pahl, J. (2003). Shopping malls and other sacred spaces: Putting God in place. New York: Brazos. Underhill, P. (2004). Call of the mall: The author of Why We Buy on the geography of shopping. New York: Simon and Schuster. Wrigley, N., & Lowe, M. (2002). Reading retail: A geographical perspective on retailing and consumption spaces. London: Arnold. In studying these often homogenized places, students could study the ways in which “place” or “space” is often mediated by media representations which shapes audiences’ participation in and responses to these places and spaces—shopping malls, rural/suburban/urban areas, neighborhoods, community centers, schools, houses, tourist destinations, etc. For example, as noted in Module 5, the world of rural America is often represented in a larger negative manner. W. W. Kellogg Foundation Study: Perceptions of Rural America in the Media http://www.wkkf.org/pubs/FoodRur/MediaCoverage_00253_03795.pdf. From an ethnographic perspective, the question is how audiences’ perceptions of place and space are influenced by media representations. For example, if audiences believe that casinos are places for entertaining, “fun”/”fantasy” experiences, do they accept that representation and how does that representation influence their perceptions of gambling. Students could also study the ways in which places and nature are represented and construction in films and literature in terms of how characters’ experiences are shaped by those representations and constructions, an approach associated with “place-based” writing or “ecocriticism.” Part of this interest in the influence of representations of place on people’s practices stems from environmental concerns with how people perceive environmental destruction through global warming, as portray in, for example, the science fiction film, The Day After Tomorrow. http://www.thedayaftertomorrow.com Cross, J. (2001). What is "Sense of Place"? http://www.western.edu/headwtrs/Archives/headwaters12_papers/cross_paper.html O'Neill, E. "The Dichotomy of Place and Non-Place in You've Got Mail." http://www.brynmawr.edu/hart/oneill/299/g_1.pdf Sacred Space: Learning About and Creating Meaningful Public Spaces http://www.nytimes.com/learning/teachers/lessons/20030207friday.html Perception of Place http://www.nationalgeographic.com/xpeditions/lessons/04/g912/place.html The Evolution of Cultural Landscape http://www.nationalgeographic.com/xpeditions/lessons/06/g912/cultural.html Explore the Spatial Patterns of Your Hometown http://www.nationalgeographic.com/xpeditions/lessons/03/g68/hometown.html Cultural Symbols and the Characteristics of Place http://www.nationalgeographic.com/xpeditions/lessons/06/g68/symbols.html Spaces and Places (younger students) http://www.getty.edu/artsednet/resources/Sampler/b.html Street as Method: Teaching documentary and observation techniques http://www.xcp.bfn.org/streetasmethod1.html Course on surburbia http://www.dickinson.edu/~gill/images/suburbs.pdf Lots of links on topics related to suburbia http://cscl.cla.umn.edu/courses/5256/links.html Soul of Los Angeles Project http://www.usc.edu/dept/LAS/religion_online/commonground/ Betti-Sue Hertz and Lydia Yee Urban Mythologies: The Bronx Represented Since the 1960 http://www.brickhaus.com/amoore/magazine/bronx.html Street-Level Youth Media: Chicago youth study their neighborhoods http://streetlevel.iit.edu/ Geo-literacy: Forging New Ground http://glef.org/php/article.php?id=Art_1042&key=037 Document Durham: Neighborhood Projects http://cds.aas.duke.edu/docprojects/durham/ek_powe.html Exploring Your Community (grades 6-8). http://school.discovery.com/lessonplans/programs/harlemdiary/ Webquest: studying an urban neighborhood http://www.whitney.org/jacoblawrence/resources/webqst_neighborhood_6.html For further reading on place/space in film/literature Couldry, N. & McCarthy, A. (Eds.) (2003). MediaSpace: Place, scale and culture in a media age. New York: Routledge. Davis, M. (1999). Ecology of Fear: Los Angeles and the Imagination of Disaster. New York: Vintage. Gauntlett, D. (1997). Video Critical: Children, the Environment and Media Power. Urbana: University of Illinois Press. Hochman, J. (1998). Green Cultural Studies: Nature in Film, Novel, and Theory. Boise: University of Idaho Press. Ingram, D. (2000). Green Screen: Environmentalism and Hollywood Cinema. Exeter: University of Exeter Press. Lauter, P. (2001). From Walden Pond to Jurassic Park: Activism, Culture, & American Studies. Durham: Duke University Press. Low, S. M., & Lawrence-Zuniga, D. (Eds.). (2003). The Anthropology of Space and Place: Locating Culture. New York: Blackwell. MacDonald, S. (2001). The Garden in the Machine: A Field Guide to Independent Films about Place. Berkeley: University of California Press. Martin, D. G. (2000). Constructing place: Cultural hegemonies and media images of an innercity neighborhood. Urban Geography 21(5), 380-405. Owens, L. (1997). Mixedblood Messages: Literature, Film, Family, Place. Norman: University of Oklahoma Press. Rosembaum, J. (1995). Moving