Rogue Archives
Rogue Archives
Digital Cultural Memory and Media Fandom
Abigail De Kosnik
The MIT Press
Cambridge, Massachusetts
London, England
© 2016 Massachusetts Institute of Technology
All rights reserved. No part of this book may be reproduced in any form by any
electronic or mechanical means (including photocopying, recording, or information
storage and retrieval) without permission in writing from the publisher.
This book was set in Stone Serif and Stone Sans by Toppan Best-set Premedia Limited.
Printed and bound in the United States of America.
Library of Congress Cataloging-in-Publication Data
Names: De Kosnik, Abigail, author.
Title: Rogue archives : digital cultural memory and media fandom /
Abigail De Kosnik.
Description: Cambridge, MA : The MIT Press, [2016] | Includes bibliographical
references and index.
Identifiers: LCCN 2015044395 | ISBN 9780262034661 (hardcover : alk. paper)
Subjects: LCSH: Fan fiction--Archival resources. | Digital media--Social aspects. |
Collective memory. | Digital preservation.
Classification: LCC PN3377.5.F33 D425 2016 | DDC 026/.8083--dc23 LC record
available at https://lccn.loc.gov/2015044395
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For Benjamin, my husband
and
Rosita, my late mother
Both computer programmers
Both creative fans
Both loving and beloved
Mahal na mahal kita
Contents
Acknowledgments ix
Introduction
1
Break 0: A Glossary of Key Terms 25
1 Memory Machine Myth: The Memex, Media Archaeology, and
Repertoires of Archiving 41
Break 1: Canon and Repertoire 63
2 Archival Styles: Universal, Community, and Alternative Digital
Preservation Projects 73
Break 2: Archive Elves 123
3 Queer and Feminist Archival Cultures: The Politics of Preserving Fan
Works 131
Break 3: Fan Time versus Media Time 155
4 Repertoire Fills the Archive: Race, Sexuality, and Social Justice in
Fandom 161
Break 4: “Works” or “Performances”? 187
5 Print Fans versus Net Fans: Women’s Cultural Memory at the
Threshold of New Media 193
Break 5: A Femslash Parable of the Print-to-Digital Transition 221
6 The Default Body and the Composed Body: Performance through
New Media 227
Break 6: Body and Voice in Fan Production 263
viii
7 Archontic Production: Free Culture and Free Software as
Versioning 273
Break 7: Licensing and Licentiousness 307
Conclusion: Fan Data: A Digital Humanities Approach to Internet
Archives 315
Appendix: Oral History Project, Demographics, and Ethical
Considerations 349
Notes 355
References 367
Index 409
Contents
Acknowledgments
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Thanks to Benjamin for your endless reserves of love and warmth. Thanks
to all of the members of my large family and my wonderful friends, for
your care and affection, and for always encouraging me to watch as much
television as I wanted. Thanks to my fantastic professors at Northwestern
University, especially Samuel Weber, Lynn Spigel, Alexander Weheliye,
and Jeffrey Sconce, for your invaluable mentorship, training, and advising as I launched this project. Thanks to all of the phenomenal faculty,
staff, and students at the University of California, Berkeley, with whom
I have worked, especially those at the Berkeley Center for New Media
and in the Department of Theater, Dance, and Performance Studies, for
giving me a tremendous amount of help and motivation as I labored
on this manuscript. Special thanks to Shannon Jackson, Catherine Cole,
Mark Griffith, Ken Goldberg, Greg Niemeyer, Laurent El Ghaoui, San
San Kwan, Angela Marino, David Bates, Shannon Steen, Lisa Wymore,
Brandi Wilkins Catanese, and Peter Glazer for your support and feedback, and for believing in my potential. Infinite thanks to all of my students who played crucial roles in bringing this book into being, especially
Andrea Horbinski, Andrew Godbehere, Adam Hutz, Lisa Cronin, Renée
Pastel, Julia Havard, Kate Mattingly, Megan Hoetger, Kelsey Wong, and all
of the undergraduate transcribers. My heartfelt thanks also to all of the
fan archivists, fan authors, fan artists, and fan readers who contributed
their works and words, and who have long been my inspiration. Eternal
gratitude to Henry Jenkins, Diana Taylor, Lisa Nakamura, and Wendy
Chun for your brilliant input, insights, and advice. My deepest appreciation to my editor, Doug Sery, and the team at the MIT Press, particularly
Susan Buckley and Judith Feldmann, for allowing me to share this work
with the world.
The research projects through which I collected the primary data for this
book were made possible by grants from the Hellman Fellows Fund, the
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Acknowledgments
Humanities Research Fellowship, the UC Berkeley Committee on Research,
and the Townsend Center for the Humanities. Many thanks to each of
those organizations.
An earlier version of Break 0 was published in Transformative Works and
Cultures, vol. 18 (2015).
Every reasonable attempt has been made to identify owners of copyright. Errors or omissions will be corrected in subsequent editions.
Introduction
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Memory Escapes the State
Memory has gone rogue. What I mean by this, first of all, is that memory
has fallen into the hands of rogues.
From the late nineteenth through the late twentieth century, memory—
not private, individual memory, but public, collective memory—was the
domain of the state. Writes Tony Bennett in The Birth of the Museum, “Museums, galleries, and, more intermittently, exhibitions played a pivotal role in
the formation of the modern state and are fundamental to its conception
as, among other things, a set of educative and civilizing agencies.” Bennett
points out that “all developed nation-states” have consistently prioritized
funding for their memory institutions, and have benefited from these institutions serving as “mechanisms for the permanent display of power,” and
as “influential cultural technologies” that testify to the states’ “ability to
command, order, and control objects and bodies, living or dead” (Bennett
1995, 66). Achille Mbembe argues that “the term ‘archives’” is first of all
understood as referring to “a public institution, which is one of the organs
of a constituted state. … There is no state without archives” (Mbembe 2002,
19, 23).1
But when digital networked media began displacing earlier forms of
transmission (television, radio, cinema, print) as what Philip Auslander
calls “the cultural dominant” (Auslander 2008, 23) in regions with widespread Internet access, the ties binding public memory to the state began to
loosen, and memory started to forge links with many other masters: people
who never underwent training in library and information sciences (LIS) but
designated themselves “archivists” anyway, built freely accessible online
archives, and began uploading (or assisting users with uploading) whatever
content they deemed suitable for digital preservation. Digital archiving,
while of increasing interest to traditional memory institutions, has been
2
Introduction
most enthusiastically embraced by nonprofessionals—by amateurs, fans,
hackers, pirates, and volunteers—in other words, by “rogue” memory workers. Digital archives of cultural content, not associated with any physical
museum, library, or archive, populate the Internet, to the point that many
people refer to the Internet as a giant archive. (For example, Lev Manovich
states in The Language of New Media, “The Internet … can be thought of as
one huge distributed media database” [Manovich 2001, 55].)
Rogue archivists explore the potential of digital technologies to democratize cultural memory. With digital tools and networks, they construct
repositories that are accessible by all Internet users, and can choose to preserve either vast quantities of information (they do not have to choose
to save some types of content and discard other types because of physical space restrictions) or highly specific materials (such as the documents
of subcultures or minority groups) that have been consistently excluded
or ignored by traditional memory institutions. In Rogues, Jacques Derrida
relates the “roué” or “rogue,” the figure of licentiousness and debauchery
in French culture since the eighteenth century, to democracy: “Democracy,
the passage to democracy, democratization, will have always been associated with license, with taking too many liberties, with the dissoluteness
of the libertine, with liberalism, indeed perversion and delinquency, with
malfeasance, with failing to live according to the law, with the notion that
‘everything is allowed,’ that ‘anything goes’” (Derrida 2005, 21). In other
words, the process of ending monarchy and inaugurating democracy in
France depended on rogues willing to “take liberties” with the very notion
of liberty and make themselves over from king’s subjects into republican
citizens. Similarly, since the late-1980s advent of what we might call the
public Internet (that is, the time when the Internet ceased to be a network usable only by government, university, and research lab employees,
and became a network with which millions of people engaged on a daily
basis),2 rogue archivists have acted on the assumption that “anything goes”
on the network, taking the initiative to design, found, and run their own
cultural memory institutions without waiting for traditional institutions to
set any precedents for online archiving, and achieving a degree of democratic inclusion and access for which brick-and-mortar archives never even
aimed. What I call rogue archives are defined by: constant (24/7) availability;
zero barriers to entry for all who can connect to the Internet; content that
can be streamed or downloaded in full, with no required payment, and no
regard for copyright restrictions (some rogue archivists digitize only what is
already in the public domain); and content that has never been, and would
likely never be, contained in a traditional memory institution.
Introduction
3
One digital archivist interviewed by my research team, who uses the
pseudonym “jinjurly” and runs what is called the Audiofic Archive, sums
up the rogue’s attitude toward traditional ideas about the institutional qualifications required for archival work:
[I used to say] “I’ve got an archive, but I’m not an archivist.” I don’t have an archivist degree. But what does that mean? Okay, when I was cooking in restaurants, I
was writing menus and composing recipes and running a line and hiring and firing
and running a kitchen, but I wasn’t a chef, because I don’t have a chef education or
whatever. But again, what does that mean? I really, honestly think that—well, okay,
everything takes practice—but anyone can do these things. (jinjurly 2012)
jinjurly’s words may have been scandalous in an earlier era, but as digital
culture develops, her idea that “anyone can do these things”—meaning
that anyone can build a digital archive if she cultivates the necessary technical skills, dedicates sufficient time and resources, and commits to serving a public over a long time period of time through an enduring online
resource—is becoming more and more common. Indeed, the “scandal”
caused by rogue archivists consists precisely of their transforming “archives”
and “archiving” from terms that signify exclusivity into terms that signify
commonness, so that instead of locked rooms, the word “archives” connotes websites that operate as information commons, and instead of the
concealed workings of a rarified circle of experts, “archiving” refers to acts
of database design and maintenance that “anyone can do,” that are commonplace. And scandals such as these, caused by roués, Derrida claims, can
beget serious social and cultural transformations.
Derrida emphasizes rogues’ abilities to bring about change, even on the
scale of sweeping, radical revolutions. The rogues of digital archiving have
effectuated cultural memory’s escape from the state; memory will never
again be wholly, or even mostly, under the control of the state or stateapproved capitalists. Having fallen under the sway of rogues, cultural memory has become more democratic. But this is not the only way that memory
is different in the digital era than it was before.
Memory and Making
Memory has gone rogue in another sense: where it used to mean the record
of cultural production, memory is now the basis of a great deal of cultural
production. Digital technologies facilitate what Lawrence Lessig (2008) and
many others call “remix culture,” that is, the appropriation and transformation of mass media texts (including films, television episodes, recorded
4
Introduction
music, video games, comic books, novels, and so on) into alternate versions, with traces of the “source” texts lingering in the new “takes,” the
remixes. The people formerly known as the “audience” or as “consumers,”
whom many media scholars conceived of as passive recipients of popular
culture, have shown themselves to be quite active users of culture instead.
Media users have seized hold of all of mass culture as an archive, an enormous repository of narratives, characters, worlds, images, graphics, and
sounds from which they can extract the raw matter they need for their own
creations, their alternatives to or customizations of the sources.
Cultural memory has thus gone rogue with respect to its own temporality, its own place in the order and timing of things. Engagement with
cultural memory is therefore not only what comes after the making and
distribution of cultural texts, it also now often precedes that making, or
occurs at every step throughout the process of making. So many digital
works begin as acts of memory, with a user remembering a loved (or hated)
mass culture text and isolating, then manipulating, revising, and reworking,
specific elements of that text. In the past, the chain of media production
appeared to conclude with the culture industries’ distribution of a finished
product. At present, each media commodity becomes, at the instant of its
release, an archive to be plundered, an original to be memorized, copied,
and manipulated—a starting point or springboard for receivers’ creativity,
rather than an end unto itself. (And it is not only audiences who generate
these extensions of the source text; the culture industries are now deeply
committed to building franchises and transmediations around their successful properties, constantly seeking to multiply one hit concept into a
series of interlinked films, video games, television series, comics, “webisodes,” and toys [see Jonathan Gray’s (2010) rich analysis of mass media’s
“paratexts”].)
Memory has gone rogue in the sense that it has come loose from its fixed
place in the production cycle. It now may be found anywhere, or everywhere, in the chain of making. And of course, it still may also be found in
its typical place, at the tail of the chain, as media users seek to archive their
remixes. Many “rogue” digital archives have, as their primary mission, the
collection and storage of users’ versions, digitizations, and transmediations
of media texts. Much of digital culture emerges through iterative, serial, and
distributed modes of production. Traditional memory institutions were not
designed to safeguard cultural texts that proliferate indefinitely. Numerous
untraditional digital archives, however, have been designed specifically for
this purpose.
Introduction
5
Memory as the “Cultural Dominant”
Memory has always been intrinsic to making, of course, but the relation
between the two has increasingly come to the forefront of popular consciousness since the late 1970s, with the beginnings of postmodern appropriation in visual art, architecture, cinema, hip hop, and other creative
genres. Today, in the third decade of the public Internet, digital culture cannot be thought separately from memory-based making, so prominently do
postmodern makers’ techniques (influenced by earlier movements, including Dada, surrealism, and situationism), such as collage, bricolage, intertextuality, détournement, culture jamming, and nostalgic reference, feature in
digital creativity. In fact, both postmodernism and new media have been
declared the post-print, post-television “cultural dominant” over the past
thirty years, and I argue that the contemporary preeminence, if we can call
it that, of both phenomena must be understood as not only simultaneously
occurring but also inextricably intertwined.
In 1984, Frederic Jameson declared postmodernism to be the “cultural
dominant” of the late twentieth century (Jameson 1984, 55–58), based on a
style of production that he perceived to be transpiring in multiple spheres
of activity. But scholars who have taken up the term “cultural dominant”
from Jameson have used it to refer to a specific technological medium
rather than to a style or mode of making. For example, in Liveness, performance scholar Philip Auslander writes, “I consider television, not film, to
be the dominant cultural medium of the second half of the twentieth century” (Auslander 2008, 11), and states that the “televisual” is “the cultural
dominant” (23). And in “What Is the Post-cinematic?” film scholar Steven
Shaviro (2011) periodizes the starting point of the “post-cinematic” to the
early twenty-first century, when film “has been ‘surpassed’ by digital and
computer-based media.” (Shaviro notes that he places “surpassed” in quotation marks “to guard against giving this term a teleological meaning”—
and yet, there is a progression of media formats as “cultural dominants”
from film to television to digital, if we follow the development of the term
from Auslander to Shaviro.)
Digital media is currently the cultural dominant in the sense that Auslander and Shaviro mean, marking one media form as ascendant over all
others. But let us also retain the meanings that Jameson assigned to the
term when he coined it, which have to do with how we make culture, and
what we do with culture. Jameson was prescient in naming postmodernism “the cultural dominant,” as digital culture is rife with the postmodern
moves of referentiality, citation, and appropriation that Jameson discusses.
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Introduction
Contemporary media users do with cultural texts whatever they like, disregarding print and analog’s boundaries of textual cohesion (where a text
begins and ends), authorial ownership (who made the text), or historical
time (when a text was created), and this postmodern style of making has
proliferated wildly as digital media has facilitated the operations of cutting, copying, mixing, and distributing far better than previous media have
done. By this reasoning, the cultural dominant of the early twenty-first
century is postmodern digital media production.
Another way to say this is: memory-based making—facilitated by digital
tools, published on digital networks, and saved mostly in “rogue” digital
archives—is the cultural dominant of the early twenty-first century.
The Rise of Repertoire
“Archive” in this book has multiple valences. I am writing about actual
digital archives, websites you can visit, such as the Internet Archive, ibiblio,
Project Gutenberg, and Open Library. I am also writing about metaphorical archives, archives that are opened up by each media text put into circulation, archives that audience members enter into, plunder for usable
material, and then augment and expand when they deposit their transformations and variations back into the archive of the source.3 The actual
archives and the metaphorical archives are not identical, but they bear
close relation to one another; the actual digital networked archives serve
as the distribution and preservation mechanisms of the archival, or what I
call “archontic,” productions of media users. The dual notion of “archive,”
then, as constructed site/conceptual entity, is this book’s central object of
investigation.
But something strange happens when one investigates both the built
and metaphorical instances of “archive” in the digital age. The closer one
comes to “archive,” the more scrutiny one devotes to it, the larger another,
seemingly opposite, idea looms: the idea of “repertoire.” The reader who
begins this book thinking that she will learn all about “archive” in the
digital era will finish the book realizing that she has, in fact, been reading intensively about “repertoire.” For every actual and virtual archive in
the digital age depends heavily on repertoire, and can even be said to rely
more on repertoire—by which I mean physical, bodily acts of repetition, of
human performance—than seems readily apparent.
Here is how repertoire works in actual archives: The scores of nonprofessional archivists who found and maintain online archives must labor endlessly to keep their archives operational, and I mean “endlessly” literally, for
Introduction
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whenever they stop investing their labor, their sites stagnate and/or shut
down. Their archival labor consists of a repertoire, a series of actions that
they must perform over and over, which consists of moves such as paying
for server space, processing submissions (even if an archive has an automated intake process, in which contributors can upload their own content
without an archivist’s assistance, the archivist must still constantly oversee, debug, and improve the automated system), responding to users’ questions, migrating the data when necessary, and representing the archive to
interested members of the public or press. The very fragility of digital data
and Internet sites, the fact that digital content is so prone to disappearance
and loss, means that no Internet archive should be regarded as a structure
that will last into perpetuity. Most, if not all, digital archives that currently
exist will not survive into the next century. But I predict that the methods
and means that rogue archivists have developed for assembling, coding,
and operating idiosyncratic archives will survive. In other words, the repertoire of digital archive building that has been pioneered over the past few
decades will likely outlast any actual archives that have been built.
Here is how repertoire works in metaphorical archives: The action of
treating media texts as archives has always been implicit or ignored in print
culture but explicit and universally acknowledged in performance cultures.
Humans are playback machines (Gaines 1991) that record what they see,
hear, and otherwise experience sensorially, and then play back those experiences, transforming them in the process. A music fan sings a popular song
in the shower, putting his personal “take” on it; a professional DJ creates
an extended mix of a hit recording by mashing it up with samples lifted
from twelve other tracks. A child pretends to be a superhero or a monster
after seeing a slew of genre films; a theater company mounts the thousandth production of a classic musical. All of these reperformers have put
the source text into their repertoires. They play back, with a difference,
what they have stored in their memories. Digital makers who appropriate
literary works, still and moving images, video games, and other cultural
productions in recorded or “archival” formats, do the same: they add the
texts they experience to their repertoires, and, using their bodies (at the
least, their fingers and wrists interfacing with computer keyboards, their
eyes and ears gauging their inputs and outputs), they reperform what they
have stored.
Therefore, I understand the increasing popularity of postmodern digital
remix, of memory-based making, of what I call archontic production, as an
elevation of the logics and methods of performance, and as a sharp spike in
the cultural significance of repertoire. Yet another way in which memory
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Introduction
in the digital age has gone rogue is in its dramatically shifting the balance
of power between archive and repertoire. Where print culture consistently
privileged the memory mode of archive over repertoire, digital culture does
not sustain this privilege. At present, repertoire may not currently carry
greater importance than archive as a modality of memory, but repertoire is
certainly on the rise as digital culture evolves.
Above, I stated that memory-based digital making is the cultural dominant. I will now elaborate on that statement: memory-based digital making
manifests in both actual and virtual archives, through the modalities of
both archive and repertoire. For repertoire factors heavily into built and
metaphorical archives. Repertoire is a key driver of both categories of digital
archive.
Archive and Repertoire
In my discussion of archive and repertoire, I am referencing Diana Taylor’s theoretical explorations of the two concepts in her landmark work
of performance studies, The Archive and the Repertoire (2003), and subsequently in her essay “Save As …: Knowledge and Transmission in the Age
of Digital Technologies” (2010). In The Archive and the Repertoire, Taylor
argues that print culture’s hierarchy of memory logics ranks archive over
repertoire. Print-analog culture valorizes “‘archival’ memory,” which, Taylor states, “exists as documents, maps, literary texts, letters, archeological
remains, bones, videos, films, CDs, all those items supposedly resistant to
change” (Taylor 2003, 19), and denigrates repertoire, which Taylor defines
as “embodied memory: performances, gestures, orality, movement, dance,
singing—in short, all those acts usually thought of as ephemeral, nonreproducible knowledge” (20). Although Taylor points out that while archive
and repertoire often “work in tandem” (21) (she gives the example of
ceremonies such as flag-planting complementing the writing of histories
of colonial conquest), the Global North’s “tendency has been to banish
the repertoire to the past” (21) and to characterize repertoire, as historian
Jacques Le Goff does, as “ethnic memory” (21), and as “traditional, authentic, now lost,” as opposed to archival memory, which is “present,” “modern,” and “global” (22).
Often, Taylor argues, a binary is drawn between archive as “mediated”
and repertoire as “unmediated” (22). But she resists these definitions, and
flags the ascent of digital media as a moment that will push against printanalog culture’s opposition of archive to repertoire: “Other systems of transmission—like the digital—complicate any simple binary formulation” (22).
Introduction
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Taylor’s essay “Save As …” delves deeper into the question of what the digital might do to alter the long-entrenched “embodied/documented divide”:
“If the repertoire consists of embodied acts of transfer and the archive preserves and safeguards print and material culture—objects—what to make
of the digital that displaces both bodies and objects as it transmits more
information far faster and more broadly than ever before?” (Taylor 2010, 3).
