Posts Tagged ‘fans’

Participation and Crowd Control: Stephen King’s Under the Dome promotional puzzle

Posted in C3 blog on October 28th, 2009 by Xiaochang Li – 1 Comment

In build-up to the release of his much anticipated new novel, Under the Dome, Stephen King’s UK publishers Hodder & Stoughton have launched what they’re calling “the biggest ever game of literary hide-and-seek.” For the game, fans across the UK are enlisted to help both hide and find the 5,196 excerpts that makes up the 335,114 word novel both online and in the real world. The found pieces are then posted to Stephenking.co.uk, where people can take a crack at piecing all the parts together.

While the initial description of the project reminded me of Nick Montfort and Scott Rettberg’s Implementation — a novel that was distributed across the globe on a series of stickers that was then reassembled online — the commercial promotional focus of the Stephen King effort seems to have elements intended to control and curb certain types of participation even as it hopes to incite fan engagement and interactivity.

Promoting Participation

The project has two main activity sets — the hiding/seeking of the story pieces and the actual piecing together of the story once pieces have been found. The “hide-and-seek” portion is well-scaffolded for participation with forums, twitter feeds, facebook groups, and all the other social media implements to bring participants together to create and solve clues, as well as discuss the novel snippets they find. It works because, in addition to a prize to the most ingenious hider and prolific finder, the process itself is an incentive for participation. The game activity is based in what fans already desire — getting glimpses of a highly anticipated work — and therefore rewards and encourages with more than just a prize.

Exercising Control

The second part of the activity, however, is intruiging. While the site suggests that the ultimate goal is to “piece [the excerpts] all together and discover Stephen King’s new masterpiece,” participation at the level of content assembly isn’t supported structurally within the project. The web interface is not designed to actually facilitate piecing together the excerpts. When you click begin, random excerpts enter the screen on floating semi-translucent panels that move around, turn, spin, and overlap, making reading them difficult. It’s unclear whether what you see on screen is all the excerpts that have been found thus far, or merely a random selection. My assumption would be the latter, since this kind of interface would be completely impossible to navigate with more than a handful of text pieces at a time. When you go to save any work you’ve done in piecing parts together, the page generates a link where you can view your saved work. However, when you follow the link, you no longer have access to the excerpts you have not yet used, so that you can’t add to the work you’ve saved.

More than making it difficult for individual participants, this part of the game also doesn’t include any easy way to share and collaborate with others. This seems like an effort to curb collective intelligence behaviors that would likely lead to effectively piecing together the novel in the short time before its release. Moreover, most of the pieces start and stop mid-sentence, which strongly emphasizes that there is a correct order, and deters more inventive or unconventional assemblies of the content. Additionally, without the ability to share and collaborate, the social aspect of fan activity is minimized, which significantly lowers the incentive to try and actually put together the novel.

These control mechanisms built into the structure of the game make sense when you consider that the publishing house has a vested interest in discouraging fans from actually being able to piece together and share online a complete or close to complete version of the novel, since they want to move printed units. There’s little that’s interesting about breaking the novel into pieces on the narrative level, since the structure of the game itself doesn’t leave room for the participatory involvement in shaping the content itself, as we see in ARGs, hypertext novels, and other forms of non-linear or distributed storytelling. Which, in the end, doesn’t come as a surprise. After all, the goal here is to sell a novel, not innovate the novelistic form.

Fans as brand and content promoters: why letting people use your stuff is awesome

Posted in fandom, media on August 21st, 2009 by Xiaochang Li – Be the first to comment

This was originally going to be a globalization/delight post, but then I realized that the thing I was going to write about was in fact a great example of a key point from my recent post on Youtube Vloggers as brand ambassadors about how fans are your best intermediaries and translators.

Take, for instance, this amazing post doing side-by-side screencap comparisons of the Japanese drama Hana Yori Dango and the popular US show Gossip Girl:

Title image from Mojo Kingdoms Hana Yori Dango/Gossip Girl post

Title image from Mojo Kingdom's Hana Yori Dango/Gossip Girl post

The entire post consists of dozen of these comparisons (by my rough estimate, totaling some 200+ meticulously captured stills), paired with incisive, witty commentary explaining just how these shows are similar.

What is striking is that the basic plotting, structures, themes, and characterizations in the two shows are not really that similar at all, once you get past the fact that both are about a troupe of obscenely wealthy, good-looking young people doing a lot of improbable things and sometimes attending — but not so much actually learning anything at — their elite private schools. But a fan of both shows is able to pick out the minute (and totally absurd) specifics — like the mean girls’ headband proclivities, shoe-related food drama, the fact that both shows have a psycho girl who likes to roofie people  — to the deeper discourses that resonate between both shows that wouldn’t been picked up by casual viewing. Not only that, this particular fan engaged in an incredibly time-consuming and labor-intensive feat in order to share of of this in an effort to recruit more fans.

There’s a good chance that Gossip Girl producers would never have known about Hana Yori Dango fans, let alone anticipated them as potential fans for their own show. The same goes for the producers of Hana Yori Dango. But a quick glance at the comments show a number fans of one show vowing to start watching the other. In other words, because this particular fan understood both the shows and their audiences and the nature of how they engaged as fans, she was able to scaffold interest across the two groups by appropriating and reframing content from the shows.

The lesson learned here is a fairly simple one: give you fans the tools — access to content to remix and reuse — and they will help grow and spread your property into communities and audiences that you had never anticipated.