Places: A Life at the Movies. Berkeley: University of California Press. Scharff, V. (Ed.). (2003). Seeing Nature through Gender. Lawrence: U of Kansas P. Wilson, C., & Groth, P. (Eds.). (2003). Everyday America: Cultural landscape studies after J. B. Jackson. Berkeley: University of California Press. Zonn, L. (Ed). (2000). Place Images in the Media: A Geographical Appraisal. Lanham, MD.: Rowman & Littlefield. Methods for Conducting Media Ethnography Studies The following are some specific methods you could employ in conducting a media ethnography. For the Final Task for this module, you will be asked to conduct a small-scale, focused analysis of one participant (a friend, spouse, relative) engaged with a media text (a TV program, video, computer game, magazine, radio program), a chat room or fan club, or a virtual world (theme park, casino, computer simulation game). In reading over these methods, think about how you might conduct this study using these methods. Selecting topics for research and posing questions. To select a study topic, students discuss their own experiences with responding to different types of texts, listing questions about their experiences that intrigue them. For example, one group of students had a strong interest in responding to radio. They recalled their own experiences listening to the radio, noting their preferences for certain stations, disc jockeys, and talk-show hosts. They also discussed the situations in which they listen to the radio-driving to school, doing their homework, exercising, etc., and purposes for listening--to be informed or entertained, to break up the monotony, to vicariously participate in a talk show, to be a loyal fan and listen to a sports broadcast, etc. And, they noted perceptions of others’ experiences--the fact that certain of their friends listened to those stations that only play certain kinds of music or that other friends enjoy listening to certain talk-show hosts in order to ridicule or parody these hosts. They then posed some questions: which programs do what types of groups listen to and why, what aspects of the programs are appealing, in what types of social contexts do listeners share their responses, how do these responses serve to build social bonds, and how do their beliefs and attitudes shape their responses. All of this helped them formulate questions about these different aspects of the response experience. Adopting an “outsider” perspective. Understanding audiences as a micro-culture requires students to adopt an “outsider” Martian perspective who begins to perceive their familiar world as suddenly strange. Students may practice adopting a Martian perspective by going out as teams to different restaurants, stores, athletic events, classrooms, ceremonies, etc., and recording their observations of peoples’ behavior, language, and appearance. They are then asked to adopt a Martian perspective and interpret of the meaning of these phenomena as if they were alien strangers who had no prior knowledge to explain people’s behavior. To understand group behavior, students discern norms and conventions that constitute appropriate behavior for a group or institution. As an “outsider,” they are more likely to be able to define these norms and conventions than an “insider. In some cases, students are members of the group they are studying. In assuming this role of a participant/observer, students need to reflect on how their own relationship towards that group--as an “outsider” or “insider,” shapes their perceptions of the group. As an “outsider,” they may not be familiar with a group’s inner-workings and routines. They may therefore want to use a “cultural broker” who helps them gain access to the group. On the other hand, as an “insider,” they may be a fish in water, and may have difficulty standing back and assuming the Martian stance required to perceive the group as a micro culture. They may therefore want to share their perceptions with someone who was not familiar with the group. Ideally, students should embrace both of these perspectives by experiencing what it is like to be a group member and by standing back to assume a spectator stance. Observing groups. Students then select certain groups for observation. They may observe previously formed groups such as classes, computer newsgroups, or book clubs. Or, they may create their own groups, asking students to share their responses with each other. One consideration is easy access to groups. Given the usual practice of a group of students renting a video, students may ask their friends to share their responses to the video. Or, students may want to study their younger siblings’ response to television because they can observe and interview their siblings in their own home (for examples of ethnographic studies on children’s responses to television, see Buckingham, 1996, and Palmer, 1986). In either case, students should ask group members for permission to study them, explaining the purpose of the study, describing the methods employed, giving them the right