Taylor questions whether print culture’s hierarchy of memory modes
will persist through the transition of media regimes. I argue that not only
are we witnessing the rise of repertoire in actual archive building and in
the archontic productions of media users, we are seeing repertoire assert its
significance, even its primacy, in multiple other arenas of memory-based
making in digital culture. For example, as I will argue in chapter 6, users
perform bodily in digital networks, not only when they record their physical bodies acting or singing and circulate their recordings online but when
they determine (in text, icons, screen grabs, GIFs, game play, animations,
or art) the actions of avatars (which represent themselves) and what I call
“marionettes” (which represent fictional characters)—these are instances
of repertoire.
But the history of digital culture also still shows moments of strong
division between repertoire and archive. For example, in chapter 5, I will
describe the anxiety of a female subculture as it faced mass migration from
physical meeting spaces to online virtual spaces. I perceive the subculture’s
early mistrust of the Internet as a fear that their cultural memory, which
had been encoded largely as repertoire (embodied transmissions from experienced members to newcomers), or as repertoire combined with printed
“zines,” would not survive a mass migration into the text-only sphere of
the Internet.
This book, then, investigates a range of ways that digital media are drastically altering long-standing definitions of cultural memory. I am studying
how cultural memory has become a question mark, how it has become an
unfixed and dynamic concept, how it has gone rogue. The expansion of the
meanings of “archive,” the growing prominence of “repertoire,” and the
constantly shifting relation between the two memory modes are key topics
in every chapter.
The Promise of Democratization
I study rogue memory in large part because of the promise of democratization that inheres in it. Earlier, I cited Derrida’s proposition that large-scale
change depends on rogues, and that democracy itself emerged in modern
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Europe as a result of the liberties taken by rogues. In the upending of old
assumptions about what cultural memory is and how it works by rogue
archivists and rogue media users, I see a number of exciting political possibilities, including:
• The possibility for vast quantities of cultural content to be preserved and
made accessible to a broad public—marking an end, in certain spaces, to
what Raymond Williams ([1961] 2001, 66–69) calls “the selective tradition,” which always grants priority to the culture that supports the narratives and identities of the dominant group.
• The possibility for subcultural and marginalized groups to have archives
of their own, on digital networks, constructed and operated by members of
their communities, instead of (or in addition to) lobbying traditional memory institutions for recognition and admission of their cultural materials.
• The possibility for “mass audiences” to invert the sociocultural hierarchy
that places them at the bottom of the power structure of media, and to
exhibit, en masse, their ability to treat the culture industries’ products as the
incomplete, often impoverished, basic matter from which they construct
meaningful texts for themselves and their affinity-based communities.
• The possibility for a style of memory-based making in the mode of repertoire—that is, an everyday making, an individualized and personalized style
of reperformance, a holding-in-common of all culture as shared resource
and property—to challenge the barriers of copyright and antiduplication
technologies erected around archival genres such as printed text and image,
sound, and video recordings.
Rogue cultural memory is not essentially the product or tool of marginalized and minority groups; it may certainly be used to serve the interests
of dominant classes and groups. But, over the past few decades, it has been
effectively developed and deployed to strengthen the positions and fuel
the activities of subordinated individuals and collectives, and to further the
projects of democratization outlined above. This book will document some
of the ways in which digital technologies and networks, and the memorybased making they enable, have subverted and counteracted traditional
power structures. I have stated that memory has fallen into the hands of
rogues, and what this explicitly means is: memory has fallen into female
hands, into queer hands, into immigrant and diasporic and transnational
hands, into nonwhite hands, into the hands of the masses.
Factors of identity, wealth, and geographic location continue to facilitate
the “digital divide,”4 and I do not claim that the spread of digital archiving
is closing gaps in computing access or skill between large numbers of
Introduction
11
people. The focus of this book is on how people who are usually marginalized in narratives of technological development are innovating new media
practices in ways that will likely alter how cultural memory takes form,
becomes institutionalized, and operates going forward. Sarah Florini states,
“Digital media studies often erase users of color. … When users of color do
receive scholarly attention, most often they are cast as victims with limited
technological access and resources. The consistent scholarly focus on the
‘digital divide’ all too often frames people of color as technological outsiders and has served to obscure the many people of color who are online”
(Florini 2014, 224). Like Florini, I aim to fill in some of the blanks that
persist in new media studies around the activity of nonwhite, nonmale,
nonheteronormative individuals and collectives on digital networks. As a
woman of color from the Global South, and as an ally of queer people and
politics, I have a vested interest in increasing the representation of these
groups in new media scholarship. I have therefore selected, as my primary
case study, a set of online communities that are predominantly female and
largely queer.
The Case of Fan Fiction Archives
Though this book will make reference to, and offer descriptions of, many
digital archives as examples of rogue memory, my chief example throughout will be Internet fan fiction archives. Cultural memory in the digital
era—or digital cultural memory—can be imagined as a double helix structure, like DNA: one strand consists of memory-based making in the form
of appropriations, remixes, and transformative works, and the other strand
consists of actual archives that exist online which publish and preserve
a great deal of digital content, much of which is appropriative in nature.
Media fans provide an ideal case for investigating digital cultural memory
because they were early developers and practitioners of both online archive
building and archontic production. In Internet fan fiction communities, we
find a full expression of the double helix of digital cultural memory.
Media fan cultures populate the Internet and their creations run rampant through it; hoards of appropriations and remixes, transmediations
and transformations, macros and parody vids and “Fuck Yeah” Tumblrs5
and other responses to mass media traverse digital networks. I argue that
Internet fan cultures are archival cultures in multiple ways: their core
operations concern the apprehension of media as archive, the unconstrained plundering of that archive, and the construction of both virtual
archives (the overarching archives opened by media texts—for example,
12
Introduction
the “Cinderella archive” or the “Batman archive,” which fans continually
expand with their new variations and versions) and actual digital archives
(websites on which fan archivists store their communities’ creative works).
I view fan cultures as exemplary of Internet culture at large, and the actions
of fan cultures as therefore illustrative of the shifting memory logics of the
digital era: in online fan fiction communities and archives, the binaries
and oppositions that print-analog culture established between archive and
repertoire fade and blend.
By studying online fan archives and archivists—a group of users that
began dedicating themselves to digital cultural memory work in the early
1990s, just as the Internet and the World Wide Web were becoming integral to daily life for a broad user base in the United States—we can gain
insights into how rogue memory has operated so far: what digital preservation has required in the way of technical and organizational labor,
how it has evolved as network technologies and network cultures have
rapidly changed, and how appropriation and remix practices rely as much
on performance-oriented, embodied means of transmission as on archival
media. In other words, through analyzing Internet fan fiction archives, we
can understand the circumstances, motivations, and decisions that have
shaped rogue digital memory.
Gender, Sexuality, and Digital Archiving
Internet fan fiction archives are also valuable as objects of study because
they are archives of women’s digital culture and queer digital culture. Fan
fiction is created primarily by people and for people who self-identify as
female or as not-male, many of whom identify as nonheterosexual or not
exclusively heterosexual (I present qualitative and quantitative data on the
femaleness and queerness of fan fiction archive contributors and users in
chapter 3). Women and queer individuals and collectives occupy minoritarian positions on and in digital networks, although they participate in these
networks heavily.
Despite the cyberutopian hopes of Norbert Wiener and other early pioneers of computing culture, who saw in information systems “model[s] of
an egalitarian, democratic social order” and “metaphors for the democratic
creation of order from below” (Turner 2006, 24), inequality persists in Internet use, and gender is no less a constant marker of disparity in the digital
sphere than other identity traits. “One of the most enduring technological
inequalities is the gender divide,” write Laura J. Dixon et al. (2014, 992):
“Research has detailed a variety of ways in which women lag behind men
Introduction
13
in the ownership of technology and the development of technological
skills. For example, men own and use computers and the Internet more
than women, spend more time online, take more technology classes, and
show more motivation to learn digital skills” (992; see also Cooper 2006;
Correa 2010; Livingstone and Helsper 2007; Seiter 1999). While “women
have a long history in computing,” according to Janet Abbate, whose Recoding Gender seeks to restore the work of generations of female programmers
to the historical record, “women today [in the United States and UK] hold
a relatively low percentage of computer science degrees and technical computing jobs, and popular stereotypes of male computer geeks abound”
(Abbate 2012, 2). Lisa Parks states, “Despite feminist efforts to claim the
computer as a platform for social transformation, the dominant social, economic, and cultural discourses continue to position computer technologies
as domains of masculine activity, authority, and control” (Parks 2004, 141).
That millions of girls and women use the Internet daily does not obviate
the fact that, in the early decades of the twenty-first century, technoculture remains strongly gendered male, not only in the Global South (Intel
Corporation 2012), but in the Global North as well. This gendering is evident in the preponderance of men in technology sector jobs, particularly
in top positions (Forrest 2014; Linshi 2015; Williams 2014), in the scarcity
of women inventors and coders in histories of hardware and software (as
Abbate points out), and in the commonality of harassment (including rape
threats and death threats) directed at women who, through their blogging
or social media activity, gain large followings or otherwise attain public
prominence (see Dockterman 2014; Hess 2014; Sierra 2014).
Tech corporations may value women’s social media use and e-commerce
activity (Lee 2011), and women may be more active participants on many
social networks than men (Duggan 2013; Duggan and Brenner 2013), but
women do not exercise the majority of financial, managerial, and cultural
control over tech corporations, and they have not derived most of the profits, or power, generated by them over their recent period of explosive growth.
As I have argued elsewhere,6 women’s online activities, including fannish
participation on social networks, often constitute a type of free labor that
increases the value of the networks themselves, as well as of various products—labor on which companies have come to rely for the generation and
maintenance of audience interest in, and the spread of “buzz” or “hype”
around, their commodities and platforms. In other words, while women
may gain personal pleasure and satisfaction from their contributions to
social networks, what they do online constitutes a form of production from
which capitalist enterprises extract significant amounts of economic value,
14
Introduction
and for which those enterprises do not have to pay wages. (Women are
hardly alone in this respect—the vast majority of Internet users donate free
labor to tech companies when they use social media sites—but I wish to
emphasize that, even if women currently participate in social networks in
greater numbers than men, the economic and managerial structures of new
media corporations are not gender balanced.)
The fact that women do not shape or direct the infrastructure or operations of the majority of the Internet has had serious consequences for their
digital cultural productions: female fan communities have experienced
large-scale content “takedowns,” in which site owners/moderators delete
fans’ work from websites without fans’ advance knowledge or permission
(Fanlore, “Strikethrough and Boldthrough”; Supernatural Wiki 2011; Jardin
2007), and attempts by Hollywood stakeholders to create rule-bound, monitored spaces—gated digital neighborhoods—for fan fiction online, and to
monetize the production of fan works (without making any provisions for
financially compensating fan creators) (Cupitt 2008; Jenkins 2007a; Fanlore, “FanLib”). Corporate-owned Internet platforms, either because they
fundamentally misunderstood the purpose and significance of femaledriven online fan communities, or because they have aimed to co-opt and
exploit women fans’ labor, thus have sought to actively curtail and suppress
women’s digital cultures, and have challenged their right to exist.
Other threats to women’s online expression have arisen in recent years,
and may rise again soon: millions of Internet users successfully protested
in 2012 against the Stop Online Piracy Act (SOPA) and the PROTECT IP
Act (PIPA), which the Electronic Frontier Foundation and many other organizations criticized for posing dangers to freedom of online expression
and access to information (Samuels and McSherry 2012), but the US Congress only tabled these acts; it did not withdraw them from consideration
altogether. Proposed laws such as these, if passed, could render Internet
communities primarily populated by user-generated content, including
women’s fan communities, vulnerable to sudden and massive takedowns
or closures. Internet cultural creation—especially that which lies outside,
or deliberately confounds, the realm of normative, conventional, socially
acceptable discourse—could swiftly be “chilled” if users felt that sharing
their creativity would subject their works, or themselves, to hostile surveillance or policing. Laws aside, if large-scale social networks such as YouTube,
Facebook, or Tumblr were to simply place greater restrictions on the types of
cultural expression they allow, the same chilling effect would occur. Female
fan expression, which is considered by many, as Henry Jenkins writes, to be
a “scandalous category” of cultural production, well outside the bounds of
Introduction
15
“‘good taste,’ appropriate conduct, or aesthetic merit” (Jenkins 1992, 16),
would be among the most likely categories of online expression to suffer
under increased Internet regulation—and unless users remain vigilant and
actively protect their rights, as they did in 2012 with respect to SOPA and
PIPA, such regulation may very well come to pass.
As far as LGBTQ participation on the Internet, online targeting and
shaming of self-identifying queer people, especially among young users,
is commonplace. A 2013 report by the Gay, Lesbian & Straight Education
Network (GLSEN) states that LGBT youth “experience nearly three times
as much bullying and harassment online as non-LGBT youth” (GLSEN
2013), and several suicides of teens and college students have been linked
to the victims’ being cyberbullied because of their queer sexualities (New
York Times 2012; Huffington Post 2012; Pitts 2010). The censorship and
harassment of adult LGBTQ users online is also well documented (Cossman
2013; boyd 2006a). At the same time that the Internet offers LGBTQ youth
opportunities to “find greater peer support, access to health information
and opportunities to be civically engaged” than they typically can access
in “real life” (GLSEN 2013), networked technologies often work to suppress
queer expression and communication, both through identifiable, visible
modes such as harassment, and through far less detectable means, such as
deletion of content, or the prevention of content posting. As Brenda Cossman writes, the Internet “is a site of censorship [of LGBTQ expression] that
is not well understood; much of it [the logic governing this censorship]
remains locked in confidential algorithms, allowing what we do see and
do not see to remain in a kind of digital closet” (Cossman 2013, 46). And
queer studies scholars have expressed concerns over tech firms’ exploitative
attitudes toward queer users that mirror my concerns over these corporations’ reliance on the free labor of women users. Kate O’Riordan and David
J. Phillips state,
Through the 1990s, ownership and control of the infrastructure of the internet …
became increasingly the domain of fewer, larger, and more integrated media corporations. [Joshua] Gamson has noted that this has entailed a “transformation of gay
and lesbian [Internet] media from organizations answering at least partly to geographical and political communities into businesses answering primarily to advertisers and investors.” … [John Edward] Campbell, too, has pursued the political and
cultural representations of this transformation, as “Janus-faced … online portals …
present themselves as inclusive communities to gay and lesbian consumers while
simultaneously presenting themselves as surveilling entities to corporate clients.”
(O’Riordan and Phillips 2007, 5)
16
Introduction
Countering the depriving, threatening, suppressing, or exploitative
attitudes and moves to which women and LGBTQ are frequently exposed
on digital networks, Internet fan fiction archives serve as “safe spaces”
for the production, publication, distribution, access, and safeguarding of
female and queer digital culture. bell hooks states that the second-wave US
women’s movement articulated the need for “‘safe’ spaces where groups
of presumably like-minded women [can] come together, sharing ideas and
experiences without fear of silencing” (hooks 1994, 76);7 LGBTQ and other
equality movements have since applied the concept of “safe spaces” to both
real-world and online collectives (New Tactics 2013; Ferguson 2014; Craig
2014). Drawing on the discourse of safe space, fan studies scholars Alexis
Lothian, Kristina Busse, and Robin Anne Reid characterize Internet fan fiction communities as “queer female space” (Lothian, Busse, and Reid 2007).8
Many fan fiction archivists have taken great care to construct and operate
their archives on servers and URLs that they own, to avoid any censorial
pressure or “TOS’ing”9 from corporate site owners; also, no fan archivists
charge fees for access to their sites, and most also refuse to permit advertising on their archives (although some archives fundraise to cover the costs
of server space). Fan archives explicitly position themselves as friendly and
open to female and queer makers and users, especially for the making and
use of cultural texts that pertain to female and queer affect and sexuality.
These archives may be regarded as spaces of safety in that they stand apart
from corporate-owned sites, they commit to preserving women’s and queer
people’s content and to protecting that content from censorship (and the
content producers from harassment) as much as possible, and they do not
seek to transmute women and queer users’ voluntary digital labor into profits for majority male and straight owners.
Internet fan fiction archives also provide another function for women
and queer digital culture. Achille Mbembe states that archives confer status on their contents, and on the culture and society that produced those
contents: “The archive … is fundamentally a matter of discrimination and
of selection, which, in the end, results in the granting of a privileged status
to certain written documents, and the refusal of that same status to others,
thereby judged ‘unarchivable.’ The archive is, therefore, not a piece of data,
but a status” (2002, 20). The status that the archive awards is, first of all,
according to Mbembe, the foundational status of existence, of a person or a
culture having existed: “The archive becomes … something that does away
with doubt, exerting a debilitating power over such doubt. It then acquires
the status of proof. It is proof that a life truly existed, that something actually happened. … The final destination of the archive is therefore always
Introduction
17
situated … in the story that it makes possible” (20–21). Fans, fan fiction,
and fan communities have historically been granted incredibly low status
in cultural hierarchies (Jenkins 1992, 9–23; Coppa 2006b, 230–233), and
online archives of fan works will not likely alter that ranking. But Mbembe
illuminates the power of digital communities’ self-made archives to award
those communities with the minimal status of having truly existed, of their
individual and collective cultures having actually happened, and therefore of
making possible their insertion into history. In the absence of archives of
their work, female and queer uses/users of the Internet would risk disappearance and erasure; their cultures would remain unknown and unknowable to subsequent generations, as the existence of so many women’s and
queer people’s cultural expressions in earlier eras have been excluded from
the historical record.
Fans who found and operate their communities’ digital archives do not
guarantee that they or their works will be remembered, but they create the
conditions of possibility for persistence and recollection. Perhaps the last
quarter-century of digital fan archiving will matter to no one a quartercentury from now; but perhaps digital fan productions made between 1990
and 2015, and many genres of user-generated Internet content from the
same time period, will be widely regarded as critically important forms of
early digital networked culture, just as silent films hold a venerable place
in cinema history and amateur ham radio operators are understood to be
the direct ancestors of the broadcasting industries. Maybe successive generations of girls and women and LGBTQ people will benefit from the first
twenty-five years of fan archiving; maybe future historians will value the
ability to access evidence of what it was to be female and queer online in
the first wave of mass Internet use. Fan archivists cultivate this chance, this
may-be.
Fans’ archive building and archive maintenance constitute attempts to
prove to the future that particular queer and female ways of being and making existed. If fan archivists did not carefully assemble such proof, women
and queer fans’ digital collective actions would almost certainly be forgotten, go unlearned, or simply be, as Mbembe puts it, the subjects of doubt,
of disbelief that they ever were. In part this forgetting or doubt would result
from the ephemerality of digital production, against which all digital archivists must tirelessly work, but it would also arise from the tendency of hegemonic discourse to elide and ignore what it cannot incorporate.
What I have said here of women and queer fans can be said of every nonand counterhegemonic group that forges a community online and seeks to
archive its communications and cultural expressions. Rogue archival efforts
18
Introduction
are political efforts, for, as Derrida argues, “There is no political power without control of the archive, if not of memory. Effective democratization can
always be measured by this essential criterion: the participation in and the
access to the archive, its constitution, and its interpretation” (Derrida 1995,
11). Those on the edges of power, in real life and in virtual life, continually invent new cultural forms and genres online, prolifically generate and
actively spread their digital productions, and establish digital archives, first
of all, in order to demonstrate that their cultures and their creations exist
and deserve the status and recognition of being, and second, to refuse those
at the center of power complete “control of the archive.” Rogue archivists
insistently pry open “the archive”—digital cultural memory writ large—
to include their idiosyncratic repositories, and thus foist some measure of
democratization onto the field of contemporary archival practice.
Objects and Methods
I define rogue digital archives as Internet sites that can be accessed by all
online users, with no paywalls or institutional barriers; that allow all content to be streamed or downloaded in full; that do not delete, hide, or edit
content based on copyright holders’ allegations of legal infringement or
for any other reason; that are committed to the persistent publication and
long-term preservation of all content that they store; that have searchand-retrieval features so that users can locate specific texts; and that have
either weak ties or no affiliations with traditional memory institutions such
as government archives, university libraries, and brick-and-mortar museums. There are many sites and platforms that are commonly referred to as
“archives” that do not meet these criteria, such as YouTube, Tumblr, and
Wikipedia. (YouTube frequently deletes user-uploaded content because of
copyright-related complaints; Tumblr is not searchable and has shown little interest in the long-term preservation of content published there; and
Wikipedia allows readers to view summaries of many texts, but not the
texts in full.) I do not discuss in detail any of these sites.
My examples of rogue archives include the Internet Archive, Project
Gutenberg, ibiblio, the Rhizome ArtBase, and many smaller, lesser-known
archives founded by specific subcultures, minority groups, and artists’ collectives. I discovered a great deal of information about these archives from
news articles and various texts written by their archivists that have been
published online.
However, one category of archives—fan fiction archives—serve as my
core case study because, as stated above, fan fiction communities have
Introduction
19
a long history of archive building, and their primary modes of cultural
production are remixing and appropriation, making fans exemplary digital memory workers at the level of content production as well as content
preservation. I gathered much more primary data about Internet fan fiction archives than about any other type of rogue archive. From June 2012
through March 2013, I directed an oral history project titled “Fan Fiction
and Internet Memory” or FFIM, funded by the UC Berkeley Committee on
Research and the Townsend Center for the Humanities. Undergraduate Lisa
Cronin, PhD candidate Andrea Horbinski, and I conducted 56 interviews
with 50 participants who had a history of activity in fan fiction archives,
as archive-builders and/or maintainers, as authors, as dedicated readers and
reviewers, or as all of these. Participation was by invitation only, and we
extended invitations to individuals whom we knew personally, or knew
of, from our own histories of online fan activity; we also welcomed suggestions from our interviewees of additional individuals that we should invite.
We were able to recruit participants who had been involved with Internet
fan archives from the early 1990s, when the first archives opened, through
the time of our interviews in 2012 and 2013. In other words, we succeeded
in gathering descriptions and recollections of every phase of Internet fan
fiction archives from the fans that we interviewed, with many interviewees having actively participated in online fandom from its inception. All
interviews were conducted in English, and participants discussed primarily,
though not exclusively, Anglophone media and English-language fandoms.
We cite all interviewees by their chosen names; some participants chose
their legal names, and others chose pseudonyms (in Internet fandoms, the
use of pseudonyms is a common practice). The appendix contains detailed
information about the FFIM oral history project, including the demographics of our participants in table form and as visualizations.
The temporal range covered in the personal histories shared by our FFIM
participants allows me to make some generalizations about how fans think
and feel about fan fiction archives. It would be a mistake for me, or any
researcher, to presume that fans are more similar than they are different;
the FFIM project reinforced what I already knew from my participation in
fan communities, which is that fans’ experiences of online fandom are, for
the most part, distinctive and unique, and a number of contentious issues
arise in online fandom on which every fan has her own personal opinion.
There are as many pathways through Internet fandom, as many attitudes
toward fandom, and as many intellectual frames for understanding the “fan
experience,” as there are individual fans. However, I was able to identify
several clusters of opinions, attitudes, and experiences from our interviews,
20
Introduction
and I have done my best to accurately represent our participants’ views in
the chapters that follow.
In addition to the oral history research team I assembled, I put together
a different but related team of digital humanities researchers, for a project called “Fan Data,” funded by the Hellman Fellows Fund and the UC
Berkeley Committee on Research, and supported in part by URAP (the
Undergraduate Research Apprentice Program at UC Berkeley). The Fan Data
team collaborated to build a series of “data scrapers”—Python scripts that
could be used to extract and analyze large sets of information from websites—to perform various quantitative analyses of a diverse range of Internet fan fiction archives. The conclusion includes numerous visualizations
and graphics that show the size and scale of these archives, as well as their
rates of production, growth over time, and (for some archives) the number
of authors, reviewers, and readers who have participated in them. Over the
years that I have worked on this project, I have repeatedly been asked for
numerical statistics about the phenomenon of Internet fan fiction. I specifically designed the Fan Data project to quantify the “world” of fan fiction
archives, and am pleased to present our results here.
As for my theoretical methods: I have already begun to discuss Internet
archives using the language of performance, and I will continue to employ
performance-related vocabulary throughout this book. At UC Berkeley, I
am a scholar “housed” in two campus units: the Berkeley Center for New
Media (BCNM) and the Department of Theater, Dance & Performance Studies (TDPS). Given that my two academic “homes” are new media studies
and performance studies, it should not be surprising that performance studies is crucial to my thinking about new media, and vice versa. My analyses
will be suffused with terms and concepts borrowed from performance, even
though—or, I would say, because—I am examining new media objects. In
break 0, which follows this introduction, I offer the reader a genealogy of
the decades-long interrelation of performance studies and new media studies; I intend this work to be a contribution to that important, if largely
unknown, tradition of scholarship.
Chapters and Breaks
This book contains two types of sections: “chapters” and “breaks.” The
breaks and the chapters alternate, so following this Introduction, the reader
will encounter the somewhat clumsily numbered break 0, then chapter 1,
then break 1, then chapter 2, then break 2, and so on. I have written the
chapters in what I consider to be a straightforward academic style, and
Introduction
21
have written the breaks somewhat differently. I would say that some of the
breaks are more informal, some are more experimental, and the rest are
simply less rounded-out and more fragmentary than the chapters. I have
taken the term “breaks” from hip-hop culture; here is a definition from S.
Craig Watkins (2005): “[Grandmaster] Flash and his DJ friends believed that
in every great record there is an even greater part, what they called ‘the get
down part.’ That part of the song is more formally referred to as the break”
(27). I would not claim that this book’s breaks are “greater” than its chapters, but I do think of the breaks as “the get down parts.” I generated them
more in the spirit of jamming or freestyling, while I crafted the chapters in
order to advance specific arguments.
I have explained that I conceive of digital cultural memory as being
composed of both actual and metaphorical archives. Some of the chapters
and breaks therefore concentrate on digital archives located on the Internet, while other chapters and breaks investigate archives at a more conceptual level. The idea of repertoire will be a consistent thread through all of
my varied approaches to different archival entities and genres; I will make
the case that many forms of repertoire penetrate, suffuse, and define many
archival practices.
Break 0, “A Glossary of Key Terms,” will serve to define several concepts
that I have only alluded to in this introduction: digital cultural memory,
archontic production, the connection of new media studies and performance studies, fan fiction, and fan fiction archives. This break aims to help
the reader gain an understanding of what I mean by each of these terms,
and why I think them important, which will help the reader as she progresses through the subsequent sections and repeatedly encounters these
key concepts.
Chapter 1, “Memory Machine Myth: The Memex, Media Archaeology,
and Repertoires of Archiving” strives to dispel the widespread perception
that the Internet is a vast archive, and surfaces the fears of the “digital
dark age” expressed by professional and amateur archivists alike. I argue
that only dedicated archival labor, which I frame as “techno-volunteerism,”
can “save” digital information, and I characterize the activities of technovolunteer archivists as a repertoire of what is referred to in design studies as
“infrastructuring.”
In break 1, “Canon and Repertoire,” I argue that there can be no “canon”
of rogue digital archives, and that in fact, such archives are intrinsically
opposed to the very notion of canonicity. Instead, I propose that we place
more importance on defining the repertoires of digital use and Internet
preservation.
22
Introduction
Chapter 2, “Archival Styles: Universal, Community, and Alternative Digital Preservation Projects,” describes a diverse set of digital archives that I
think exemplify the ascent of rogue cultural memory. I posit three major
archival styles or categories: universal archives, community archives, and
alternative archives, and I list several specific archives in each category. I
then list various fan fiction archives, and explain how fan fiction archives
function as universal, community, and alternative archives simultaneously.
Break 2, “Archive Elves,” discusses digital archival work in relation to
theories of free labor and creative labor, especially theatrical labor.
In chapter 3, “Queer and Feminist Archival Cultures: The Politics of Preserving Fan Works,” I describe how fan archives serve women and queer
users, and how their value as cultural resources derives largely from their
operation as archives for these communities.
Break 3, “Fan Time versus Media Time,” argues that fan fiction archives
support a temporality that queers and feminizes the time of mass media
synchronization.
In chapter 4, “Repertoire Fills the Archive: Race, Sexuality, and Social
Justice in Fandom,” I explore how a number of digital archivists seek to
diversify their databases through what I call the “repertoire of archive contribution,” attempting to attract content in categories that they deem lacking. I examine several fanworks “challenges” that explicitly set the goal of
diversifying fan fiction archives by incentivizing fans to produce stories
about characters that are non-white, non-Western, and/or practice nonnormative sexualities. I argue that these challenges invite fans to enact a
kind of “carnival repertoire,” in which they work (play) together, for delimited periods of time, to invert and subvert the systemic privileging of whiteness in mass media representations, and to add more stories of difference to
both fan archives and the total archive of media.
Break 4, “‘Works’ or ‘Performances’?,” investigates the traditional distinctions between the kinds of cultural productions that constitute archivable
“works” and unarchivable, ephemeral “performances,” and asks how these
differentiations blur when we examine the output of online communities.
Chapter 5, “Print Fans versus Net Fans: Women’s Cultural Memory at the
Threshold of New Media,” describes the period in the history of media fandom when the Internet was new, and fans understood that they were facing
the imminent migration of their culture from the real world to the virtual
network. I explain that many female fans did not think that their culture,
which had always been transmitted through face-to-face and embodied
practices—that is, through repertoire—would survive a “translation” to the
digital, and I read their doubt against the background of a larger cultural
Introduction
23
imaginary, found in cyberpunk narratives and other forms of popular discourse, that framed women as the last defenders of humanity against the
encroaching reign of machines.
Break 5, “A Femslash Parable of the Print-to-Digital Transition,” is a close
reading of one piece of fan fiction, a Star Trek: Voyager story in which Captain Janeway and one of her crew members, the female cyborg Seven of
Nine, embark on a sexual relationship. I interpret the popularity of Janeway/
Seven fan fiction as a desire among female fans for “print fans” (an older
generation of fans, who had entered fandom as a face-to-face enterprise
that traded printed zines) to reconcile and merge with “net fans” (younger
fans, who had only known fandom as a digitally networked enterprise.)
Chapter 6, “The Default Body and the Composed Body: Performance
through New Media,” argues that the Internet is a body medium, that is, a
place where users perform through virtual bodies. I argue that when users
appropriate the faces and bodies of actors for their online interactions and
representations, they are performing through “composed bodies,” while
their own physical bodies are “default bodies.” I claim that fan fiction
illustrates very well how embodiment is crucial to Internet-based performances—in other words, we do not at all leave embodiment behind when
we “go” online.
Break 6, “Body and Voice in Fan Production,” details several kinds of
performances common in media fandom that are different from fan fiction:
real-world performances (such as “cosplay” or costume play, and childhood
play), audiofic performances (in which fans record themselves reading fan
fictions aloud), and fan casting (in which fans imagine a media property
cast with actors of their choosing; fans often “genderswap” or “racebend”
known characters).
Chapter 7, “Archontic Production: Free Culture and Free Software as
Versioning,” considers archontic production as a cultural analog to the
free software movement (launched by programmer Richard Stallman) and
GNU/Linux development, and also puts archontic production in relation to
postcolonial, ethnic minority, and feminist theories of culture-as-archive,
and of appropriative-writing-as-performance, that predated the digital age.
Whereas chapter 7 proposes similarities between free culture and free
software, break 7, “Licensing and Licentiousness,” examines an important
difference between GNU/Linux hacking and the segment of free culture
constituted by fan production: free software is deeply concerned with licensing (e.g., Stallman’s GNU General Public License, which developers use to
“modulate” copyright and permit others to lawfully modify their code),
while most fans do not concern themselves with questions of the legality
24
Introduction
of their practices, and simply “take license” with the media they consume.
Building on Derrida’s linking of licentiousness to democracy, I suggest that
fan archivists, and all rogue archivists, seek not to resist current legal or
cultural structures but to bring a new kind of democracy into being, one
that fulfills democracy’s promises regarding diversity and transformability.
The concluding chapter, “Fan Data: A Digital Humanities Approach to
Internet Archives,” presents the results of a data-scraping project that I led
from 2012 through 2014. An array of data visualizations illustrates the scale
and rate of growth of various fan fiction archives and indicates the massive
size of rogue archiving projects.
Break 0
Break
Glossary
A Glossary of Key Terms
of
Key
0
Terms
It may seem strange to begin the body of this book with a break—a “break
0,” a break from a work that has not even properly begun yet—but I intend
this break to be a launching pad, a delivery of fundamental ideas and concepts that will, I hope, prove helpful to the reader’s intake of all of the sections that follow.
In the introduction, I briefly mentioned a number of terms—such as
“digital cultural memory,” “the intersection of new media studies and performance studies,” “archontic production,” “fan fiction,” and “fan fiction
archives”—that warrant elaboration. At the very least, the reader should be
aware of how I think about each of these constructs, and what I find to be
significant about them. Therefore, the text below can be read as a glossary
of terms. It is divided into five subsections, each dedicated to a different
question:
• What Is Digital Cultural Memory?
• What Is “Global Theater”? (or, What Does New Media Studies Have to Do
with Performance Studies?)
• What Is Archontic Production?
• What Is Fan Fiction?
• What Are Fan Fiction Archives?
While the subsections may not at first appear to have much to do with one
another, I think that by the end of this break—or at any rate, by the end of
this book—it will be clear that these topics are closely interlinked.
What Is Digital Cultural Memory?
As I wrote in the introduction, I think of digital cultural memory as a double
helix, composed of two intertwining strands. The first strand is made up of
what I call archontic productions (see below). The second strand is made up of
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actual Internet archives. Here I will offer a short background for my thinking on this second strand, the phenomena of archives that exist online
(but I will occasionally make reference to the first strand, the genre of digital appropriations and remixes that many digital archives are devoted to
preserving).
My idea of digital cultural memory starts with the fact that “memory
institutions,” such as libraries, museums, and archives, understand their
mission to be the keeping and transmission of “cultural memory,” usually meant in a vernacular rather than an academic way. For these institutions, preserving cultural memory means ensuring that significant artifacts
representing the histories of the wider cultures in which they, the institutions, operate, are accessible by successive generations. Guy Pessach defines
memory institutions as “social entities that select, document, contextualize, preserve, index, and thus canonize elements of humanity’s culture, historical narratives, individual and collective memories” (Pessach 2008, 73).1
Memory institutions have been aware since at least the 1994 Commission
on Preservation and Access that the future of cultural artifacts, both those
born digital and those born analog, will be largely digital, and that, as Julie
Holcomb (2000) writes, “the long-term preservation of digital resources” is
equivalent to “preserving our cultural memory.” The archival and heritage
professions are well aware that the cultural and the digital are increasingly
bound together, that more and more predigital and nondigital cultural
materials must be transcribed or remediated into digital formats (Paschalidis 2008, 5; Bolter and Grusin 2000), and that more and more cultural
productions, as well as cultural preservation efforts, are being launched
digitally, as a result of which, states Gregory Paschalidis, “a whole new
economy of social memory has emerged” (Paschalidis 2008, 4). This economy is composed not just of professional preservationists and intellectuals
authorized to curate and administer cultural materials for laypeople; it also
encompasses amateur cultural producers and amateur digital archivists.
Paschalidis writes that the “development and diffusion of modern
communication media” which has made possible the “democratization
and pluralization of social memory” (2008, 4) offends and repulses large
numbers of cultural workers. In the context of discussions and debates
taking place among memory, heritage, and information resource professionals, digital cultural memory means cultural memory that lives in and as
digital media, and the fact that vast swaths of nonprofessionals are undertaking micro- and macro-sized missions pertaining to digital cultural memory gives the entire field an “unregulated, decentralized and multi-voiced
character [that] plays havoc with our inherited routines and established
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protocols. … It is no accident, then, that many teachers and intellectuals,
the presumed guardians and characters of cultural memory, revolt against
this new social organization of social memory, whose confusing lack of
order, center or discipline seems to them as disorienting as amnesia,” Paschalidis states (2008, 4). A condemnation of amateur digital activity, including amateur archiving, can be found in many cultural critics’ writings from
the 2000s;2 this attitude is well represented by a 2007 article in the Guardian that opines, in relation to the Museum of Online Museums, “Nowhere
has [the Internet] been more successful than in the field of meaningless
rubbish. Here, vast swathes of tat are housed in one handy place for easy
navigation” (cited in Terras 2010, 426).
But some information scholars, such as Melissa Terras, have taken a different position on the growing ranks of amateur digital archivists, arguing
that “the uncharted territory of digital resources created outside traditional
memory institution boundaries can provide a rich source of materials for
both the general public and academic researchers. Additionally, those creating such online materials are generally more successful in interacting with
their relevant online communities than memory institutions are. … The
best digital resources created by enthusiasts, in their own time and at their
own expense, can inform the library, archive, and cultural heritage community about best practice in constructing online resources, and reaching relevant audiences in the process” (Terras 2010, 425–426). Mizuko Ito
(2006), Charles Leadbeater and Paul Miller (2004), Ruth Finnegan (2005),
Clay Shirky (2008), Matthew Kirschenbaum et al. (2009), and Robert Stebbins (1992, 2001) are among those who laud the cultural memory work performed by amateur archivists, both now in the digital era and at every point
in the history of memory institutions, as amateurs have always played a
large part in founding and growing organizations for the preservation
of social and cultural histories, some of which have fed into, or become,
museums and academic research disciplines.3 Leadbeater and Miller (2004)
propose the term “Pro-am” as suitable for referring to a person who “pursues an activity as an amateur, mainly for the love of it, but sets a professional standard” (20), and Stebbins (1992, 2001) employs the phrase
“serious leisure” to describe the commitment and effort that some hobbyists dedicate to their chosen pursuits; Terras (2010) uses these framings of
amateurs’ labor in her discussion of amateur digital archivists, suggesting
that amateur archivists execute digital cultural memory projects that are
different from professional preservationist work but comparable to it, and
that deserve consideration as serious, rather than ridiculous or random or
trivial, enterprises.
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Digital cultural memory thus refers to a moment in time, a turning point
in the history of memory institutions: the mid-1990s through the present
have been a period of transition from analog to digital formats for libraries, museums, and other predigital archives, and a period of emergence for
amateur digital archivists. The role that amateur archivists are playing in
the field of digital cultural memory is growing, and has compelled acknowledgment by the archival professions, acknowledgment that has manifested
as condemnation by some circles, and as approbation by others.
The phrase digital cultural memory also flags an uneasy overlap of new
media studies with the research field defined as “memory studies,” which
analyzes the historical, political, and philosophical significance of personal
and collective recollection. Memory studies goes back at least as far as Plato’s (2005 [360 BCE]) Phaedrus,4 but the field in its contemporary form5 was
initiated by Maurice Halbwachs’s Social Frameworks of Memory (1925, in On
Collective Memory [1992]), in which Halbwachs articulated his theory of collective memory. Halbwachs argues that, as individuals form their memories
in society, “It is also in society that they recall, recognize, and localize their
memories. … [Memories] are recalled to me externally, and the groups of
which I am a part at any time give me the means to reconstruct them” (Halbwachs 1992, 38). Jeffrey Olick, Vered Vinitzky-Seroussi, and Daniel Levy
summarize Halbwachs’ theory of collective memory when they write, “All
individual remembering … takes place with social materials, within social
contexts, and in response to social cues” (2011, 19). One implication of
Halbwachs’s work is that a society’s technologies for storing and retrieving
its memories influence and inform how and what individuals recollect; as
Halbwachs states, the “means to reconstruct them [memories]” are given by
the society to the individual. Thus, how digital technologies affect collective “remembering” is a point of interest for memory studies.
Jan and Aleida Assmann, drawing on Halbwachs’s theories and on Aby
Warburg’s 1930s writings on social memory, advanced their idea of cultural
memory beginning in the 1980s.6 Jan Assmann (1995) points out that Halbwachs’s and Warburg’s thinking resisted the nineteenth-century notion
that collective memory depended on biological inheritance (“racial memory” [125] and “survival of the type” [125–126]), and proposed the alternative that cultural memory is the technology by which a society survives.
Each generation transmits culture to the next, not through genetic inheritance, but through the conservation and repeated reexamination or reuse
of cultural objects and rituals—“cultural formation[s] (texts, rites, monuments) and institutional communication (recitation, practice, observance)”
(129)—that constitute a society’s “objectivized culture” (128). Assmann
uses Warburg’s capacious idea of objectivized culture, which included “not
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29
only works of high art,” but also “posters, postage stamps, costumes, customs, etc.” (129), which, Warburg argued, possess a type of “mnemonic
energy” (129).
Taking up the Assmanns’ and Warburg’s arguments that objects and
practices—including those that originate in so-called low and everyday
culture—are bearers of cultural memory, media scholars over the past
twenty years have investigated how collective memory and social identity are consolidated and transmitted through communities’ uses of media
texts, such as photographs, pop and rock songs, films, television broadcasts, and digital communications.7 In line with this branch of media
studies, fan fiction and other genres of transformative fan works, as well
as the source texts that inspire them, can be seen as cultural memory
objects, possessing the kind of “mnemonic energy” that Warburg attributed to posters and postage stamps. Fan communities define their group
identities in part through what Warburg calls “costumes” and “customs”
(dressing up as favorite characters and gathering together at fan- or industry-organized conventions, a type of public performance called “cosplay,”
is a long-standing fannish tradition that combines costumes and customs), and in part through collecting, circulating, consuming, and discussing fannish objects, both industry issued and fan made. Fan fiction
and fan fiction archives help to reinforce fans’ sense of participating in a
common culture. Within a given fandom, the practices of writing and/or
reading fanfic are themselves acts of remembrance (of the source text and
of the affective charge fans experience when interacting with the source
text), and archives of that fandom’s fiction writing are aggregators of
fans’ remembrances, which are plural and diverse, but recognizable as all
belonging to a specific fandom. Fic archives thus embody and convey the
cultural memory of specific fandoms, as well as the cultural memory of
the larger enterprise of media fandom. For all fan archives, and the practices and rituals involved in making and using fan archives, perpetuate the
cultural memory of what it is to be a media fan.
However, even as communities regard digital artifacts as instantiations
and transmitters of cultural memory, and eagerly build Internet archives
in order to preserve their access to these objects and practices, there is
great uncertainty about digital media’s capacity to serve as a vehicle for
cultural memory over long periods of time. Digital technologies are not
perfect archival technologies; rather, they tend toward loss and disappearance. Paschalidis, citing Robert Darnton, states that the “singular, distressing law that governs digital evolution” is that “hardware and software
become obsolete so rapidly as to condemn all digital texts ‘to belong to an
endangered species’” (Paschalidis 2008, 6; Darnton 2008, 79). The rapidity
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with which digital material is vanishing raises alarms in Geert Lovink that
echo the fears of cultural amnesia expressed by memory studies scholars.
Lovink writes, “Because of the speed of events, there is a real danger that
an online phenomenon will already have disappeared before a critical discourse reflecting on it has had the time to mature and establish itself as
institutionally recognized knowledge” (Lovink 2011, 8). In other words,
if digital objects and practices do not remain accessible long enough to be
thoroughly understood by the society that produces them, there may be no
digital cultural memory at all. Jan Assmann writes that “cultural memory
comprises that body of reusable texts, images, and rituals specific to each
society in each epoch, whose ‘cultivation’ serves to stabilize and convey
that society’s self-image” (Assmann 1995, 132), and if digital texts are not
reusable, if Internet rituals that arise around those texts are not reenactable,
then societies in this epoch, at the dawn of the digital age, cannot be stabilized. Even as people increasingly use digital networks and platforms to
create and archive cultural productions, the relationship between digital
technologies and cultural memory is tenuous at best.