to withdraw from the study, and guaranteeing them that their confidentiality will be protected in written reports. In using written field notes and tape-recordings of group discussions, instead of vague, evaluative comments such as “friendly,” “outgoing,” “talkative,” “emotional,” etc., or abstract summaries, students need to use concrete descriptions of behaviors--”Daryl, the smallest boy in the group, began to talk very quickly and excitedly when he described his feelings about the story ending.” They record in the margins the time of day and the beginning and end of certain activities--the fact that people move from one activity to the next. In reviewing back over their notes, they look for recurring patterns or frequencies of behavior, treating their perceptions as a jigsaw puzzle in which certain pieces fall together in certain ways. In writing notes, students focus on a number of aspects: - setting--sensory aspects of the setting or context. Students map which types of persons sit next to whom; for example, in a classroom, certain students may sit in the back of the room while others sit in the front. - people--the particulars of persons’ behaviors, dress, hair style, gestures, and mannerisms as well as identifying them according to their gender, class, race. - talk/conversation--recording aspects of the talk/conversations, noting certain words or phrases that are repeated, who talks the most versus least, and certain turn-taking patterns. You also need to be careful in studying children’s talk about media texts such as their television viewing: http://www.aber.ac.uk/media/Modules/TF33120/intview.html - documents, photos, writings--documents, photos, or writings from the people they are observing. For example, members of a fan group may have written letters to a their idol or collected magazine articles about that person. - Art work/hypermedia. Audiences may also express their responses through images, graphics, cut-out figures, or hypermedia computer productions as tools for rewriting texts, parodying texts, or creating new versions of texts. Students also construct hypermedia responses to texts using images, photos, video clips, or songs to construct Web-based hypertext responses to stories about love, family, and peer relationships (see examples at http://www.ed.psu.edu/k-12/teenissues (Beach & Myers, 2001; Myers & Beach, 2001). Analysis of seventh graders’ hypermedia responses to poetry found that students used images, clips, songs, or other texts as iconic signs to simply illustrate the poem’s meaning by, for example, selecting an image that illustrated the poem (McKillop & Myers, 2000; Myers, Hammett, & McKillop, 2000). In other cases, they selected texts, which, when juxtaposed with the poem, created a new third meaning that served to extend or interrogate the poem’s meaning. - social uses of media--how group members are using the media for certain social purposes-developing relationships, impressing each other, defining status, etc. For example, male adults may attempt to dictate television program selection for a family, in some cases, by not letting others have the remote control (Morley, 1986). Other studies find that parental authority may be challenged by children’s or adolescent’s own selection of music, programs, or Internet sites as a way of defining their own sense of independence (Moores, 1993). Retelling, rewriting, or creating different versions. Another technique involves having participants retell, rewrite, or create their own version of a particular television show, genre, or film script or narrative. These alternative versions may then reflect participants’ attitudes and discourses through their choices of certain types of character actions, story development, types of conflicts, or resolution of conflicts. For example, Elizabeth Bird (2003) asked groups of adults living in the Duluth, Minnesota area to construct a fictional television series of any genre and in any setting in which they had to select a cast of characters, develop history of those characters, a detailed story for the first episode, and describe some of the events for later episodes. The only restriction that she gave the groups was that at least one character should be White; one, Native American, and one, a female. The groups who worked on this project varied in terms of their membership related to gender and race (Native American versus White). She then analyzed their material in terms of the groups representations of Native Americans and Whites. Bird found that the White participants created stories that reflected their own mainstream cultural experiences—their White characters were similar to their own experiences, while they had difficulty developing complex Native American characters or placing those characters into the storylines. (Even though the Whites living in Duluth are near a large reservation, they rarely interact with Native Americans.) In contrast, the Native American participants created quite different versions that reflected their attitudes and experiences. Their