In chapter 1, I will explore some of the questions that arise from thinking “digital cultural memory” together with “memory studies”: How can
communities employ digital tools in making and preserving culture, while
at the same time, digital texts become inaccessible or unusable so rapidly
that digital technologies are sometimes characterized as antiarchival? How
can cultural memory, as defined by memory studies, be served by digital
platforms that are never permanent? Are online communities, and other
communities reliant on digital tools to bear their group identities into the
future, condemned to short life spans commensurate with the abbreviated
utility of these tools?
I will argue that online archives can only be made stable, reliable, and
accessible over the long term by human labor. One of my central claims
is that digital technologies are not innately archival, but must be made to
serve archival purposes by the constant efforts of archivists. Thus, the second referent of digital cultural memory is a labor requirement: communities must work to conserve their digital artifacts and rituals, or risk losing
them to the digital’s proclivity for ephemerality and loss.
What Is “Global Theater”? (or, What Does New Media Studies Have to Do
with Performance Studies?)
What does performance studies have to do with new media studies? Or:
Why use performance studies in an analysis of Internet cultures and digital
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31
phenomena? My answer is: New media studies has had quite a long history
of borrowing metaphors and frameworks from the fields of drama, theater, and performance, and while this genealogy may not be well known to
either performance scholars or new media scholars, it is an important one;
I situate my work within this robust, if unheralded, school of thought. I will
briefly review the major intersections between new media studies and performance studies, and then, in the next section, I will explain why I believe
that it is useful to think “new media” and “performance” together when
studying online fan cultures and fan archiving.
Marshall McLuhan, one of the key founders of what we today call new
media studies, first compared new media to performance in 1970, when he
sought to replace his 1962 term “global village” with a new term: “global
theater.” In From Cliché to Archetype, McLuhan (1970) writes, “Since Sputnik
[launched in 1957] put the globe in a ‘proscenium arch,’ and the global
village has been transformed into a global theater, the result, quite literally,
is the use of public space for ‘doing one’s thing’” (12). The “global village”
has become the “global theater” (apparently in 1957, even before McLuhan
first mentioned the “global village,” but let us not scrutinize McLuhan’s
chronology too closely) as a result of the telecommunications networks
that cross the world, making every place on the planet a potential performance space.8
McLuhan’s replacement of “village” with “theater” as his preferred
metaphor is read by John Tinnell as a commentary on live video transmission. Tinnell (2011) writes, “Widespread televisual applications of satellite technology cultivated a tele-performative space, which … added an
awareness that whatever took place in the presence of various electronic
recording devices could be broadcast to and seen by large audiences all
across the world, in real time and for all time. This awareness becomes
a force of enculturation; one does not need to possess a video camera to
be ontologically affected by the cultural (f)act of televisual recording and
worldwide broadcasting.” While I agree with Tinnell that McLuhan had
global live television in mind when he declared that the world is now a
theater, the implications of McLuhan’s “global theater” extend well beyond
the medium of television.
The Internet, more than television (indeed, the two are increasingly converging), is a public space for “doing one’s thing,” each participant generating his or her own content, putting on his or her own show, as it were.
The Internet “turns the globe into a repertory theater to be programed”
(McLuhan 1970, 9–10) by its participants. The Internet realizes McLuhan’s vision of a space that serves as a stage that is theoretically open to
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an infinite number of players, each doing their thing for others to witness,
and thus contributing “programming” to the nonstop theater. McLuhan
is even clearer in his prediction of a networked participatory culture in
his 1972 book, Take Today: The Executive as Dropout (coauthored with Barrington Nevitt), when he writes of “the institution of a new kind of global
theater, in which all men become actors and there are few spectators. The
population of the world is both the cast and content of this new theater.
The repertory of the theater consists of a perpetual happening, which can
include the retrieval or replay of any previous happenings that men choose
to experience” (McLuhan and Nevitt 1972, 145).
Thus McLuhan introduces the link between new media and theater, predicting future telecommunications platforms that will be open to participation by all (all who can gain access to the platforms and have the knowledge
to use them, that is). From McLuhan’s phrase “perpetual happening,” and
his statement that “all men become actors and there are few spectators”
we can see the influence of 1950s and 1960s performance culture—specifically, the famous “Happenings” by Allan Kaprow and others—on early
1970s new media theory. The connection that McLuhan perceives between
performance and new media is interactivity, and McLuhan would not be the
only new media theorist to see this resonance: in The New Media Reader,
Noah Wardrip-Fruin and Nick Montfort (2003) write that “the idea of interaction associated with Happenings [in the fifties and sixties] was profoundly
inspiring and has remained so for decades” as that idea “reflected and provoked a desire to break down distinctions between creator and audience—a
desire and activity now central for many new media practitioners. … The
‘Happenings’ are a touchstone for nearly every discussion of new media as
it relates to interactivity in art” (83).
Numerous new media theorists after McLuhan (though none cite him)
have argued that all human–computer interaction (HCI), and not only
computer-based art-making, is most fruitfully conceptualized as a form of
interactive performance. Brenda Laurel’s Computers as Theater (1991), Sherry
Turkle’s Life on the Screen (1995), Allucquére Rosanne Stone’s essay “Will the
Real Body Please Stand Up?” (1991), and Stone’s book The War of Desire and
Technology at the Close of the Mechanical Age (1996) all argue that new media
actions and engagements are types of performance because they invite,
and often require, computer users’ interactions with hardware and software and/or other users via digital networks. Laurel, an interface designer,
relates that designers often regard theatergoing as a model for HCI: “As
researchers grapple with the notion of interaction in the world of computing, they sometimes compare computer users to theatrical audiences”
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33
(1991, 16). Laurel’s own view is that users resemble actors more than they
do audience members: “People who are participating in the representation
[of actions on their computer screens] aren’t audience members anymore.
… They become actors—and the notion of ‘passive’ observers disappears. In
a theatrical view of human–computer activity, the stage is a virtual world”
(17). Turkle writes that the interactivity of computer use has the potential
to boost each user’s sense of being an autonomous individual, of “being
an actor in one’s life” (1995, 274). Stone states that “Computers are arenas
for social experience and dramatic interaction, a type of media more like
a public theater” than like prior forms of electronic media, such as cinema
(1996, 16).
Erving Goffman’s 1956 book The Presentation of Self in Everyday Life also
began to be explicitly cited by new media theorists in the 1980s and 1990s,
as performance studies (of which Goffman’s Presentation is a foundational
text) became established as a discipline (or what Shannon Jackson calls
an “anti-discipline”) in the US academy (Jackson 2004, 30). Goffman proposes that every person is an actor playing a variety of roles in her daily
life—that anytime “the individual is in the immediate presence of others,”
the individual expresses herself and tries to manage others’ impressions of
her, and in doing so, performs (Goffman 1956, 1–4). Goffman’s concept of
everyday social performance resonates with McLuhan’s notion of a “global
theater” in which all are actors; Joshua Meyrowitz’s No Sense of Place: The
Impact of Electronic Media on Social Behavior (1985) was the first to combine
Goffman’s and McLuhan’s concepts. Although Meyrowitz’s (1985) analysis
centers on television and has limited application to contemporary network
technologies, he puts forward the notion that “electronic media [effect] a
very discernible rearrangement of the social stages on which we play our
roles” (4). Goffman has been, by far, the most influential performance theorist on new media scholars.9 Goffman’s perspective on performance comes
through clearly in statements such as this one by Annette Markham in
her essay “The Dramaturgy of Digital Experience”: “Regardless of which
device or interface I’m using, what I’m wearing, or where I’m located I am
performing multiple roles on multiple simultaneous stages with a globally
distributed range of actual and potential audiences” (Markham 2013, 280).
McLuhan, Laurel, Turkle, Stone, and the diverse and growing group of
Goffman-influenced new media theorists all stress that network technologies facilitate what Mark Poster (2012) calls “many-to-many communication.” In a global telecom network, everyone can perform; the networks
are like open stages that users fill with their performances. Importantly,
liveness or presence is not a defining characteristic of performance for any
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of these thinkers. What is regarded as an essential feature of “performance”
to many performance theorists—physical bodies that are copresent with
one another at the time and place of action—is not at all necessary for
“performance” as conceived by new media studies. Stone addresses this
issue directly, stating, “We have to rethink some assumptions about presence,” as major “shifts in cultural beliefs and practices” are giving on to
“repeated transgressions of the traditional concept of the body’s physical
envelope and of the locus of human agency” (Stone 1996, 16). In other
words, human agency, and therefore human presence, is no longer located
exclusively in the human body. Stone claims that the computer is “a technological object that acts as a channel or representative for [physically]
absent human agencies” (16–17) (Stone acknowledges her indebtedness to
Laurel on this point). But Stone is rare among new media theorists who
explicitly deal with the challenge that metaphors of online-interactionas-performance pose to definitions of performance-as-presence. The vast
majority of new media scholars simply assume that bodily presence is not
necessary for performance, and that, following McLuhan, Goffman, and
the aforementioned theorists, every person performs on the virtual stage of
the Internet each time he or she posts a comment, shares a link, publishes
a fan work, or builds an Internet archive.10
Therefore, when I draw on metaphors and vocabularies of theater,
drama, and performance to describe the activities of Internet fan archivists,
I feel myself to be working within a well-developed branch of new media
theory that was founded more than four decades ago.
What Is Archontic Production?
My theory of archontic production is that many readers, filmgoers, gamers,
and television viewers engage deeply with the “archive” of media culture,
which is the array of perceptible cultural artifacts distributed widely for
mass consumption. From this archive of source texts, media users select the
texts they want to work with, and from those texts, they extract what they
like and what they need, using those extractions as the raw materials for
their own cultural productions, such as fan fiction.
A virtual archive—let us call it a “meta-archive”11—is opened by each
source text, and encompasses not only that source text but all variations
and transformations of it produced by readers, viewers, listeners, scholars,
critics, and fans. These meta-archives, comprising every version of a source
text that have ever been imagined, told, played, sung, written, or recorded
in an audiovisual medium, are conceptual rather than perceptible.
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35
I have appropriated the word “archontic” from Jacques Derrida’s essay
“Archive Fever,” in which Derrida states that no archive can ever be said to
be finished or fully completed. “The archive is never closed. It opens out of
the future” (Derrida 1995, 45), he writes. Derrida recalls the original ties of
the concept and term “archive” to the archons, the lawmakers or “superior
magistrates” (9) in Greek society who housed the official documents of the
polis in their homes. “The archons are first of all the documents’ guardians.
They do not only ensure the physical security of what is deposited and of
the substrate. They are also accorded the hermeneutic right and competence. They have the power to interpret the archives” (10). I use “archontic”
to signal a new identification of the “archons” of culture. Who has the
power to interpret the archives of mass media? I argue that it is the audiences, the consumers, the users of media.
And I would also argue that it is these new archons who have taken it
upon themselves to “ensure the [digital] security of what is deposited and
of the substrate” in the meta-archives of mass media. A great deal of digital
cultural memory is composed of archontic producers on the one hand, and
archivists of archontic productions on the other.
What Is Fan Fiction?
Fan fiction (also called “fanfiction,” “fanfic,” or simply “fic”) refers to stories written by fans of mass-produced texts (of any genre and all media,
from comics to video games to novels to television programs to popular
music) that appropriate the characters of the textual universe, and occasionally other elements as well, such as story arcs, settings, narrative
themes, and so on, but are original stories. The practice of revising and
augmenting received stories is ancient—the creation of folklore, mythology, and tall tales depends on this practice12—but the beginning of fan fiction as it is currently understood, as a form of creative appropriation by
predominantly female communities organized as “fandoms” around mass
media productions, can perhaps be dated to the first issue of the first Star
Trek fanzine, Spockanalia, printed and released in 1967 (Fanlore, “Spockanalia”).13 Beginning in the early 1990s, fans began to post fan fiction on the
Internet (in chapter 5, I discuss the period of transition from zine-based, or
“print” fandom, to Internet-based, or “Net” fandom), and today, the vast
majority of fan fiction is published and distributed online rather than in
printed formats.
Fan fiction stories usually expand on potentialities that inhere in the
“source” texts: adventures that the characters could have had but never
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did; relationships or sexual encounters they might have had but didn’t—or
which were never portrayed onscreen; events in the characters’ lives that
may have taken place before, after, or in between the events described in
the source material. Many “fics” do not adhere very closely to their source
texts, and only borrow characters in order to put them in “alternate universe” or “crossover” settings: for example, two characters in a movie about
a postapocalyptic wasteland might be “ficced” as a couple who meet in a
contemporary coffee shop, or in a Regency-era ballroom, or at Hogwarts
School of Witchcraft and Wizardry; two straight-identifying characters
might be “ficced” as having a same-sex relationship; a character who is
male in the source text might be written as a female in a fanfic. The attitude
of fan fiction to its source material is thus usually a strange combination of
fidelity and infidelity: a work of fanfic may be much the same as the source
in certain respects but very different in others. It is this hybridity of repetition and difference in fan fiction that has led fan scholars to make a strong
case that performance studies and theater studies offer the best frameworks
for understanding fan fiction.
Kurt Lancaster (2001) uses Richard Schechner’s theory of “restored
behavior” (1985, 35–36) to describe fan fiction writing and reading: “Memories of … actors’ performances of their characters reside within the fan
texts, and writers as well as readers restore these performances through this
work. … A fan fiction author places strips of behavior garnered from watching episodes of [a television show] into new contexts. The reader of the
fanfic imagines the immaterial behaviors occurring in the story as being
concrete, or performed” (Lancaster 2001, 132–133). Schechner argues that
all performance, “from shamanism and exorcism to trance, from ritual to
aesthetic dance and theater, from initiation rites to social dramas,” consists
of restored behavior, by which Schechner means “living behavior treated
as a film director treats a strip of film. These strips of behavior can be rearranged or reconstructed” (Schechner 1985, 35). In Lancaster’s conception
of fan fiction, fan writers do not physically rearrange or reconstruct the
strips of behavior that they witness actors performing into new live performances (“living behavior”), but they effectuate such reconstructions
through their fanfic stories, and so produce performances in their readers’ imaginations. Fan fiction stories therefore resemble performances,
and operate according to performance principles, more than other kinds
of fiction stories do, because fan stories, at least those that are based on
audiovisual media texts, intentionally and explicitly strive to evoke actors’
physicality (their facial expressions, styles of movement, and vocal intonations) in written form, and readers of fanfic understand that they should
Glossary of Key Terms
37
create mental images of specific actors performing the original scenes that
the fan author describes—they know that they should envision those actors
“playing” the scenes that the fan author has written for them.
Lancaster’s reasoning suggests a comparison between fan fiction and
screenplays, and Francesca Coppa’s essay “Writing Bodies in Space” (2006)
makes this comparison explicit. Coppa relates that “some fan fiction has
been written in script or teleplay form, often by fans who aspired to write
for [a] produced show. … To write in script form would be a sign of a writer’s
aspiring professionalism” in the 1970s and 1980s (Coppa 2006b, 234–235).
“But the script form has always been unpopular among readers,” Coppa
states, “so a fan whose primary audience was other fans rather than the
television industry was more likely to tell her dramatic story in prose”
(235). Coppa’s point is that even though most fan fiction stories are written
as prose rather than in teleplay format, all fan stories are essentially scripts:
“The existence of the teleplay [as a format that fan authors occasionally use]
helps to demonstrate fan fiction’s roots as an essentially dramatic literature,
but the larger part of my argument is that fan fiction directs bodies in space
even when it’s not overtly written in theatrical form” (235). Coppa echoes
Lancaster when she writes that fan writers and readers “bring our memories
of [actors’] physicality to the [fan] text, so the [fan] reader is precharged”
(236), that is, ready to imagine the actors playing out the scenarios written
by the fan writer. “We’ve met these characters already, and now we’re seeing them again. In theatre, we call that a production,” writes Coppa (236).
To think of fan fiction as a performance genre is a similar move to the one
that the “global theater” thinkers make in identifying networked communications, including textual communications, as performances, as theater.
For Lancaster and Coppa, as for the global theater theorists, writing can be
performance. But the concept of global theater is that each person puts on
a performance online, that each of us is an actor on the virtual stage constituted by digital networks, while Lancaster and Coppa propose that fan
writers script and direct the action of what Coppa calls “bodies in space,”
the actors whose screen performances fans admire, and the fan-directed
enactments of these bodies take place on a virtual stage that is not online,
but in fan writers’ and readers’ imaginations. We know, from the existence
of fanzines and other earlier print-based forms of archontic fiction, that
fan fiction-as-performance predates the Internet; the virtual stage on which
archontic productions take place—the “mind’s eye” of audiences—certainly
has a longer history than the virtual stage of telecommunications networks
on which global theater plays out.
38
Break 0
What Are Fan Fiction Archives?
Fan fiction archives are repositories of fan fiction stories, where authors can
deposit their fics and readers of fics can retrieve them. Morgan Dawn (2012)
spoke to my research team about donating her large store of fanzines to the
University of Iowa Libraries’ Zine and Amateur Press Collections (http://
www.lib.uiowa.edu/sc/resources/zineresources/), following the lead of her
friend and fellow fan organizer Sandy Herrold, and other zine collectors
have done the same. The University of Iowa Collections constitute what is
currently the most visible and widely accessible archive of fan fiction (and
other forms of fan works, including fan art and fan commentary) published
from the 1960s through the 1980s. But Internet fan-fiction production has,
from the 1990s to the present, been archived primarily in fan-built digital
archives (I describe a number of major online fic archives in chapter 2).
Typically, online fan fiction archives are databases that contain all of the
stories submitted to the archivists by authors; archivists organize the stories
according to various categories of metadata (source title, story title, author
name, characters [prominently featured in the fanfic], rating [from general
to mature], genre, etc.), to make the databases easily searchable by readers.
If, following Lancaster and Coppa, we consider fan fiction to be performances, as stagings, as variants of source texts that are not “derivative” but
are simply diverse productions of popular texts, and if we also take into
account that these sorts of fan performances are far older than electronic
network technologies, we must define fan fiction archives as something
other than simply periodically updated databases.
Every fan fiction archive is, in some sense, a concrete, visible incarnation
of a wide variety of performances based on that source material. The Lord
of the Rings archive, the Avengers archive, the Romeo and Juliet archive are
all virtual meta-archives, as I explained above. A meta-archive cannot be
seen; it is a construct, a metaphor that allows me to describe the relation of
adaptations, transmediations, remixes, commentaries and fan texts to one
another and to their sources. Lancaster’s and Coppa’s theories allow me to
assert that fan fiction archives embody and make perceptible these formerly
only-virtual meta-archives. A meta-archive grows without limit; it keeps
growing as long as audiences keep encountering the source material and
transforming it. Before Internet fan archives, it would have been impossible to visualize any one always-increasing meta-archive, except possibly
by placing every fan fiction zine in a given fandom on the same shelf—and
even then, only the fans who had physical access to that shelf would have
been able to read through all of the contents of that collection. But Internet
Glossary of Key Terms
39
fan fiction archives make visible and accessible multitudes of stories that
have been written in a given fandom.
Fan fiction archives put all of the (public and published) performances
based on a given source text on display, for fan readers’ engagement. It is
as if Shakespeare enthusiasts were able to see all (or, at least, many) of the
performances of Hamlet being produced simultaneously, in one giant performing arts building containing innumerable stages, each stage occupied
by a different company offering their unique take, revision, or reworking
of Hamlet. A Shakespeare fan could walk from stage to stage to stage inside
that enormous building, watching Hamlet after Hamlet after Hamlet, and
when he reached what he thought was the last stage and the last version of
Hamlet, he might find that the structure had the capacity to expand infinitely, and that new stages, with new performances of Hamlet being played
out on them, were being added on to the building all the time.
What does it matter whether we can “see” a meta-archive or not? What
does it signify that fan archives make visible these constantly growing
meta-archives that were, before the Internet, only conceptual? One significance is that fan archives finally put to rest a question that has been asked
about consumers of popular culture and popular media for centuries, which
is: Are audiences of mass texts passive or active? Do they merely receive
ideas and ideological messages that are “injected” into them by the media
they consume (the “hypodermic needle” theory of media reception),14 or
is there some kind of active response engendered in them by their acts
of consumption (the “active audience” theory of media reception)?15 For
decades, cultural studies scholars have argued that audiences are active,
that they make their own meanings of texts, that they are never wholly passive in their intake of media.16 Fan scholars, without exception, have made
the same claims. But online fan archives, and all collections of remix—in
fact, the rising popularity of remix as a new literacy, made possible by the
affordances of digital and Internet technologies—serve as evidence that
audiences actively and imaginatively engage with media texts. Audiences
create in response to the media texts they receive. Acts of media reception
spur acts of media production. Internet archives of fan appropriations and
remixes are deeply important because the massive quantities of creative
output that they contain constitute a kind of proof that audiences are not
“cultural dopes” (Hall 1998, 446), that is, the dupes of mass culture, but are
users of mass culture, who take from media texts what they desire to incorporate in their own archontic productions.
1 Memory Machine Myth: The Memex, Media
Archaeology, and Repertoires of Archiving
Chapter
Memory
Machine
1
Myth
The Internet Is Not a Memory Machine
The Internet, the World Wide Web, and desktop and mobile digital telecommunications devices comprise a system of networked computing that
is often framed as a giant memory machine, a comprehensive and infinitely
expansive archive, which automatically saves users’ posts and emails; the
sites they have visited; and the text, image, and video content they have
uploaded, downloaded, emailed, or blogged/reblogged/tweeted/pinned/
tagged. From this supposed total archive, users will presumably be able to
retrieve elements and traces of (what will be) their digital histories far into
the future.
However, the system of networked computing fails as an archive much
of the time. The Internet, far from autosaving all that we do and share
there, is what Wendy Chun (2008) calls an “enduring ephemeral.” “The
internet may be available 24/7, but specific content may not” (167), Chun
writes. In other words, the near-constant availability and functionality of
the network itself may suggest that everything that traverses the network
is permanent and durable, but this association between the persistence of
the Internet and the persistence of online content is a delusion, a false
equivalence. In this chapter, I will argue that when the Internet does work
well as an archive, it is because of the initiative and interventions of what I
call “techno-volunteers”: self-appointed, mostly nonprofessional individuals and collectives who regard some digital cultural productions and events
as worth preserving, and who choose to devote their skills, time, effort, and
often their own finances to constructing and maintaining online archives.
Networked digital culture is “saved” for future generations, not primarily through any automated operations, but through the labors of human
actors.
42
Chapter 1
Origins of the Memory Machine Myth
The myth that the Internet, combined with networked computers, constitutes a massive digital memory machine is as old as the concept of the
Internet itself. Vannevar Bush, who served in World War II as Director of
the Office of Scientific Research and Development (OSRD) (in which role
he coordinated the military research activities of scientists at government
and private institutions throughout the United States), first proposed the
research project that would become first the ARPANET, than the Internet,
in an essay called “As We May Think” that appeared in the Atlantic in July
1945. In the essay, Bush outlines his idea for a device called the “memex,”
which would be a desk-sized machine linked to a large network of information. The memex, writes Bush, will be a “mechanized private file and
library,” “a device in which an individual stores all his books, records, and
communications, and which is mechanized so that it may be consulted
with exceeding speed and flexibility,” and will serve as “an enlarged intimate supplement to his [a human user’s] memory” (Bush 1945, sec. 6).
Bush describes the memex as a large desk housing scrolls of microfilm, on
which are recorded documents, notes, and “associative trails” (sec. 8), that
is, links between specific documents, or mental pathways through sets of
material, forged by the user (see figure 1.1).
Bush’s memex concept influenced many of the scientists and engineers who architected the Internet and other networked computing technologies, such as J. C. R. Licklider, who wrote seminal papers in the early
1960s proposing interactive networked computers that would be operated
through graphical user interfaces (GUIs), and whose 1965 Libraries of the
Future quotes Bush’s “As We May Think” on its first page; Douglas Engelbart, whose Augmented Research Center team invented the computer
mouse and did pioneering development on hyperlinking, networking, and
GUIs; and Ted Nelson, who coined the terms “hypertext” and “hypermedia.” Nelson makes Bush’s impact on his thinking clear when he begins a
1972 paper on hypertext with the sentence “Bush was right” (Nelson [1972]
1991, 245) (this paper of Nelson’s is entitled “As We Will Think,” a direct
homage to Bush’s “As We May Think”).1 Licklider, Engelbart, and Nelson’s
work in the 1960s and early 1970s, answering the call issued by Bush in
his 1945 essay, gave rise to the Internet and to the system of networked,
graphical, hyperlinking, personal computing that forms the basis of contemporary digital culture.
Bush can thus be credited as one of the “fathers” of the Internet. As head
of the OSRD, which oversaw the Manhattan Project and the manufacture of
Memory Machine Myth
43
Figure 1.1
A drawing of Vannevar Bush’s proposed “memex” machine. From LIFE, September
10, 1945, 123.
the first generation of nuclear weapons, he was also one of the “fathers” of
“the bomb.”2 It is not coincidental, I think, that Bush’s “As We May Think”
appeared in print just one month prior to the US military’s August 1945
release of atomic bombs over the Japanese cities Hiroshima and Nagasaki.
At the time that he wrote “As We May Think,” Bush almost certainly had
full advance knowledge of the plan to use atom bombs on Japan, and in
the essay, he alludes to the horrors of nuclear warfare and its world-destroying potential—a potential that he knew the entire world would soon learn
about—and contrasts it with the world-saving potential of the memex.
Bush writes that US scientists, having banded together so effectively during wartime for “the making of strange destructive gadgets,” should now
turn their talents toward “objectives worthy of their best.” In other words,
having become creators of killing machines for use in a global armed conflict, one that “appears to be approaching an end,” scientists should, in the
postwar period, turn their talents to the creation of machines that will have
44
Chapter 1
“lasting benefit” to humanity (Bush 1945, sec. 1). His proposal for such a
machine is the memex. Bush states: “The applications of science … have
enabled him [the human] to throw masses of people against one another
with cruel weapons. They may yet allow him truly to encompass the great
record and to grow in the wisdom of race experience. He may perish in
conflict before he learns to wield that record for his true good. Yet, in the
application of science to the needs and desires of man, it would seem to be
a singularly unfortunate stage at which to terminate the process, or to lose
hope as to the outcome” (sec. 8).
What may take place next in the course of human history, Bush seems to
indicate, is the end of human history, that is, the end of the human. The termination of the species may be brought about by the invention of weapons
of mass destruction, made possible by scientific research. But Bush proposes
that, just as his network of American science and technology researchers
has produced weapons that can usher in the final phase of human history—
global nuclear war—so can the same network turn itself, in peacetime, to
the purpose of augmenting human intelligence—with the memex—to the
point that humans will be able to “wield” “the great record” for “his [the
human’s] true good” (Bush 1945, sec. 8). Bush pits the memex against
the atom bomb in a timed race: either human research will bring about the
destruction of humanity, or it will increase humans’ capacity for learning
and thought by such a degree that humans will, at last, be wise enough
to serve their own “true good” (a world without war, perhaps?). In Bush’s
worldview, both the atom bomb and the memex are all-encompassing technologies. Bush seems to perceive postwar humanity as confronting a binary
choice: total war, or complete archive. One or the other will be humanity’s
future, in Bush’s immediately pre-postwar prognostication.
The Memory Machine Myth after Bush
The Internet thus began as a fantasy of the perfect archive, a technology
that would preserve the vast record of human knowledge in its entirety.
That fantasy has accompanied the network from 1945 to the present,
becoming pervasive in both scholarly and popular discourses.
Noah Wardrip-Fruin, commenting on Ted Nelson’s “dream of hypermedia” as it was laid out in Nelson’s groundbreaking Literary Machines (first
published in 1980 and revised and published nine additional times between
1981 and 1993), points out that Nelson’s dream was in large part a vision of
“the ultimate archive.” Writes Wardrip-Fruin (2000),
Memory Machine Myth
45
Consider the dream of hypermedia, put forth by Ted Nelson and others over the last
three decades: That, in a not-so-distant future, we read and write (view and draw,
hear and compose) most everything from and to a world-spanning network. That
everyone have the ability to produce their own documents, and connect them with
any other public documents. That the author may constantly create new versions
of his or her own document, and individuals may create their own versions of any
public document. … That historical backtrack and degradation-proof storage allows
us to visit any version, any moment in the network’s history. To have the ultimate
archive, and yet have each element of the archive constantly in process. Dynamism
without loss. Impermanence enfolded within permanence.
Nelson’s hope continued Bush’s: they shared the dream that the system of
networked computing would prove to be a more robust, capacious, complete, and durable archive than had ever existed before.
Today, it is not uncommon to come across academic texts that subscribe
to the Bush–Nelson line of thinking about the Internet as an archive. For
example, the authors of Digital Humanities write, “Ubiquitous networks
have led and will continue to lead to evolutions in pedagogy precisely
because they involve the outsourcing of memory. … We would be ignoring precedent completely if we assumed that the allatonceness of a vast
and increasing digital archive accessible anywhere at any time will not
affect the way that we learn” (Burdick et al. 2013, 25). The authors do not
explain or defend their equation of the Internet with memory, but treat it
as self-evident.
In popular discourse, the perception of the Internet as an automated
archive circulates widely via truisms such as “The Internet remembers
everything.” Adults warn youth that they must be circumspect in their
speech and actions, since anything they say or do can be recorded and
distributed online, reaching larger audiences over longer periods of time
than any young person probably intends. “The Internet is written in pen”
has become an oft-repeated saying. The notion that the Internet archives
children’s and teens’ foolish antics is reminiscent of a much older type of
threat directed at the young, that all their follies and missteps would be
documented in their “permanent records.” A 2012 Huffington Post article
by Hemanshu Nigam, former Chief Security Officer of News Corp and
MySpace, employs this exact phrasing: “By our own conduct, we build a
permanent record of everything we do online. Whether we want them to
or not, family, friends, recruiters, employers, enemies and criminals may
easily access our lives with a single click of a button. What might seem
like a good idea at the time often leads to embarrassment and long-term
personal and professional devastation. The Internet remembers, and that
46
Chapter 1
is a fact that we must remember too” (Nigam 2012). A host of similar blog
posts and op-eds, warning of the impossibility of erasing documentation of
one’s immature indiscretions from social networks, populate news, parenting, and career advice websites.
Warnings about the Internet’s auto-archival nature are sometimes
couched within scenarios of tragedy, as in the blockbuster action film The
Dark Knight Rises (TDKR), the final installment of director Christopher
Nolan’s trilogy of Batman films. In TDKR, one criminal character, cat burglar Selina Kyle, voices her dismay that she cannot “start fresh,” as crimefighter Batman urges her to do. Selina laments, “There’s no fresh start in
today’s world. Any twelve-year-old with a cell phone could find out what
you did. Everything we do is collated and quantified. Everything sticks.”
In this framing, the Internet-as-memory-machine dramatically undermines
the ability of individuals to continually reinvent themselves, an ability that
is presented as simultaneously a freedom and an imperative in Western
postmodern, postindustrial, neoliberal society. Given that the constant
flux of twenty-first-century global capital demands endless flexibility and
unfixity from workers at every economic stratum—capital mines the willingness of workers to “start fresh” multiple times over the course of their
lives—it is understandable that parents and educators are deeply concerned
about what they assume to be the Internet’s built-in archival functions, as
a young person’s adaptability, on which their academic and career success
depends, may be thwarted at any moment by the system’s recollection of a
wrong move from their past.
Warnings of the Digital Dark Age
However widely the myth of the automatically archival Internet has spread
over the past seventy years, the fact is that the system of networked computing utterly fails as a memory machine. Professionals in the field of
library and information sciences (LIS) have issued warnings about digital
data’s tendency to degrade and disappear since the mid-1990s. They have
collectively proclaimed that the Internet and computers do not constitute
the greatest archive in human history, but rather the reverse. The current
historical moment, they argue, may be a “digital dark age,” a time of which
future generations will have scant records, owing to the short lifespans of
our current digital platforms, devices, and applications (as compared to the
lifespans of older technologies, such as paper).
As far as I can determine, the first note of caution about digital decay
was sounded in 1995, when Michael Lesk, a member of the US Task Force
Memory Machine Myth
47
on Archiving of Digital Information,3 gave a talk called “Preserving Digital
Objects: Recurring Needs and Challenges,” at Australia’s Second National
Preservation Office (NPO) conference on Multimedia Preservation. Lesk
told a tale of archivists putting their faith into new media that appeared
to be betraying them. The abstract of his presentation reads, “Acid process
wood pulp paper, used in most books since about 1850, … threatened cultural memory loss. But digital technology seemed to come to the rescue,
allowing indefinite storage without loss. Now we find that digital information too, has its dark side” (Lesk 1995). In other words, Lesk argued, digital
storage media at first appeared to be archivists’ ideal solution to the degradation of paper, but then turned out itself to be highly degradable. After
Lesk’s talk came a report by Paul Conway (1996), then head of the Preservation Department of Yale University Library, which pointed out, “Information in digital form—the evidence of the world we live in—is more fragile
than the fragments of papyrus found buried with the Pharaohs,” because
“the permanence, durability, and stamina of newer recording media” have
declined steadily over the course of the twentieth century, making the digital age one in which we have “information density” but few options for
permanently preserving that information and keeping it accessible. One
year later, in 1997, Terry Kuny appears to have coined the phrase “digital
dark age(s)” in a paper presented at the Sixty-third IFLA (International Federation of Library Associations and Institutions) Council and General Conference. Kuny (1997) argued that “we are moving into an era where much
of what we know today, much of what is coded and written electronically,
will be lost forever. We are, to my mind, living in the midst of digital Dark
Ages” (1).
Then, in the late 1990s, voices outside of the LIS professions—from the
mainstream press, the business world, and humanities research—joined in
the chorus cautioning that digital technologies are often antiarchival. In
1998, science and technology journalist James Gleick wrote in a New York
Times Magazine story, “Many of the world’s librarians, archivists, and Internet experts are warning that the record of our blooming digital culture is
heading for oblivion, and fast. They note that we have already begun losing
crucial scientific data and essential business records. … In the electronic
era, we are stockpiling our heritage on millions of floppy disks and hard
drives and CD-ROMs. These flaky objects go obsolete dismayingly fast, with
new technologies rolling in on product cycles as short as two to five years”
(Gleick [1998] 2002, 197). In 1999, Stewart Brand, an early new media
entrepreneur who founded the influential Whole Earth magazine, published
an essay in Library Journal called “Escaping the Digital Dark Age.” Brand
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Chapter 1
called for “a long-term strategy for storage,” a remedy to the fact that “there
is still nothing in the digital world like acid-free paper.” Brand quoted an
admonition from Peter Lyman, a librarian at the University of California,
Berkeley: “We know there is a 500-year life to microfilm properly cared for.
But what do we do with digital documents? … We need a digital equivalent
to microfilm, a 500-year solution” (Brand 1999, 46).
One of the most widely cited critics of the myth of the archival Internet
is Wendy Chun, who dissects Bush’s “As We May Think,” criticizing Bush’s
prognostication that a future technology of networked memory will “make
possible the overarching archive of human knowledge in which there is no
gap, no absence—a summation of human knowledge” (Chun 2008, 159).
Far from fulfilling Bush’s goal of a perfect archival technology, writes Chun,
“Digital media is not always there. We suffer daily frustration with digital
sources that just disappear. Digital media is degenerative, forgetful, erasable” (160).
Chun characterizes networked computer memory as not wholly forgetful, but as unreliable and unpredictable in what it remembers. Reconciling the “Internet remembers everything” narrative with the digital dark
age narrative, Chun states, “If things constantly disappear, they also reappear, often to the chagrin of those trying to erase data” (Chun 2008, 167).
The system of networked computing sometimes resurrects un-looked-for,
unwanted information, and often deletes valuable and longed-for information. Vannevar Bush’s perfect memory machine has never existed.
The Wayback Machine: The Real Memex?
And yet, even in digital dark age discourse, one finds echoes of Bush’s belief
that a combination of the Internet and programmable computers will produce an automated archive. Chun ascribes a kind of ultimate saving power
to a different “machine” than Bush’s memex: the Internet Archive’s Wayback Machine. In 1996, the Internet Archive, an organization I will describe
in more detail in chapter 2, began developing software to crawl and download all publicly viewable websites and take “snapshots” of them, in order
to record the websites at different intervals over their life spans. This software, and the service that stores, preserves, and makes accessible what it
“harvests,” is collectively called the Wayback Machine. Chun writes, “Like
search engines, the Internet Wayback Machine (IWM)4 comprises a slew of
robots and servers that automatically and diligently, and in human terms
obsessively, back up most webpages. … However, unlike search engines, the
IWM does not use this data to render the internet into a library but rather
Memory Machine Myth
49
uses the backups to create what it calls a ‘library of the Internet’” (Chun
2008, 168). Chun, quoting from the Internet Archive’s website, compares
the Wayback Machine to libraries, and emphasizes the Wayback Machine’s
mission of maintaining digital cultural memory:
The need for cultural memory drives the IWM and libraries more generally. Noting
the loss of early film archives due to the recycling of early film stock, the archivists
state that they are building an “internet library” because “without cultural artifacts,
civilization has no memory and no mechanism to learn from its successes and failures.” … The IWM is necessary because the Internet, which is in so many ways
about memory, has, as [Wolfgang] Ernst argues, no memory—at least not without
the intervention of something like the IWM. (Chun 2008, 168–169)
It is curious that, despite her opposition to Bush’s idealistic goal of
designing a comprehensive memory technology, Chun describes the Wayback Machine as a mechanism that accomplishes Bush’s hopes. The line
that she excerpts from the Internet Archive’s website—“without cultural
artifacts, civilization has no memory and no mechanism to learn from its
successes and failures”—reiterates Bush’s sentiments quite precisely. The
storage of civilization’s memory in machines that will permit humans to
review their entire collective history and their accumulated knowledge, in
order to plan and execute the best possible future for humanity, is exactly
Bush’s dream for the memex.
Chun acknowledges that the Wayback Machine does not capture every
detail of every webpage that it archives, “because webpages link to, rather
than embed, images, which can be located anywhere, and because link
locations always change, the IWM preserves only a skeleton of a page, filled
with broken—rendered—links and images” (Chun 2008, 169). But despite
the Wayback Machine’s imperfect recall, Chun nevertheless attributes to
the Machine the same all-encompassing archival power that Bush attributes to the memex. Where others regard the Internet as the descendent of
Bush’s memex concept, Chun recognizes the Wayback Machine to be the
only “real” memex, or memex made real (in other words, in Chun’s view,
the Internet is not the memex, as most people think—but the Wayback
Machine is a means by which the memex’s aims are accomplished). Positioning the Wayback Machine in relation to the digital dark age discourse
summarized above, Chun writes, “Blind belief in digital memory threatens
to spread [a] lack of memory everywhere and plunge us … into the so-called
digital dark age. The IWM thus fixes the internet by offering us a ‘machine’
that lets us control our movement between past and future by regenerating
the internet on a grand scale” (169).
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Chapter 1
I greatly admire the Internet Archive’s Wayback Machine and appreciate
that the Machine’s snapshots of websites at different points in time makes
it possible for online users to occasionally visit websites that have been
taken down, or to see websites in previous incarnations, even if the “saved”
versions are, as Chun points out, somewhat “lossy” (with missing images,
broken links, etc.). However, I dispute Chun’s idea that the Machine successfully preserves digital cultural memory in an automated fashion. Both
Bush and Chun fail to recognize that automated archival machines can
be easily defeated by their own, or other machines’, operational assumptions. For example, the Wayback Machine’s policies cause it to delete its
records of virtually all websites whose original domain owners have ceased
to renew those domain names, which results in losses on a far greater scale
than Chun describes. One online fan fiction archivist, whose fan pseudonym is Morgan Dawn (2012) and who was interviewed for my oral history project, explains this particular failing of the Wayback Machine: “Once
you lose your domain ownership—so let’s say ‘Morgan.com,’ I allow it to
lapse. Somebody, usually bulk resellers, will snap it up, and they’ll park a
[new web] page [at that URL]. ‘This domain available for sale.’ They will
always put a robot text [robots.txt] file on that parked page. The Internet
Archive, Wayback Machine, honors robot text files and next time it scans
my—‘my’—former website, it will see the robot text and it will retroactively remove my entire history. And this has been a problem that’s been
known since 2007.” Reinforcing Morgan Dawn’s assessment, a blog post
on the Economist website in January 2014 calls robots.txt “the [Internet]
archive’s kryptonite” (Fleischman 2014). One of the driving questions of
Chun’s (2008) essay is, What leads to “the resuscibility or the undead of
information” (171)? The Wayback Machine, though it sometimes proves
very useful for the recovery of “dead” websites, also adheres to policies that
cause sites to be erased from its index, sites that it had previously recorded,
rendering it an untrustworthy archive that will likely become more unreliable as time goes on, as more domain names expire and more gaps in the
Machine’s “memory” appear.
Fears of a digital dark age are therefore not necessarily opposed to the
myth of an automatically archival Internet. Chun seems to suggest that one
answer to the ephemerality of online data is to automate the periodic saving
of data through some memex-like technology. In other words, Bush’s goal
of making a networked technology into a comprehensive archive may have
failed, but other automatic archiving machines, however imperfect, may
succeed in preserving the cultural memory of these early years of the digital
age. A wish for a technological solution to the constant disappearance of
Memory Machine Myth
51
human knowledge, culture, and experience lies at the heart of both the
myth of the Internet-as-archive and the dread of a digital dark age.
What is missing from both of these discourses is the figure of the human
archivist.
Techno-Volunteerism
Automated archival technologies acting alone have not, to date, yielded
exceptional results. It is human archivists, working on and with digital tools
and networks, that make digital ephemera endure—when it does endure,
which is not often. Matthew Kirschenbaum writes,
As electronic objects begin to accumulate archival identities (by virtue of the libraries, museums, and other cultural repositories increasingly interested in or charged
with collecting them), it will become essential to understand … where the most
significant challenges of digital preservation finally lie. … Those challenges, while
massively technical to be sure, are also ultimately—and profoundly—social. That is,
… effective preservation must rest in large measure on the cultivation of new social
practices to attend our new media. (Kirschenbaum 2012, 21)
Here Kirschenbaum argues that many of the answers to complex questions
about digital preservation lie not in the technical end of archiving, but in
the social aspect—in people. People must work together to preserve “electronic objects”; technology alone will not accomplish it. Nonprofessional
Internet archivists have dedicated thought, intent, and time to developing the “new social practices” of archiving for which Kirschenbaum calls.
At some point in each of their lives, these people decided that what they
wanted to do with their spare time was to construct and maintain Internet
archives of cultural content. I call these self-designated digital archivists
“techno-volunteers.”
I will use the terms “techno-volunteers” and “techno-volunteerism”
to signal a distinct break from the technological determinist (or “technodeterminist”) thinking that has suffused theories of digital archives from
1945 to the present. Technological determinism is a school of thought
that emphasizes the agency of technologies in moments of sociocultural
change; a simplistic summary of a techno-determinist outlook is, “Shifts in
technology cause shifts in society and culture.” The methodological school
most often opposed to techno-determinism is social constructivism (or
social construction of technology [SCOT]), which focuses on how humans’
agency and social structures decide what kinds of sociocultural impact specific technologies have; social constructivism’s preferred object of analysis
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is “The social shaping of technology,” a framework initially proposed by
Donald MacKenzie and Judy Wajcman ([1985] 1999). According to this perspective, “Our technology of production is in many ways the result of our
social relations,” and “technical choices are simultaneously social through
and through” (143).