versions highlighted the experience of being an outsider as well as portraying Native American characters in heroic roles, contrary to popular media stereotypes. Their Native American characters often angrily rejected media stereotypes of Native Americans. These contrasting versions suggested to Bird that these participates brought a particular cultural perspective and tool kit that reflected their own limited experiences in their often insular worlds: For most White Americans, to live in a media world is to live with a smorgasbord of images that reflect back themselves, and offer pleasurable tools for identity formation. American Indians, like many other minorities, do not see themselves, except as expressed through a cultural script they do not recognize, and which they reject with both humor and anger. (p. 117). For further reading: Cornis-Pope, M., & Woodlief, A. (2002). The rereading/rewriting process: Theory and collaborative, on-line pedagogy. In M. Hebmers (Ed.). Intertexts: Reading Pedagogy in College Writing Classrooms. Mahwah, NJ: Lawrence Erlbaum. http://www.vcu.edu/engweb/ReReadingTheorychapter.htm Harris, K. (2002). Divergence in retelling a soap episode. http://www.aber.ac.uk/media/Students/kjh0002.html Photography as a research tool. Photography has become an important tool for use in capturing audience participation. (For further information on using images/photography as part of research, see Pink, 2001). As part of her study of the production of Super Bowl XXVI held in Minneapolis, Dona Schwartz (1998) examined the uses of photography as a tool within the activity of constructing the Super Bowl as a corporate and media extravaganza both for the actual participants and for television viewers. On the one hand, both still and television photography was being used by the Super Bowl promoters and publicists as a public relations tools to glamorize the Super Bowl as a significant event in American society. On the other hand, within the context of her own study, Schwartz worked with a team of photographers to capture a more realistic, behind-the-scenes portrayal of the less glamorous, ironic side of this media event. Her study report therefore used photos of department store mannequins wearing football helmets or a group of Native Americans protesting the Washington Redskins’ logo to represent the “behind-the-scenes” political issues associated with this media event. For photos from her study: http://sjmc.cla.umn.edu/faculty/schwartz/contents/Contesting_the_Super_Bowl/contesting_the_super_b owl.html Bonnie Nardi and Brian Reilly, Apple Research Laboratories, Interactive Ethnography: Digital Photography at Lincoln High School http://www.acm.org/sigs/sigchi/chi97/proceedings/demo/ban.htm Donna Schwartz also has a very interesting site described as Picture Stories, a site designed to illustrate the uses of digital photography in conducting ethnographic research. http://www.picturestories.umn.edu/intro.htm On this site, you will find photos and interviews from studies of animal rights demonstrations, Twin Cities strip bars, and a fiddle concert. In her analysis of Disney World, Karen Klugman, a professional photographer, observed that most visitors were carrying cameras and that they were constantly taking pictures (The Project on Disney, 1995). She was intrigued by the fact that people were taking pictures of what was an artificial environment. She explained this as reflecting a need “to preserve the magic…the notion that what is represented in their pictures is reality itself and not some fiction framed by technology” (p. 24). Klugman’s own photos in the book portray bored, tired visitors or of the artificiality of Disney World. An ethnography of camera clubs http://sjmc.cla.umn.edu/faculty/schwartz/contents/Camera_clubs/camera_clubs.html Mothers: http://www.mothers.umn.edu/ Using Still Photography in ethnographic research http://www.people.virginia.edu/~ds8s/ Visual Ethnography: use of photography to conduct ethnography http://courses.ed.asu.edu/margolis/va.html Females use of photography to explore their lives in school http://www.ualberta.ca/~iiqm/QIPress/books/bach.html Projects created by the Street Level Youth Media project in Chicago: portrayals of their own lives http://streetlevel.iit.edu/youthprojects/youthprojects.html Use of digital photography in a high school ethnography http://www.acm.org/sigchi/chi97/proceedings/demo/ban.htm PowerPoint: media ethnography completed by elementary school students: http://www.ltl.appstate.edu/436/student/ethnography/s02/katieandtonya.htm http://www.ltl.appstate.edu/436/student/ethnography/s02/bethel.htm http://www.ltl.appstate.edu/436/student/ethnography/s02/ThePerceptionoColor.htm Interviewing. One important phase of a study involves interviewing group members about their responses. Interviews provide an understanding of individual group members’ own personal perceptions of the influence of the group on their own responses. For example, a group member may have said very little about a text in a group discussion, but