New media studies usually frames the beginnings of the techno-determinist vs. social constructivism opposition as a battle of ideas between
Marshall McLuhan (cited as the preeminent technological determinist)
and Raymond Williams (as the primary advocate of the social construction
perspective) that took place in the 1960s and 1970s. Narratives about this
debate then point to the 1980s development and launch of actor-network
theory (ANT) by Bruno Latour, Michael Callon, and John Law as a kind of
resolution of the dichotomy, as ANT awards the same possibility for agency
to all actors, or actants—both humans and nonhumans—that combine to
form a sociotechnical system. Nonhuman actants may not have intentions,
as humans do, but they nevertheless “make others do things” (Latour 2005,
107); for example, speed bumps cause human drivers to slow their vehicles,
and so must be taken into account as significant players in social action.
In his study of cell phone usage, Gerard Goggin articulates the viewpoint
shared by many new media theorists, that ANT offers a middle ground
between techno-determinism and social constructivism: Goggin writes
that ANT revises “formulaic oppositions between technology and society,”
as it refuses to subscribe wholly either to the deterministic position or to
the “countervailing reaction that society determines technology” (Goggin
2006, 11). Over the past thirty years, ANT has usefully drawn attention
to “the necessity of a composition of forces to explain [an] action” and has
productively asserted that humans and nonhumans are always co-actants,
with frequent variance as to which actant, and which type of actant, is the
“prime mover” in an action (Latour 1994, 35).
However, in studies and theories of archival technologies, determinism has always been a popular stance. Above, I described how Bush, Bush’s
adherent Nelson, Bush’s critic Chun, and numerous popular writers and
texts, have all promoted an idea of the Internet as an automatic archive.
Wolfgang Ernst, outlining his proposal for a method of “media archaeology,” conceives of recording technologies, beginning with the photographic
camera, as “registering the past coldly, in contrast to painterly animation
and historical imagination” (Ernst 2013, 47)—painting and history writing
being two modes of recording the past that preceded photography. Here
is another of Ernst’s descriptions of photography as a memory machine:
“With the emergence of photography, the idea of the theatrical gaze
Memory Machine Myth
53
literally staging the past is displaced by the cold mechanical eye, a technologically neutral code rather than a subjective discourse” (Ernst 2005,
592). While photography is a vastly different technology from the Internet,
they are both rendered into devices that record the past in a “mechanical”
and “neutral” way in the discourse of Bush and his successors and in the
discourse of Ernst and media archeologists.
While human decision and action are presumably necessary to activate the memex’s and the photographic camera’s documenting and storage functions, Ernst downplays the participation of the human user to
the point of claiming that photographs are a non-“subjective discourse,”
and Chun frames the Internet “snapshot”-taking system of the Wayback
Machine as non-reliant on human choice or intent, as do Nigam and others
who perceive the Internet as a “permanent record.” Even when Ernst writes
directly about Internet archives, rather than memory technologies such as
photographic cameras, he uses a language of automaticity; for example, discussing “born-digital media art,” Ernst asks, “How does dynamic art archive
itself?” (2013, 82).
In this book, I will relate the stories of many digital archivists and archive
users to reveal how the old category of “archives” is being renewed in and
through new media, generating new cultural forms and conflicts. By drawing heavily on my research team’s interviews with human actants in digital
archival systems, I will be employing a “theatrical gaze,” which Ernst is
eager to shunt aside in favor of the “cold gaze” of media archeology (see
Parikka 2013, 8), in “staging the past” of digital archiving for the reader.
While much valuable work on media technologies has resulted from Ernst’s
cold gaze, with its attention to the physical materiality and engineered
operability of machines, a theatrical gaze will capture the participation of
human as well as nonhuman actants in the history of Internet archiving.
The efforts of what I call techno-volunteers have been so crucial to online
archiving that to ignore or marginalize this labor would be to completely
misperceive what it means, and what it takes, to “save” the Internet.
Repertoires of Digital Archiving
To say that I advocate techno-volunteerism over techno-determinism as a
lens for understanding digital memory means that I wish to emphasize that
Internet culture is best preserved by self-designated archivists who perform
the labor required to create and sustain online archives, rather than by any
built-in functionalities of the network or by any software system.
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I argue that techno-volunteers have managed to archive online cultural
production through developing archival repertoires, that is, through practices and ways of doing that are passed from person to person. “Repertoire”
is a mode of memory that, as Diana Taylor (2003) points out, is often held
to be the antithesis of the memory mode of “archive” (19–22). “Repertoire”
transmits knowledge through processes of embodied mimesis, one person
imitating what another person does, while “archive” transmits knowledge
through recording technologies, such as handwriting, printing, sound
records, photographs, film, and so on, one person decoding the knowledge
that another person has encoded in fixed form. But Taylor resists the notion
that the two modes of transmission form a dichotomy, and points out that
archive and repertoire frequently cooperate or operate simultaneously.
I argue that techno-volunteers have developed ways and means of
archiving the Internet that form the backbone of digital cultural memory.
Without these practices, few, if any, digital archives would be in existence.
Thus, if the Internet is ever usable as archive, it is made so by repertoire.
Internet archiving depends on techno-volunteers’ archival repertoires.
Thus, it cannot be said that print culture’s elevation of archive as a superior
memory mode has persisted, unchallenged, into the twenty-first century, as
digital culture has become more prevalent. Techniques of repertoire have,
so far, mattered at least as much as the technics of archives in the preservation of digital networked culture.
Archiving with digital technologies requires human enactment of the
archivist’s repertoire. (Also, digital archives require a great deal of nonrepertoire-based performance: online archiving has been so experimental
throughout its first few decades that it often demands creative improvisation, and archivists sometimes wish they had more of a repertoire to rely
on.) Print culture opposed archive to repertoire and assigned very different
values to them; it placed archival modes in a privileged position over repertoire, linking notions of objectivity, facticity, fixity, whiteness, and modernity to archive, while relegating repertoire to the lesser position, associating
repertoire with unreliability, subjectivity, fluidity, non-whiteness, and
ancientness or “tradition.” In the digital era, repertoire factors so heavily
in the making and sustaining of digital archives that its inextricability from
the archival mode, and its significance in processes of cultural preservation,
cannot be contested.
One might say that print and analog media archives were, and still are,
just as dependent on repertoire as digital archives. After all, human archivists have always been necessary for the archiving of cultural materials—a
major objective of LIS education programs is to transmit the repertoires
Memory Machine Myth
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of archival labor required by traditional memory institutions to successive
generations of workers. But the elaborate repertoires and rituals of librarians and archivists have tended to remain what Erving Goffman ([1956]
1959) would call “backstage” at memory institutions. Digital archives, in
contrast, have foregrounded archival repertoires, for three major reasons.
First, because the first generation of Internet archivists have brought
these repertoires into existence, their practices and ways-of-doing are more
evident to users than the regularized, professionalized practices of LIS workers at traditional archives and libraries. Even if digital archive users do not
“see” the vast majority of the work performed by archivists, users do see the
differences between various archivists’ methods, the upgrades and alterations that archivists make to their sites, and the moments when archives
break (for example, when archives lose massive amounts of data) or succeed (for example, when archives experience large influxes of new content
or recover data that was presumed lost)—in other words, the irregularities
and lack of standardization between digital archives at this time, when the
entire genre of online archives is still so young, announce the fact that
humans are driving these archives, and those humans are still in the process of inventing and refining the repertoires of digital archival work.
Second, archivists often do a great deal of what Goffman ([1956] 1959)
would call “front stage” work, representing their archives to the public and
interfacing directly with users, and in general serving as the “face” (or, at
least, the name and email address) of their archives. However, oftentimes
only one archivist—the lead or founding archivist—is the primary contact
for the archive’s users; in many cases, a team of workers is required to support an Internet archive, and this support staff’s work often is invisible to
the public. Also, even if users know who the archivists of a given repository
are, and frequently communicate with them, they may know nothing of,
or severely underestimate, the type and quantity of labor that the archivists
put into keeping their archives up to date and their interfaces easy to use.
The third reason that archival repertoires are more prominent in digital archiving than in print and analog archiving is the tendency of digital
archives to fail. As I have been emphasizing, building on Chun’s “enduring
ephemeral” argument, digital data is so prone to disappearance that constant intervention is required to refresh data storage and keep it retrievable.
At the least, data must be migrated to new servers when old servers cease
to function optimally. Also, the rental costs of server rack space must be
paid, ownership of website URLs must be renewed, sites should be mirrored (redundancy is one of the best methods for staving off accidental
data disappearance), and when a lead archivist decides to quit her archival
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responsibilities, she should recruit her replacement(s) and oversee the
smooth transition of the archive into new hands. If librarians had to not
only enter books into their records and put them on the shelves of a library,
but also had to move the entire library to a new building every few years,
and also had to pay the rent and other fees associated with having the
library building in the first place, and also had to make sure that for every
single book in the library, a copy existed in another library with which they
were in direct contact, and if librarians had to personally designate their
replacement before resigning their post, or else risk the closure of the entire
library, then both librarians and the library-going public would be far more
conscious of how much repeated human labor and intervention—which
I am calling archival repertoire—goes into the maintenance of a library.
(Of course, the type of migration and mirroring labor that I am describing
would be far more physically taxing, and would require much more time
and many more financial resources, for employees at a brick-and-mortar
library than it is for digital archivists, but digital archivists must still devote
significant volumes of energy, time, and money to their repositories—just
because the digital archive’s repertoire is physically easier, and cheaper, to
enact than the built-library repertoire does not mean that it isn’t work.)
Users of Internet archives know that archivists are needed to make those
archives operational—if only when the archivist goes on a vacation, gets
too busy with his or her “real” job or personal life to actively maintain the
archive, or leaves the archive altogether because it becomes too much of a
drain on his or her personal resources. The day that an online archive dies,
or goes dark (that is, becomes inaccessible to the public), is the day when
an archivist ceases to enact the repertoire, and this is usually the day when
the user base becomes painfully aware of the repertoire’s existence, and the
necessity of the repertoire’s repeated performance.
Repertoires and Scripts in New Media Studies
I am not the first to borrow the term “repertoire” from performance theory
and apply it to new media phenomena. The field of digital design studies
has thoroughly incorporated “repertoire” into its vocabulary, often using
it to refer to the sum of practices and ways-of-doing that designers employ
in their work (for example: “A rich repertoire of templates and a developed language for design qualities are two essential components of professional design ability” [Löwgren and Stolterman 1998]; “A repertoire of
practice refers to the sum of available tools, techniques, strategies, tactics,
ways of working, expertise and know-how from which a practitioner may
Memory Machine Myth
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draw, choose from, and/or combine to suit both known and novel situations or address a particular purpose” [Burrows and Morgan 2010]). This
translation of design activity as “repertoire” has been especially useful for
design pedagogy, as instructors can encourage students to build their repertoires by demonstrating their own “repertoires of practice” or “repertoires
of experience.” (For instance, the abstract for a paper by design educators
Philippe Saliou and Vincent Ribaud [2004] reads, “Performing good design
is a difficult task. To take up this challenge, practitioners rely on their repertoire of experience. Students, however, do not have any such repertoire. We
propose an approach aimed at bootstrapping the repertoire.”)
However, a richer use of “repertoire” in design studies can be found in
Erling Björgvinsson, Pelle Ehn, and Per-Anders Hillgren’s 2012 essay “Agonistic Participatory Design.” Björgvinsson, Ehn, and Hillgren write about
the struggles that often arise among participants in an emerging system,
and stress the importance of the designer’s leadership in negotiating the
various demands placed upon the system: “The design researcher role
becomes one of infrastructuring agonistic public spaces mainly by facilitating the careful building of arenas consisting of heterogeneous participants,
legitimizing those marginalized, maintaining network constellations, and
leaving behind repertoires of how to organize socio-materially when conducting transformative innovations” (Björgvinsson, Ehn, and Hillgren
2012, 143). Substituting “digital archivist” for “design researcher” in this
formulation enables me to surface a number of core components of digital
archival labor:
• The digital archivist engages in infrastructure building, or infrastructuring.5
• The archivist infrastructures public spaces that are often “agonistic,” that
is, engaged in conflict (see Mouffe’s [2000] argument in The Democratic Paradox that “agonistic pluralism” is a better model for democratic interaction
and action than consensus building).
• A large part of the archivist’s task in building these spaces is moderating
the conflicts that arise, such that “marginalized” opinions are registered
and taken into account and the “network constellation” made up of “heterogeneous participants” remains operational despite the heterogeneity.
• Therefore, the archivist works from a repertoire, a repertoire of how to
organize a system socially and materially (that is, technically), a repertoire
of how to bring new digital archives into being, how to grow them, and
how to sustain them.
The repertoire of digital archiving, from this perspective, consists at least
as much of managing human relations, including arbitrating majority/
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minority disagreements, as it does of providing technical services. As an
Internet archivist succeeds in enlarging the public space (the archive) she
has constructed, and in dealing with the space in a way that honors its
“agonistic pluralism” on a continuing basis, the archivist not only adds
to her own, individual repertoire of how-to-do-digital-archiving, but
potentially to other Internet archivists’ repertoires as well: like design students, digital archivists learn from observing one another’s repertoires of
practice.
Design studies’ application of “repertoire” to infrastructuring—the
notion that infrastructuring emerges from, and enhances, a designer’s (or
archivist’s) repertoire, and that it involves negotiating between people as
well as solving technological problems—reinforces my perspective that
the growing phenomenon of digital archiving is better understood when
viewed through the lens of techno-volunteerism rather than the lens of
techno-determinism. Techno-volunteerism emphasizes the role of human
actants in the creation of systems that preserve digital content and Internet
content. Archivists are, as I have argued, incredibly important actants in
the building of online archives, and their repertoires must include not only
technical skills but techniques for receiving and processing users’ feedback
in the form of demands, complaints, requests, and compliments. In addition, this ongoing dialogue between designers/archivists and archive users
illustrates that users of online archives are themselves techno-volunteers
whose interactions with online archives help to shape them.
The recognition that users contribute to the design of platforms has been
fostered by the subfield of design studies called “Participatory Design” and
has also been productively discussed as “collaborative media” by Jonas Löwgren and Bo Reimer in their 2013 book by that title. Löwgren and Reimer
(2013) attempt to put to rest the question of technological determinism
versus social constructivism by asserting, “People using collaborative media
products and services—people who produce media texts with the help of
the products and services and people who consume texts—continuously
take part … in the design process” (148). In other words, the “uses” of a
technology are never inherent in that technology, and are never completely
fixed in place by the designers of that technology, but arise, over time, from
interactions between the technology itself, its original designers, and the
users who become its codesigners over time. Löwgren and Reimer point to
another appropriation of performance language by new media studies—the
concept of “scripts”—to make their point that “The designer [is] one actor
in a large participatory process, not the actor” (144). Löwgren and Reimer
cite ANT theorist Madeleine Akrich’s argument that, “like a film script,
Memory Machine Myth
59
technical objects define a framework of action together with the actors and
the space in which they are supposed to act” (208). Akrich does not mean
to imply that the “script” that technical objects give to actors wholly determines the performance of the actors with those technologies; like actors in
a stage or media production, there is “incessant variation” between “the
designer’s projected user and the real user,” and “the user’s reactions … give
body to the designer’s project” (209).
Affordances Need Performances
What Akrich describes as a “script” written into a technology’s workings
and interface, most designers would call a set of “affordances.” Löwgren
and Reimer credit Donald Norman for importing the term “affordance”
into the field of interaction design in 1988, “as a way to understand what
it is in a thing that makes it interesting or relevant for a potential user”
(Löwgren and Reimer 2013, 25). Yochai Benkler (2006) lauds designers’,
engineers’, and STS (science and technology) scholars’ enthusiastic adoption of “affordances,” as Benkler argues that the concept allows technology
theorists to move away from “a naïve [technological] determinism.” Benkler writes, “Different technologies make different kinds of human action
and interaction easier or harder to perform. … Neither deterministic nor
wholly malleable, technology sets some parameters of individual and social
action. It can make some actions, relationships, organizations, and institutions easier to pursue, and others harder” (17).
But it is possible to move even more definitively away from technodeterminism than Akrich and Benkler do. Rather than being concerned
with what is “in” a technology that makes human action/interaction
“easier or harder to perform,” we can emphasize that affordances need performances. Affordances for archiving may inhere in networked computing—Bush insisted that computing have the potential for vast information
storage and retrieval in “As We May Think,” and his essay influenced subsequent hardware and interface designers to develop this potentiality—but
archival affordances do not bring archives into being. They may make building archives “easier to pursue,” as Benkler would say, but as this book will
detail, the building and (especially) the maintaining of digital archives is
not at all easily done; little is easy about the task of online cultural preservation. Technologies’ affordances, or “scripts,” may suggest uses for those
technologies, but it is the human actor—let us replace “actant” with the
older and more suggestive term “actor” here—who must perform those
scripts, and it is the human body that “gives body,” as Akrich says, to the
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potential inherent in a technological system. The human actor’s performance—the mind’s decisions and the body’s actions—actualizes what is
virtual in machines (their possibilities, their theoretical capacities), and
because volunteerism—human will—is involved, the actuality never maps
directly onto the virtuality. That is, there is never a precise, one-to-one correspondence between a technology’s virtual aspects, encoded by its designers, and the technology’s actual functioning, as performed by users.
A script is never, and can never be, performed exactly as intended, even
if the intentions of the “authors” are incredibly clear (which is hardly
ever the case). Rather, a script is always brought to life by, in, and through
human performance differently than the script’s writers can predict. In fact,
like every script, technologies’ scripts are performed differently by every
human actor every time a performance takes place. The laws of performance (different-with-every-actor, different-every-time, even if there is an
underlying resemblance or repetition between iterations as every actor who
engages with a specific technology works with the same “script”) trump the
theory of technological determinism, in the case of digital archiving and in
the case of much technological use.
Concepts and terms of performance, as employed in design studies’ and
ANT’s theories of technological development, thus highlight the fundamental parts that people play in creating infrastructures of digital cultural
memory. “Performance” connotes modes of transmission that are not fixed
(as are text and recorded media), but are processual and evolving, that are
repetitious but are also unique in each instance—and so is an apt descriptor for how digital archiving currently occurs. “Performance” implies that
human actors must embody and execute scripted functions—and so is useful as a metaphor for the necessary collaborations between humans and
nonhumans that produce digital archival infrastructures. The readiness
with which some branches of new media studies are appropriating the language of performance indicates an opportunity for performance studies to
assert its centrality in the digital age. But it also challenges performance
scholars to decouple performance from liveness and physical presence, and
to turn their theoretical attention to the forms of repertoire and enactment
that are arising in and through new media, forms that do not depend on
face-to-face, real-world contact.
Although many have dreamed that computing machines could be built
to house and preserve human knowledge, or have assumed (hopefully
or anxiously) that the Internet and networked computing systems automatically save what users publish online, Vannevar Bush’s ultimate memory machine is still a myth. The digital archives that techno-volunteers
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construct, drawing on their repertoires of practice and experience, and
building on those repertoires as they learn to negotiate the divergent needs
and desires of their users and to navigate constant server-side and coding
challenges, are currently the only persistent, reliable forms of digital cultural memory. These archives are only as persistent and as reliable as the
humans who make them. Even so, they are, so far, more dependable than
machines.
Break 1
Break
Canon
Canon and Repertoire
and
1
Repertoire
The Breakdown and Multiplication of “Canon”
My initial concept for chapter 2 was that it should contain a list and description of some “canonical” digital archives, in order to give the reader a better
understanding of the practice of rogue archiving that is this book’s subject.
But what would it mean to propose a “canon” of such archives? The rise of
digital culture has thrown the very concepts of canon, canonization, and
canonicity into radical question. I must investigate how networked computing forces a rethinking of “canon” before risking any new deployment
of the term.
I will first briefly recapitulate for the reader the fact that the idea of
a cultural canon came under fire long before the advent of widespread,
everyday digital culture in the 1990s. Starting in the late 1950s and for several decades following, postmodern theorists and artists, including Susan
Sontag, Andreas Huyssen, Andy Warhol, and Frederic Jameson,1 questioned
the utility of canonization, of a distinction between “high” culture and
“low” culture; they argued that the conferral of elite status on once-shocking and avant-garde works—such as the modernist output of Pablo Picasso,
Gertrude Stein, Virginia Woolf, Igor Stravinsky, and others—seemed only
to dull the works’ oppositionality and transform them into what Jameson
(1984) deemed “a set of dead classics” (56). Postmodernists called for a
collapsing of high and low categories, or an incorporation of the “pop,”
“mass,” and “commercial” into the cultural canon.
Over the same period of time, from roughly the 1960s through the
1990s, the “canon wars” raged on US university campuses, fought between
traditionalists who sought to identify and defend a core curriculum—“the
‘basic’ things an educated person should know, … knowledge [that] develops the informed citizenry a democracy needs to thrive”—and reformists,
who expressed “increasing discomfort with inherited curricula, … seen as
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constrained by issues of race, class, gender, and first-world biases rooted
in Eurocentric traditions,” write Anne Burdick et al. (2013, 23) in Digital
Humanities.2 “The wars over the core,” as Burdick et al. call these conflicts
in the humanities, multiplied the number and types of cultural canons recognized as legitimate on college campuses, as faculty and students formed
new curricula, programs, and research agendas in ethnic studies, gender
and women’s studies, disability studies, and other previously ignored and
marginalized areas.
But Burdick et al. claim that the most dramatic shift in humanistic study
effectuated by the canon wars was not the proliferation of different canons
(or canons of difference), but the elimination, or extreme diminishment, of
“the very idea of sharing common references or approaches.” The authors
write that “the perspective of … once-excluded materials,” incorporated
into humanities-oriented scholarship over the course of the canon wars,
“carried with them alternative methodologies and different value systems
that shattered any illusion of a single belief system within humanistic
thought” (Burdick et al. 2013, 23), and so the very notion of canonicity
itself, the thought that there should be any center of study that would be
recognized as such by a group of scholars, faded.
Burdick et al. (2013) make the case that the clearing away of canonicity has opened the possibility for a new “generative humanities” to arise,
one that combines traditional forms of scholarly analysis with “computational capacity” (5), and that will depend on, among other methodologies,
“enhanced critical curation” (32–34). The authors argue that the digital era
calls for heightened emphasis on curation, which they define as the individual scholar’s ability “to filter, organize, craft, and, ultimately, care for a
story composed out of—even rescued from—the infinite array of potential
tales, relics, and voices” being made available via digital collections (34).
“In the Digital Humanities, curation refers to a wide range of practices of
organizing and re-presenting the cultural record of humankind in order to
create value, impact, and quality” (34), they write. The authors argue, in
other words, that scholars will never again be able to agree on a “canon,”
because they now have too much “archive.” At best, individuals or teams
will decide on selection strategies that they will apply to the panoply of
digital archives at their disposal, and form their own curated collections
of content, rather than attempting to establish a cultural canon based on
broad consensus.
But then, given the potentially overwhelming preponderance of online
archives hinted at by Burdick et al., can or should there be a “canon of digital
archives” upon which humanities scholars agree, which presumably many
Canon and Repertoire
65
scholars would utilize as their sources for primary documents? Surely, such
a canon would include large electronic repositories that can be accessed
through subscribing memory institutions (school and university libraries, for instance), such as JSTOR, Artstor, and EEBO (Early English Books
Online); archives assembled by, or in close cooperation with, memory and
heritage organizations, such as Europeana and all of the online portals of
museums and libraries that offer access to content; and for-profit archives
such as Getty Images. But what about archives that exist separately from
the organizational structures that dominated the print era: governments,
museums, libraries, universities, and corporations? What about born-digital
archives founded, operated, and most often funded, by volunteers/amateurs/hackers/pirates/fans? It is widely accepted that if certain brick-andmortar institutions have cultural legitimacy, such as the Library of Congress
or the Musée du Louvre, then their online archives carry the same legitimacy. Can “rogue” digital archives attain the same legitimacy—can they be
“canonized”?
My answer is no. I argue that the new media have ushered a new archival
system into being, one that has little to do with print culture’s definitions
of “archive.” Rogue digital archives cannot be canonized, but they do manifest archival styles, or archival repertoires, that can.
Canon/Repertoire and Archive
A cultural canon is usually thought of in relation to a cultural archive.
The title of Aleida Assmann’s essay, “Canon and Archive,” in Astrid Erll
and Ansgar Nünning’s anthology Media and Cultural Memory (2008), prepares the reader for a repetition of the truism that a canon is an archive in
certain respects, in that whatever literary texts or audiovisual works one
could point to as canonical within a given culture constitutes a conceptual
archive of what nineteenth-century cultural critic Matthew Arnold (2009)
would call “the best which has been thought and said in the world” (5),
at least as perceived by members of that culture. What is canonical therefore is, de facto, what is “archived” by the culture and society; canonical
works are preserved, both virtually (theoretically everyone knows them and
remembers them) and literally (they are conserved in repositories and kept
safe from material degradation, as much as possible).
But A. Assmann’s essay argues for a new relation between canon and
archive. Rather than drawing an equivalence between canon and archive,
A. Assmann (2008) aligns canon with repertoire, and defines archive as
quite different from both of those terms. She explains that active or working
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cultural memory differs from passive cultural memory. “The institutions of
active memory preserve the past as present while the institutions of passive
memory preserve the past as past,” she writes (98). She makes clear that
working memory transpires through repeated performances of the canon—she
gives the example of “works of art, which are destined to be repeatedly
re-read, appreciated, staged, performed, and commented [on]” (99)—while
the archives, the institutions of passive memory, hold cultural materials
that are “relicts” (sic, 99), that are inert, that await “new contexts” and
“new interpretations” by future scholars and artists who may discover them
(99). I extrapolate from A. Assmann, though she may not go so far as to put
it this way, that a culture’s canon is defined by a culture’s repertoire. That is,
whatever texts a culture continually reperforms, restages, comments upon,
rereads, and so on—whatever is reembodied by the individuals of that culture, over time—comprises that culture’s canon. When a work drops out of
the repertoire, then, and fails to be restaged and reperformed and reread for
a generation or longer, one calls it a “forgotten” work. Such a work exits
the canon and enters the archive. Also, texts can also move from the unperformed archive into the performed canon. Canon = texts + performance.
Archived texts sit unaccessed most of the time, unread most of the time,
unperformed most of the time.
For digital culture, the conflation of canon with repertoire holds two
interesting ramifications. First, digital archives potentially redefine what A.
Assmann calls “active memory” and “passive memory,” in the sense that
these become highly individualized: all materials contained in an online
database are equally available to the user—no materials are any more
“hidden” or “stored away” than any other materials, all materials that are
indexed can be retrieved from the database—and so users of an Internet
archive may “activate” whichever of the materials they wish, constructing
their own personal canons based on the materials that they use. In other
words, if repertoire is canon, then whatever a user finds in an archive and
chooses to use is a canonical work, for that person. Digital archives erect
no physical barriers between categories of information, so conceivably any
piece of information, any archived data, can enter into one person’s repertoire and canon; thus, there are as many possible canons as there are
archive users, and no possibility for a single canon, achieved by a consensus
of cultural archive users, that would be distinct from the culture’s archive.
For each person, of course, “canon” and “archive” would still be separate,
though what texts enter a person’s repertoire at any given period, and what
texts lie unused in the archive, may change frequently. But for the culture
at large, the notion of a shared canon becomes tenuous at best when digital
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67
databases store much of the cultural memory. This idea that digital archives
assist and manifest the predigital trend of infinite-canons, meaning nocanon, dovetails with the ideas of the Digital Humanities authors, described
above.
A. Assmann (2008) writes, “Although we cannot imagine a culture without an active cultural memory, we can well imagine a culture without a
passive storing memory” (105). When A. Assmann writes of “active culture memory” without “passive storing memory” here, she is referencing
“oral cultures in which the cultural memory is embodied and transmitted through performances and practices,” in which “material relics do not
persist and accumulate,” and in which “the range of the cultural memory
is coextensive with the embodied repertoires that are performed in festive rites and repeated practices” (105). She cites Diana Taylor’s works on
“indigenous embodied practice as a form of knowing as well as a system for
storing and transmitting knowledge” (Taylor 2003, 18). But even though
A. Assmann is discussing “indigenous” and “oral” cultures such as those
whose culture is now defined by UNESCO as “intangible cultural heritage”
(A. Assmann 2008, 105), I think that her definition of “a culture without a
passive storing memory” well describes digital culture.
This is not because there is no such thing as “archive” anymore, but
because of the flatness of digital databases—the fact that any item can be
retrieved from a database with equal ease, without architectural or status
barriers separating certain categories of information from others (at least,
this is the case for rogue digital archives)—any individual user of an archive
may incorporate any content from that archive into their working memory,
or canon, rather than leaving it untouched. In other words, when digital
archives form the substrate of cultural memory, the literature, music, film,
video, and static art that fill up one person’s passive cultural memory (in
essence, being forgotten, or unused, by that person) may be the very texts
that another person actively engages with, constituting that person’s working cultural memory. So one can say that digital culture has no “passive
storing memory,” because that passive memory differs for each individual.
The culture as a whole cannot clearly define what lies fallow as “archive,”
as opposed to what is activated, living, in “repertoire,” or “canonical,” for
every member of that culture.
Digital Doing
At the same time that digital cultural memory collapses broadly applicable demarcations between passive memory and working memory, the
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possibility for a new kind of canon and repertoire arises with new media:
the canon of digital doing, the repertoire of computer use, the routines
and rituals of human performances of technological affordances. Over the
past quarter-century or so, since the 1991 launch of the World Wide Web
and the subsequent explosion in everyday computer use, millions of people have collectively developed vast repertoires for interfacing with digital
devices and networks, exploiting the affordances built into technologies by
their makers.
What might be considered the core digital repertoire was invented by
Doug Engelbart and his team at the Stanford Research Institute (SRI)’s Augmentation Research Center in the 1960s, and presented to the public by
Engelbart at the Fall Joint Computer Conference (FJCC) in San Francisco
in December 1968. This presentation is popularly known today as “The
Mother of All Demos” (Internet Archive 2010), as it introduced a windowing system, the mouse, hypertext, word processing, dynamic file linking,
and other elements of computing that are now taken utterly for granted,
so fundamental are they to contemporary hardware and software. The
repertoire that Engelbart demoed in 1968, which all users have by now
adopted, includes: scrolling and pointing with a mouse, clicking to select
and open files, creating files and storing them in folders, opening multiple
windows on the desktop, inserting hyperlinks that connect two files. On
top of that core repertoire, users have built up twenty-five years’ worth
of bodily actions, performed mainly by fingers, thumbs, wrists, eyes, and
heads, such as: dragging-and-dropping, cutting-and-pasting/copying-andpasting, scrolling up and down, and swiping left and right.
These actions may seem thoroughly determined by the affordances
built into networked computing by designers and programmers, with little
room left for users’ interpretations. But other types of actions routinely
performed by computer users are less “scripted.” The use of certain acronyms (IMO for “In my opinion,” ITA for “I totally agree,” YMMV for “Your
mileage may vary”); the use of the pound sign (#) to denote a “hashtag” or
“tag” by which online posts can be marked as belonging to a specific group,
topic, or theme;3 the use of one pseudonym, or only a handful of pseuds, as
one’s login or username on multiple sites; the use of email and Web-based
platforms (such as blogs, journals, and social media sites) not only to communicate one’s own thoughts and emotions, but to share content made
by others (jokes, videos, image macros, GIFs), often as an expression of
oneself—these often-repeated actions were not dictated by the affordances
inherent in hardware, software, or networks, but came to be widely agreed
upon conventions through human users’ actions. The repetition of such
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actions is not consciously willed by each user; rather, a collective memory
of digital use, of what kinds of performances are typical and acceptable and
effective, has been transmitted from user to user, and not through written
handbooks—so that users simply know what to do when they begin to use
a digital device, they remember, in their bodies, how to perform with their
machines. They have a working memory of what to do, when, and how,
when they wish to engage with other people remotely, via telecommunications networks.
This collective memory of digital use is a digital repertoire because no
one reads a manual when they first begin using networked computers to
figure out how to be a user. Even when a user tries to build her competency
with a new piece of software, or a game, or a social site, on the whole,
she will find simple observation of an experienced user engaging with the
platform, or a video demonstration of someone performing in that digital
environment, more helpful than reading an instruction set.
One could argue that a video demo is an archival format, but I claim that
demo instruction is, in fact, a transmission of repertoire: a showing-doing.
The learner of the repertoire learns by watching-doing, and then the learner
does the actions that they have observed. One can show-doing and watchdoing on a screen as well as in physical space. (In fact, for the showingdoing and watching-doing of screen-based actions, a video recording that
fills the frame with the screen activity may be more efficient than sitting
beside someone and watching her manipulate the keyboard, although the
ability to ask questions of the more experienced user “in person” has its
own advantages.) One often, in fact, reverse-engineers the “doing,” simply by noting how others comport themselves in networked spaces (for
example, noticing that people append tag lines to their mobile phone and
tablet messages, apologizing for any spelling or grammatical errors made
because they are typing on a handheld device, may lead a user to append a
similar tag line to his outgoing messages). There are, of course, many highly
individualized repertoires, as each user has her preferences for arranging
windows on her desktop, opening browser tabs in a certain order when she
first “gets online” in the morning, using specific hotkeys to execute specific
functions, and so on. But there is a growing shared digital repertoire also,
one that current and future generations learn by observing others’ doings.
Canon, as A. Assmann (2008) would say, is the content of a culture’s
repertoire because what is canonical is constantly reperformed, reused,
restaged, reenacted. What is “in” the canon is shared through repertoire;
the cultural canon is “done” again and again and again. Digital culture has
built up a robust array of canonical movements and maneuvers, performed
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over and over again by individual bodies, and these canonical actions constitute the current digital repertoire. The widespread adoption of new categories of devices—motion sensor gaming consoles such as Kinect, wearable
computers like the Apple Watch, virtual reality masks such as Oculus Rift,
3D printers, nanotechnology implants—will lead to the formation of new
canonical moves and the incorporation of those moves into the digital repertoire. While there may also be a great deal of archival material about how
to use computers and the Internet—how-to guides and lists of steps to take
while working with various applications—these are not in the “working
memory” of the current digital culture, but remain in the “passive memory,” consulted only on occasion.
Print culture, too, has its repertoires (sitting in a chair to read a book,
inserting bookmarks at stopping points in one’s reading, conventions
of correspondence, and so on). But where print culture privileged archival memory over embodied memory—for example, through large capital
investments made in archival institutions such as museums and libraries—
digital culture elevates repertoire. In three hundred years’ time, owing to
the high propensity of digital data to decay and disappear (as I described
in chapter 1), it is uncertain whether any digital artifacts produced over
the past twenty-five years will remain; but it is very likely that much of the
current digital repertoire will still be in use, albeit modified to adapt to new
device types.
Just as the contents of most telephone conversations have not been
archived but the repertoire of conversing via telephone has persisted into
the digital age, so too may much digital content be deleted over time even
as digital repertoires endure. For example, not a single image macro from
the 2000s may be retrievable in 2300—entire genres such as LOLcats and
Ryan Gosling “Hey Girl” variants may vanish—but users will still engage
in the practice of overlaying silly or adorable or remarkable pictures with
humorous text and distributing the resulting visual assemblages online.
Even if all the media texts distributed via the BitTorrent protocol are lost,
and the BitTorrent protocol also falls into disuse, peer-to-peer file-sharing
will still take place. If all of the documents released to the public by Wikileaks are forgotten, the techniques for leaking classified information by way
of networked systems will be remembered, though updated and, probably,
highly refined over the next few hundred years. Wikipedia may fold, but
online crowdsourced encyclopedias will still be built.
While it may appear that new media have given rise to a preponderance of archives, it is really repertoire that is rising in the digital age. Digital archives must be labored on to survive, and who knows how many
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generations of labor each archive will attract? Every Internet archive that
has opened may close down within three hundred years; the repertoires for
digital archiving that are coalescing today will remain in play.
Repertoires of Archiving
I predict that many digital repertoires will outlast most digital archives.
And thus, chapter 2, which I had originally intended to suggest a possible
canon of digital archives, will offer instead a description of three canonical
styles of digital archiving that I perceive as dominant. Because there can no
longer be a single, consensus-based cultural canon for all of the reasons,
and after all of the historical movements, described above, and because the
coincidence of canon with repertoire is even clearer in digital culture than
it was in print culture, I can only point to repertoires of archiving, rather
than archives that contain canonical works or canonical archives.
The definitions of “canon” and “archive” so firmly established in the
era of print have changed dramatically in a digital regime: “archive” is now
an incredibly tenuous construct given the instability of digital data, and
“canon” can be interpreted either as a concept that is infinitely multipliable
(i.e., everyone has her or his own personal canon, but there is no shared
canon) or as a concept that is fully aligned with repertoire, so that we can
have canonical practices but not canonical objects. This impacts how we
must think of digital archives, for we can only now conceive of arguing that
certain archival styles will persist—that is, certain ways of constructing and
designing archives, certain types of archives, certain tendencies in archival
practice—rather than arguing that specific archives will endure.
2 Archival Styles: Universal, Community, and Alternative
Digital Preservation Projects
Chapter
Archival
2
Styles
The Proliferation Tradition
In this chapter, I will discuss three major digital archival styles, to which
I assign the names “universal,” “community,” and “alternative.” These
archival styles have been the most frequently employed, most prominent
and dominant styles employed in rogue digital archiving since this type of
activity began four decades ago, but they cannot be said to be “canonical”
methods of archiving—in fact, I will explain how each style is anticanonical
in its way.
Rogue archives reject what Raymond Williams called “the selective tradition” of culture (Williams 2009, 47)—the custom by which a “minority” of
experts chooses, from all cultural documents, the percentage that are put
safely into repositories, and the even smaller fraction that comprise the
cultural canon, which is the short list of visual, literary, and musical productions that every member of that culture should learn, appreciate, engage
with deeply and repeatedly, and hold in common with every other member
of the culture. (Pierre Nora [1984] argues that archives are often as selective
as canons; he defines the work of “professionals of the archive” thus: “Professionals have learned that the secret of this trade is the art of controlled
destruction” [xxvii].)
The selective tradition, so prevalent in the print era, already faced challenges before the rise of new media. Rogue archivists amplify the challenge
to selectivity that began in the 1960s. Rogue archives operate according to
a logic of proliferation rather than selection. What proliferates in a system
of digital cultural memory is, first of all, the number and kinds of archives
in existence, as the affordances built into digital technologies enable more
and more people to undertake archival projects. And, with an increasing
number of archives accessible to all Internet users (and this broad accessibility is a major difference from the archives of the print era, which erected
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strong barriers to use, if only by restricting use to those who could physically enter their structures), the process of canonization becomes severely
monadic. Every individual user must make decisions about what to select
and incorporate into her or his personal, unique canons from the wide range
of cultural archives available to them. Digital cultural memory consists of
an extreme multiplicity of archives, and a multitude of personal cultural
canons derived from those archives—many millions of canons-of-one—a
return to what Michel Foucault (1986) describes as the seventeenth-century
mode of archiving, when “museums and libraries were the expression of
an individual choice” (26). In the workings of digital cultural memory, the
selective tradition gives way to a proliferation tradition.
Below, I will briefly gloss the universal, community, and alternative
archival styles, and list a number of archives that I consider to be exemplars
of each. The discussion of specific archives will, I think, allow the phenomenon of hacker/fan/amateur/pirate/volunteer archiving to take more concrete shape for the reader. Also, because I will name the founders of these
archives and describe their contributions whenever possible, I hope that
the reader will better grasp the immense amount of “techno-volunteer”
labor that has been required to bring these online repositories into being
and support them over time.
After guiding the reader through what I perceive to be the three main
digital archival styles, I will introduce my primary case study of digital
archives: Internet fan fiction archives. Fan fiction (also called “fanfic”
or “fic”) archives, built by fan archivists, store the creative output of fan
communities, that output often taking the form of fictional stories that
incorporate characters, plots, and settings from favored media texts (films,
television programs, comic books, anime, popular music, and so on). I view
fanfic archives as paradigmatic rogue digital archives, as they combine the
key characteristics of all three archival styles: they are simultaneously universal, community, and alternative archives. A study of fanfic archives can
therefore illustrate the motivations, methods, and challenges that have so
far defined digital archiving.
My own long-term affiliation with online fan fiction communities
and archives (dating from 1999) means that I have a deeper understanding of the work of fanfic archivists, and the workings of fanfic archives,
than I do of other types of Internet archivists and archives. In addition,
my history, and my research team members’ histories, of involvement with
fanfic archives enabled us to recruit fifty participants for an oral history
project focused on the evolution of these archives, and the interviews that
we collected have contributed greatly to my thinking on, and analysis of,
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fanfic archives as a specific instance of digital archiving, as well as digital
archiving as a trending practice. Therefore, in the chapters that follow, I will
make reference to the specific archives that I describe below, with most of
my investigation centering on the archives constructed by and for media
fans for their fiction production.
I will also discuss how all three core digital archival styles are anticanonical, in that they are attempting to do away with traditional, printera notions of “canon,” “canonization,” and “canonicity.” I have already
reviewed the two major large anticanon movements that began in the
United States in the 1960s: the movement to do away with distinctions
between “high” and “low” culture and to incorporate low/popular/mass/
commercial texts into the arenas of high art construction/exhibition and
scholarly analysis/exegesis; and the movement to expand university curricula and research programs to include the study of ethnicities, genders,
sexualities, and other categories of people that had long been marginalized
by, or entirely excluded from, higher education. The digital archives that
I will name here continue one or both of these attacks against the idea
of a predominantly Global North, white-, and male-authored high-culture
canon, and also battle the concept of canonicity in other ways.
Universal archives seek to replace canonicity and selective archiving—
the process by which a small number of critics or experts choose which
works are “worth” teaching and rereading generation after generation, and
which works are sufficiently “valuable” to keep safe in protective storehouses—with comprehensive archiving, a process that strives to collect as
many cultural texts as possible, to make all the texts equally accessible to
the public, and to present all the texts as equally valuable.
Community archives support the canon-expansion work that was begun
by university reformists, striving to assemble and preserve texts that originate from, or bear direct relevance to, cultures that have been historically
marginalized in traditional memory institutions. Such archives stand as
countercanons to the cultural canon dominated by the most privileged
members of society, and encourage an understanding of cultural canonicity
as always multiple (allowing for many canons representing many cultures),
or as always specific (each canon representing a singular, specific culture,
and never representing “everyone”).
Alternative archives propose new canons, canons of new types of objects
or objects that are ignored by traditional archives. These archives do not
seek to replace print-era cultural canons, but are content to let their assemblies of odd, strange, controversial, nongeneric, or radically new texts stand
alongside those older sets of privileged works. Alternative archives employ
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nonnormative criteria in assessing artistic value and historical importance,
and, like community archives, call for an acceptance of multiple canons—
at least one canon for every novel, degraded, or “forgotten” genre of cultural production.