talked extensively about the same text in an interview. The following are some interview questions that were used in a study of seventh graders’ responses to stories in an on-line computer chat exchange using the program Aspects (Beach & Lundell, 1997). One advantage of having students use a chat program is that it produces a print-out transcript that can serve as the basis for follow-up interview questions. In this study, students were asked to read through their group’s transcript and to “think-aloud” their reactions to the transcript. They were also asked to respond to the following interview questions regarding their group participation: How you feel about participating in these conversations? Do you feel comfortable participating? How does receiving a lot of comments that are not in order affect you? Recalling the first time you’ve participated, how have you changed? Does your participation seem more or less like engaging in an oral discussion? When you’re receiving a lot of different messages about different things, how do you decide on what to respond to? How did you feel like when no one responded to you? When you don’t get a reaction, what are you thinking? How do you interact face to face in an oral discussion group? How does this different from your participation in the computer group? What social roles do you usually play in the classroom or in your peer group? What role do you see yourself playing in these computer groups? It is also important to recognize the limitations of interview questions, which can direct or limit responses in particular directions (see Oatey, 1999 for a discussion of these limitations). For further reading: Fontana, A. & Frey, J. H. (2000). The interview: From structured questions to negotiated text. In N. Denzin, & Y. Lincoln (Eds.). Handbook of qualitative research(pp. 645-672). Thousands Oaks, CA: Sage. Spradley, J. (1997). The ethnographic interview. New York: Thomson. Focus groups. You can also gain useful information by using focus group responses in which several participants share their perspectives and experiences in a discussion facilitated by you. One advantage of focus group responses is that individual members’ talk often triggers others’ similar responses. And, if participants agree or disagree on their perceptions, you gain some sense of a shared consensus of opinion, as opposed to a lack of consensus. Suter, E. (2000). Focus groups in ethnography of communication: Expanding topics of inquiry beyond participant observation. The Qualitative Report, 5 (1 & 2) http://www.nova.edu/ssss/QR/QR5-1/suter.html Analyzing the results. Once they have collected observations, recordings, and information about a group and its members, students then analyze the meaning of these results. - Norms/conventions. A central focus of the analysis is to discern certain norms or conventions constituting appropriate practices involved in responding to a media text. For example, learning to play a computer game or learning to navigate through a hypertext novel involves learning to attend to cues implying rules or conventions operating in that game or novel. Chat room participants also adhere to rules of “netiquette” constituting appropriate topics, modes of decorum, and civility. Hamilton (1999) found that the Nancy drew chat room formulated explicit rules discouraging users from providing full names or using “bad words.” Chat rooms may also follow certain implicit rules regarding appropriate topics. Judy Ward (1996) studied 35 computer newsgroup participants’ responses to the television program, X-Files. She found that there were certain unspoken rules regarding inappropriate posting such as included making irrelevant, off-topic statements, bashing or spreading false rumors about the two celebrity stars of the show, positing sexually explicitly or violent messages, or misusing the newsgroup. When a participant began spreading false rumors about the female star of the show, she was immediately castigated and told “‘either get with it and get some netiquette or please keep your computer turned off’” (p. 8). Members gained status in the group by making frequent postings; by being affiliated with the program; by meeting one of the stars, by selling magazines, scripts, autographs, or t-shirts; or by sharing videos of programs. They also gained status by making intertextual links between the program and other television programs. The practices reflect the value group members place on assisting each other as group members. They also seek out verification of their feelings, asking each other if “‘someone feels this way’” or “‘am I the only one who feels bad.’” Based on her analysis of the group members’ adherence to certain norms and conventions, Judy inferred that “alt.tv.x-files is a micro culture with its own genre of literature, myths, and mores, embedded in larger cultures of paranoia and distrust of big government and a general fan culture which becomes deeply connected to entertainment icons.” - Codes. Viewers or readers accept, resist, or negotiate these codes based on their object or purpose for viewing or reading, object or purposes related to their ideological stances or discourses. In a study of responses to the annual Sports Illustrated swimsuit issue, Laurel Davis (1997) found that readers differed in their reactions due their stances relative to the codes of gender and sexuality associated with the portrayal of female models in swimsuits. She found that the producers perceived the issue as primarily serving to provide a non-sexual portrayal of current swimsuit fashions. Some readers responded by accepted this invited stance, stating that they read the issue simply to acquire information about swimsuits, what Hall (1980) defines as taking up or accepting the codes endorsed by the producers. However, most male readers responded in terms of the sexual appeal of the models. These males frequently referred to the influence of male peer pressure in social contexts to adopt the stance that being attracted to sexual representation of females is a marker of male heterosexuality. This male peer pressure in turn influenced their public endorsement of and positive response to the swimsuit issue. Davis (1997) quotes one male participant description of this peer pressure: A lot of [young male athletes] kind of go with the flow, you know, peer pressure….Cause, like, their friend’ll open up the magazine and show them a girl and they’ll say, ‘You don’t like this girl? Oh, man, what’s wrong with you? You should like this girl,’ and that kind of thing. And the kid might not even like girls, you know. So, it’s like peer pressure…all around” (p. 52). In other cases, females responded critically given their resistance to the sexist portrayals of women, an opposing or resistant stance (Hall, 1980). Davis cites a female who objected to the larger “codes of beautification” she perceived operating in the issue that: …shows how American society views women, as to how they should be and how they should look and they should act and what they should wear…I mean, they’re supposed to look glamorous and sexy. And, I’m not. I don’t like to be portrayed that way at all… When I look at those magazines, it’s like, ‘I’m supposed to be this way?’ And [this image] is so popularized…slim figure, not a stomach, long legs, and you know the rest” (p. 82). This study suggests that both males and females adopt a range of different positions associated with their particular needs or purposes for reading the swimsuit issue. Rather than adopting the essentialist perspective that males and females respond differently, students therefore need to examine the range of different subjectivities associated with gender portrayals in the media. Media ethnographers are interested in how the discourses operating within an activity or social context shape viewers’ or readers’ responses to a media text (Beach, 1997). As Rose and Friedman (1997) posit, “while the discourses of film and television construct preferred positions for the spectator, each viewer is always simultaneously interpolated by a number of discourses (cultural, institutional, personal) which define him as a subject and have an impact on his reading of any text” (p. 12). In a study of viewers’ responses to the evening soap opera program, Dallas, Katz and Liebes (1987) found that viewers in American, Russia, Israel, and Saudi Arabia generated quite different responses to the same programs, differences reflecting different discourses or ideological perspectives. The Americans and the Israelis interpreted the characters’ actions in terms of various psychological needs and themes. The Russians interpreted the characters’ actions in terms of thematic beliefs. The Saudi Arabians interpreted the characters in terms of moral issues associated with family values. These different groups of viewers therefore constructed meanings of Dallas consistent with their own ideological orientation. Viewers may prefer to view programs consistent with their own ideological predispositions. A study of twenty-five elderly females representing a range of different socio-economic groups who were fans of the program, Murder, She Wrote, found that the women responded positively to the familiar, predictable storyline whose values were consistent with their own (Riggs, 1998). At the same time, there was some variation in their responses due to differences in class background. The upper-middle class women identified strongly with the Angela Lansbury character, whom their valued for her independence. These women also enjoyed participating in the problem-solving processes inherent in the plot development. A group of African-American women responded more to the program’s portrayal of anxieties about youth and crime in their own urban setting. Thus, despite the similar, ritual-like participation with the program, there were distinct differences in their responses that represented differences their own purposes for viewing. In contrast to these therapeutic discourses, the largely male sports talk-show is constituted by a discourse of masculine gender identity that values sharing of technical expertise about players, rules, and “stats” (Sabo & Jansen, 1998). Participants also celebrate the value of competitiveness and hard work, and generally avoid topics related to emotional, interpersonal matters associated with the "feminine or adopt certain identities. In their analysis of the discourses constituting television sports, Rose and Friedman (1997) found that male viewers often experienced a “distracted, identificatory, and dialogic spectatorship which may be understood as a masculine counterpart to soap opera’s ‘maternal gaze’” (p. 4). Another discourse shaping viewers’ and readers’ activity is that of socio-economic class. In her study of the television viewing practices of retired persons living in an upscale retirement home, Karen Riggs (1998) found that the largely upper-middle class residents of this home selectively watched certain programs in order to be able to share their responses with other residents. Riggs describes their viewing practices: A man watches PBS’s concert with the world’s most famous tenors not because he particularly enjoys it but because he knows his dinner companions the next day will consider it worthy of discussion. A women switches on Larry King Live in the evening because her neighbor mentions that she has read somewhere that attorney general nominee Zoe Baird will take phone calls from the public.” (p. 95) The residents preferred programs such as documentaries on PBS that provided them with a larger, global perspective on social and political issues. They perceived themselves as concerned, informed citizens who wanted to maintain an active involvement in both the retirement community and in national political affairs. They treated their viewing as an active investment of their time in acquiring useful information as opposed to passive consumption of television. Programs that appealed to these viewers could be “characterized by an aesthetic element of ‘class’ that attracts the Woodglen residents. The urbane people on these programs use language well, display critical thinking skill, approach events and issues with a degree of emotional distance, and otherwise signify affluence” (p. 64). Drawing on Herbert Gans’ notion of a “taste public,” Riggs perceived the residents as a “taste public” “that exercises certain values with regard to cultural forms such as music, art, literature, drama, criticism, news and the media [that appeals to an] overlapping high and upper-middle-class taste culture occupied by Woodglenners [that] privileges the elite forms of television, such as Masterpiece Theater, as well as what Woodglenners take to be ‘serious’ nonfiction content” (pp. 64-65). Analysis of text features. In conducting media ethnographies, students may also describe the particular aspects of texts that evoke or invite certain responses. As part of his study (included in the Appendix) of college females’ responses to “Christian” romance novels, Timothy Rohde (1996) analyzed the plot development of 110 mail-order, evangelical novels. He found that these novels contained few references to sexuality, a marked contrast to recent Harlequin and Silhouette romance novels. For evangelical Christians who objected to the trend towards “steamier” romance novels, these Christian romance novels published by the Heartsong Press provided a more “pure” alternative. In contrast to the typical romance novel plot development (Christian-Smith, 1993; Radway, 1984), the Heartsong romance novel heroine initially expresses doubt in her faith. She then meets a “good man,” whom she believes is not a Christian. She then experiences a conversion, removing her doubt in her faith. The heroine is then rescued from peril by the man, and she learns of his true nature as a Christian. It is only after they marry that they have sex. While the romance novel is designed to celebrate women’s role as a nurturer who transforms a more impersonal hero into a more caring person (Radway, 1984), the Heartsong novels are designed to be more didactic and morally uplifting, serving to reify readers’ allegiances to evangelical Christian beliefs. A group of women whom Rohde interviewed responded positively to these novels’ “pure” subject matter and plot development. These readers believed that they did not have to be concerned about being “‘on guard’ when reading these novels.” Some preferred the historical Heartsong novels because they were set in a past perceived to be less corrupt than the current period. They also responded positively to the novels’ didactic messages, noting that “reading these books helped them to grow in their faith as they learned the same spiritual lesson the heroine did.” Rhode’s analysis of these novels’ characteristics helped him explain his participants’ responses. This suggests that students, in conducting their media ethnographies, may benefit from linking descriptions of specific aspects of texts to their participants’ responses. Final reports. 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