I bring up the specter of canonicity in part to assert that what follows is
not a suggested set of canonical archives, but simply a number of archives
that, in my view, are interesting and important examples of the increasingly popular practice of digital archiving. I find these archives “good to
think with,” when considering what archiving is today, what it is becoming, whose efforts are making digital archives possible, and whose ideas of
archiving are influencing all of our ideas about archiving. Digital archiving
is deliberately opposed to the canonization of specific texts, and thus works
to undo some of the core priorities of print-era cultural memory. Also, the
chances that any of these particular archives will endure for more than one
or two generations is minuscule—and many online archives built in the last
quarter-century have already disappeared—but what is clearly ascendant,
what is being enacted with increasing frequency and sophistication, is a
repertoire of specific styles of archiving. In other words, what I describe in
this chapter is how more and more people are doing-archiving using digital
tools and networks, over and over again, regardless of what they are choosing to archive.
Traits of Rogue Digital Archives
Before I go into detail about what differentiates the three main digital archival styles, and describe specific archives that exemplify each style, I will
offer the reader a list of the traits shared by all of these “rogue” archives:
• They are freely accessible online, that is, they are not hidden behind
paywalls or institutional password-protected walls. Some of these archives,
such as “Sly”1 and Open Library, require users to register on the site and
to maintain their “good standing” (as defined by the rules of each site)
in order to access the archives’ content, but membership is not fee based
or predicated on any institutional affiliation. JSTOR and other academic
archives that require either payment or a university ID login are therefore
not among the archives that I am studying.
• They allow users to view or download cultural texts in their entirety. I do
not consider encyclopedic projects such as Wikis to be archives, since they
mostly offer factual information and commentary about cultural texts, and
not the texts themselves.
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77
• They are not restricted by copyright laws. Some archivists only upload
texts that have entered the public domain (such Project Gutenberg), some
archive texts to which they own the copyright (such as the FAMA Collection), some adhere to the copyright permissions used by public libraries (such as Open Library, many of whose texts readers can borrow, but
not download permanently), some claim that their activities are permitted by fair use (such as Download Finished), and some simply contravene
copyright laws that they feel hinder, rather than help, cultural preservation
(such as the Eldritch Press and Sly). I am not studying YouTube because, in
addition to being a for-profit, Google-owned platform and therefore driven
by very different motivations than the archives I am investigating, YouTube
“reserves the right to remove Content and User Submissions without prior
notice,” and most of its takedowns are motivated by suspicions of copyright infringement.2 Though many users consider YouTube to be something
like a media archive, the platform’s position on copyright means that it cannot be relied upon to protect, or keep accessible, all of the content uploaded
to it.
• They were founded outside of traditional memory institutions such as
government- and university-supported libraries and archives and museums
of physical artifacts. Thus, I am not including projects such as the Hemispheric Institute’s Digital Video Library or Cornell University’s Rose Goldsen
Archive of New Media Art Archive, which were founded with the support
of university libraries, even though they share many other traits with rogue
archives. Although some of the rogue archives that I will describe below
run on university servers and receive university support, they were not conceived by, or even in cooperation with, university LIS teams and are not
extensions or subprojects of university libraries.
• They are dedicated to the persistent publication and long-term preservation of their contents.
• Their founders and workers are people who, for the most part, received
no formal training in archiving or records management and are not LIS
professionals.
• They are staffed primarily, or entirely, by volunteers.
Universal Digital Archives
What I call “universal” digital archives set for themselves missions of
extreme breadth, and aim for all-inclusiveness. Project Gutenberg wishes to
make every book in the public domain available online. The Rosetta Project
aims to preserve all known human languages. Open Library hopes to one
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day host “a web page for every book ever published.” Archive Team’s informal motto is “We Are Going to Rescue Your Shit.” Each universal archive
strives to become the defining digital archive of its kind, or even, in the
case of the Internet Archive, the preeminent digital archive. Their common
goal of comprehensiveness matches Vannevar Bush’s original aspiration for
the memex. Everyone who works on these archives labors intensively to
make the Internet fulfill Bush’s (1945) dream of a machine-based system
that will “encompass the great record” (sec. 8), even as the vast quantity of
work they put into digital preservation underscores that the Internet falls
far short of an automatic memory machine.
The adjective “universal” carries a certain historical weight, or “baggage.” For centuries, Enlightenment language and thought defined the
“universal” subject, the possessor of natural, innate “universal” rights,
as a white (European-descended), heterosexual, able-bodied male of the
bourgeois or propertied class in the Global North. I do not think it is a
coincidence that all of the “universal” archives I will describe in this subsection were created by educated white American or European men, most of
them computer programmers. I do not argue that these archives’ goals of
completism and comprehensiveness were wholly determined by the race,
class, and gender of their founders, but there is some resonance between
the founders’ common status as “unmarked” persons3 and their interest in
creating “unmarked” archives, that is, archives that are not designated to be
relevant to particular Internet users, but are intended for use by all people
who have access to the Internet. These archives’ organization, presentation,
and content selection make no reference to identity differences—races/ethnicities, nationalities, geographies, physical abilities, genders, sexualities,
political or class affiliations. These, more than any other rogue archives,
could easily be taken for new expressions of the Enlightenment’s affection
for “‘totalizing’ and ‘universal’ representations which reject and obscure
… local knowledge and nuances” (Edney 1999, 167), and for “abstract and
strictly functional systems for the factual ordering of phenomena in space”
(Harvey 1989, 249).
Some universal archives are among the earliest online archives created
(illustrating the fact that one specific race/gender/class of people gained
network access, and the skills and opportunities to build new virtual
spaces, earlier than others), and have become sufficiently sizeable and
famous enough to warrant speculation that they could one day soon be
promoted as important cultural resource repositories, like the Smithsonian
or the Library of Congress, by schoolteachers to their students. They could
join the ranks of many privately founded institutions that became public
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79
treasures, such as Benjamin Franklin’s Library Company of Philadelphia
(which inaugurated the free lending library system in the United States)
and the Museum of Modern Art (MoMA). Something like a history of digital archiving could be agreed upon by new media scholars, and the story
of universal archives that I tell below might be regarded as a draft of such
a history. In other words, these archives’ apparent disinterest in identity
politics and their completist missions may make them prime candidates
for incorporation into educational curricula and into mainstream cultural
heritage and history practices in the near future.
Rather than operating in the “selective tradition” described above, universal digital archives are aligned with Raymond Williams’s wish for a preservation of “documentary culture” which, “more clearly than anything
else,” can express the life of a past period “to us in direct terms, when the
living witnesses are silent.” The selective tradition causes much of the documentary record of a “lived culture” and its particular “structure of feeling,”
to be lost (Williams [1961] 2001, 65–66). Working against such loss, universal online archives strive to save and keep as much of the documentary
culture as they can acquire and digitize, presumably for the benefit of future
users who will be able to reconstruct “structures of feeling” of a past period
with more ease and accuracy than they would have been able to do from
the documents selected for preservation by print cultural memory.
Here is a list of some of the most well-trafficked universal digital archives
in chronological order (organized by their founding dates).
Project Gutenberg was the first online archive of cultural material,
founded in 1971 by Michael Hart while he was an undergraduate student at
the University of Illinois. Hart was friends with the operators of the university’s Materials Research Lab’s Xerox Sigma V mainframe, and these friends,
searching for uses for the mainframe, awarded Hart an operator’s account
and a “grant” of unlimited computer time. Hart decided to “repay the huge
value of the computer time that he had been given” by facilitating “the
storage, retrieval, and searching of what was stored in our libraries” (Hart
1992). Hart initially digitized and uploaded all of the books himself, averaging one book per month in 1991. In the 1990s, he began recruiting volunteers “from numerous nations to help type, scan, and/or proofread Project
Gutenberg’s ‘eBooks,’” and by 2008, newly digitized books were being
uploaded to Project Gutenberg at a rate of 340 per month, owing to the
work of “tens of thousands of volunteers in various teams” (Lebert 2008).
Project Gutenberg initially ran on the ARPANET (Advanced Research Projects Agency Network), the precursor of the Internet, when few people had
access to the network. When Hart opened Project Gutenberg, there were no
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hyperlinks, no websites, and no graphical user interfaces, and if Hart had
tried to email his first 5K text file—a digital version of the US Declaration of
Independence, which he uploaded on July 4, 1971, the 195th anniversary
of the Declaration’s signing—to the one hundred computers that were then
linked to ARPANET, he “would have crashed the network” (Lebert 2008),
so he stored the file in a directory and issued a message stating where others could find it. (Six users downloaded the Declaration file, indicating to
Hart that Project Gutenberg could be a service that some found useful.) The
system of networked computing had to become more robust, more popular,
and more accessible before large-scale digital archiving could begin.
Digital archiving began in earnest in 1992, one year after the launch
of the World Wide Web, which marked the beginning of what I call the
“public Internet,” that is, the Internet whose user group was not limited to
employees and researchers at universities, research labs, and government
institutions—the Internet that could be used by anyone who had access to,
and knowledge of, computer hardware, network protocols, and an Internet
service provider (ISP). In the early ’90s, many people participated online at
their workplaces, but early ISPs such as CompuServe and America Online
(AOL) facilitated the growth of home-based networked computing.
In 1992, Judson Knott and Paul Jones designed and opened the SunSITE.
unc.edu website. SunSITE was named for Sun Microsystems, the corporate
donor whose grants made the site possible. It began, and is still housed, at
the University of North Carolina, Chapel Hill, and was eventually mirrored
at more than twenty other institutions. SunSITE, later known as MetaLab
and now called ibiblio, started as “one of the first electronic repositories
on the Internet to incorporate emerging networked information discovery
and retrieval tools” (Knott and Jones 1996) such as Wide Area Information
Server (or WAIS, a text searching system; WAIS was developed by Thinking Machines, Inc., a company that included Brewster Kahle, who later
founded the Internet Archive) and Gopher (a pre–World Wide Web protocol for distributing, searching, and retrieving documents on the Internet).
SunSITE’s purpose was to build a library of content and make it searchable
and readable by a large number of users; one of the first content collections
hosted on the site were documents contributed by the 1992 Clinton Campaign (the Clinton White House went on to share a great deal of official
presidential text documents with SunSITE).
Linux distributions were among SunSITE’s most frequently downloaded
content. The Linux kernel was developed by Linus Torvalds and released in
October 1991 with the intention that the kernel would serve as the basis of
free and open software development; Linux distributions, or “distros,” are
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the multiple, varied operating systems built atop the Linux kernel. SunSITE
archived not only the distros themselves, but also the guides created by
the Linux Documentation Project, which is “an organization of volunteers
authoring, reviewing and managing documents about the Linux operating
system” (Garrels 2004). Garrels (2004) writes that between 1992 and 1996,
“Sunsite (a famous server machine at the University of North Carolina) …
was the first Web site offering information about Linux. Also, when you
wanted to download Linux software, Sunsite.unc.edu was the place to go.”
Sunsite/Metalab/ibiblio thus started as an archive of archives, a database
of databases, a “collection of collections”: “It began as one of the world’s
first online libraries and as a way to share and support all kinds of free software. … From Project Gutenberg (the famous free book archive) to etree.org
(where fans of tape-friendly bands share concert music), and from charities
and non-profits both locally and worldwide … to video documentaries of
folk practice, ibiblio.org hosts one of the largest collections of collections
on the Internet” (ibiblio, “About”). On ibiblio’s “People” page, one finds
the header “Meet the people of ibiblio.org who, collectively, never sleep,”
followed by a list of four individuals, and a link to another page titled
“Former ibiblio staff members” listing 79 people. These are, apparently, all
of the people who have had a hand in managing and operating ibiblio’s
archiving efforts since 1992.
Another important online archive from the mid-1990s was Eldritch
Press, now hosted by ibiblio. As related by Lawrence Lessig in Free Culture,
in 1995, Eric Eldred, a retired disabled computer programmer, “was frustrated that his daughters didn’t seem to like [the works of canonical American author Nathaniel] Hawthorne” and so “decided to put Hawthorne on
the Web. An electronic version, Eldred thought, with links to pictures and
explanatory text, would make this nineteenth-century author’s work come
alive” (Lessig 2004, 213). Eldred’s experiment with digitizing Hawthorne
motivated him to “build a library of public domain works by scanning
these works and making them available for free” on the Internet, and not
only copies of the works, but “derivative works from these public domain
works” (213). The online library Eldritch Press was Eldred’s variant on
Project Gutenberg: rather than offering up “clean” digital copies of public
domain books as Project Gutenberg did, Eldritch Press offered modified copies (with “pictures and explanatory text”). When the US Congress passed
the Sonny Bono Copyright Term Extension Act (CTEA) in 1998, extending
the terms of existing copyright “for the eleventh time in forty years” (Lessig 2004, 214), Eldred found he could not legally post Robert Frost’s poetry
collection New Hampshire online (New Hampshire was originally published
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in 1923, and because of the CTEA, the book will not enter public domain
until 2019).
Eldred decided to wage a legal battle against the copyright extension,
and Lessig represented him in the courts, eventually arguing Eldred’s case—
and the case against indefinite, unlimited copyright extensions and an
apparent end to the notion of a public domain—before the US Supreme
Court in 2002 in Eldred v. Ashcroft. The Court ruled against Eldred, and Lessig began crusading against unlimited copyright through his writing (Free
Culture is dedicated to Eldred) and his participation in the nonprofit organization Creative Commons, whose licenses allow creators to place modified
copyrights on their works, in order to give others the right to “share, use,
and even build upon” those works (Creative Commons, “About”). In the
lore of the copyright wars over digital remix, peer-to-peer file sharing, and
“piracy” that began raging in the late-1990s and continue today, Eldred v.
Ashcroft, Lessig’s activism, and Creative Commons are all famous elements.
Less well-remembered is that Eldritch Press, a free online archive of modified classic novels launched and operated by a single hobbyist, was at the
heart of some of the most crucial early copyright battles involving digital
technologies.
In 1997, Brewster Kahle published an essay in Scientific American called
“Archiving the Internet,” in which he announced that he had created a
new organization, the Internet Archive, the year prior, which was “collecting the public materials on the Internet to construct a digital library. The
first step is to preserve the contents of this new medium. This collection
will include all publicly accessible World Wide Web pages, the Gopher hierarchy, the Netnews bulletin board system, and downloadable software.”
Kahle (1997) draws upon the “digital dark age” discourse, without employing the exact phrase:
While the Internet’s World Wide Web is unprecedented in spreading the popular
voice of millions that would never have been published before, no one recorded
these documents and images from 1 year ago. The history of early materials of each
medium is one of loss and eventual partial reconstruction through fragments. A
group of entrepreneurs and engineers have determined to not let this happen to the
early Internet.
Even though the documents on the Internet are the easy documents to collect
and archive, the average lifetime of a document is 75 days and then it is gone. While
the changing nature of the Internet brings a freshness and vitality, it also creates
problems for historians and users alike. …
Where we can read the 400 year-old books printed by Gutenberg, it is often difficult to read a 15 year-old computer disk. …
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Building the Internet Archive involves gathering, storing, and serving the terabytes of information that at some point were publicly accessible on the Internet.
The Internet Archive officially made its online repositories public in 2001,
and today stores 16 petabytes of data. While the Archive is not staffed exclusively by volunteers (it employs approximately 200 people),4 it depends on
a volunteer force for media migration, book scanning, and various day-today operations such as event planning. Kahle himself is the public representative of the Archive and its Wayback Machine (described in chapter
1), promoting his project of “building the great library” and having the
Archive serve as a “home for the [cultural] commons” (Conrad 2014) in
numerous interviews and talks every year. It is ironic that, of the digital
cultural memory projects mentioned here, the most automated archive
(although the Internet Archive hosts far more content than that collected
by the Wayback Machine) probably has the most visible human face and
voice in the press.
The Long Now Foundation’s Rosetta Project was launched by Alexander
Rose, Stewart Brand, and Doug Carlston (with input from Brewster Kahle)
around 2006. The Rosetta Project has archived text documentation and/
or multimedia recordings of over 2,500 languages, and intends to “build
a publicly accessible digital library of material on the nearly 7,000 known
human languages” (The Rosetta Project, “The Rosetta Project—Texts”). The
project is hosted at the Internet Archive.5
Open Library was founded in 2006 by famed Internet activist Aaron
Swartz and other collaborators. The library is primarily “an open, editable
library catalog, building towards a web page for every book ever published,”
but it also allows users to download and borrow full ebooks. It currently
offers more than one million out-of-copyright (“classic”) ebooks for download, mostly through the Internet Archive’s collection of digital texts (the
Internet Archive hosts Open Library), and hundreds of thousands of copyrighted (“modern”) ebooks for borrowing, through cooperation with public
libraries all over the world. Open Library encourages registered readers to
contribute to, and correct, catalog information as well as to submit patches
to the Open Library API on a volunteer basis.
Archive Team was begun in 2009 by Jason Scott (an employee of the
Internet Archive) and a group of fellow self-described “rogue archivists,
programmers, writers and loudmouths dedicated to saving our digital heritage.” The Team has downloaded a number of large websites and networks
that were facing permanent deletion. They also make copies of sites that are
not endangered, as a precaution against those sites’ disappearance. Their
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first massive archival download was the Web-hosting service GeoCities
(on which many first-generation Internet users designed and ran their first
websites in the 1990s). Wrote journalist Austin Modine in 2009, as Yahoo!
(GeoCities’ parent company) prepared to close the service, “Geocities is a
resource worthy of preservation if there ever was one. Nearly two decades[’]
worth of blinking text, animated gifs, fanfiction, and broken links are at
risk of disappearing with the blink of the eye. This is the personal internet
young, raw and blemished—before big blogging services and social networking sites arrived to completely homogenize the space” (Modine 2009).
Other sites saved by Archive Team just prior to their closures are FortuneCity, MobileMe, Posterous, Snapjoy, and GoogleReader; Archive Team also
has saved a copy of FanFiction.net and selected streams/sections of Reddit, Facebook, and Twitter, all of which are (currently) thriving sites and
services, “just in case.” Users can download many of the sites preserved by
Archive Team at their site or from their page at the Internet Archive. The
Team is “100% composed of volunteers and interested parties” (Archive
Team, “About”); a 2009 TIME article covering the Team’s rescue of GeoCities’ data reported that “30 people operating nearly 100 computers” worked
for “nearly six months to download as many of the GeoCities pages as they
could find” (Fletcher 2009).
Community Digital Archives
Not all digital archiving projects are informed or guided by universal thinking. Many online archives are of, for, and by highly specific communities,
including communities defined by ethnic, national, geographic, linguistic,
or temporal identities (or intersections of two or more of these) and communities of affinity. Stevens, Flinn, and Shepherd (2010) write that online
“community archives” have been created in increasingly large numbers
since 2000 by “historically marginalized groups for greater visibility for
their histories.”
I regard such archives and their archivists as participants in what Flinn
(2007) calls the “community archives ‘movement’” (152–153). Flinn traces
the origins of this movement to the post–World War II period, when “local
history became increasingly popular and respectable both as an academic
discipline and at a non-professional grassroots level” (155). British local
history groups were informed by “the developments in oral history, the History Workshop movement and public history in the 1970s and 1980s, all of
which tended to be inspired by ‘an allegiance to those whose lives are still
excluded from historical practice and a commitment to praxis which places
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emphasis on what is being said rather than the status of who is saying it’”
(155–156). This type of amateur and community archiving has only grown
in the UK, the United States, and elsewhere over the past thirty years, with
many “independent cultural heritage initiatives [emerging] directly out
of a context of marginalization … and struggle” (156–158). Archives created to house documents pertaining to the lives and cultures of workingclass laborers, ethnic and religious minorities, LGBT and queer people, and
women are among these (156–158).
Thus, born-digital archives, founded independently of traditional memory institutions, serve both extraordinarily generalist and highly particular aims. Amateur, volunteer, nonprofessional digital archiving has been
undertaken both by white male hackers and engineers driven by motives
similar to those of Bush—the safeguarding and transmission of enormous
corpuses of information in order to perpetuate and augment human knowledge writ large—and by minoritarian communities that have exploited new
media’s democratizing potentials to launch archives for their own cultural
artifacts, which were often ignored, excluded, or marginalized by the official state-sponsored brick-and-mortar archives of print and analog culture.
What unites the two groups of Internet archivists is their archival labor: the
time, effort, and skills that they have devoted to creating, and maintaining,
sites of digital cultural memory.
Community digital archives resist notions of “canonicity.” For example,
designating some community archives “canonical” would be impossible.
Such archives are designed for use by the members of specific groups, so
that they may experience a sense of belonging and better understand different aspects of their shared identity; so none of these archives can be deemed
“better” than others, only more or less relevant or pertinent to individual
users. In addition, community archives are philosophically opposed to both
the broad valorization of canonical cultural texts (as stated above, Williams
argues that such valorization almost always reflects the tastes and interests
of the dominant class, giving the impression that, for the most part, minority groups produce no cultural texts of importance), and to the canonization of specific items within their collections, as their goal is to gather and
preserve as much material as possible pertaining to their members. Thus, a
canon of community archives could never be proposed for use by a general
audience, but each individual could point to a set of community archives
that they find interesting and compelling for personal reasons.
Here is a short list of several specific online community archives that
greatly interest me.
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The FAMA Collection is a repository of creative works made by Sarajevo
artists during the Bosnian War; one such artist, Suada Kapic, founded it
in the mid-2000s and it remains operational today. The collection’s mission is to “bring home the human scale of events, places and experiences
of the Siege of Sarajevo ’92–’96.” “As a virtual Bank of Knowledge, it aims
to bridge a digital divide between the Culture of Remembrance and the
Real-Time Quest for knowledge” (http://www.famacollection.org/eng/).
Throughout the war, FAMA’s art projects, such as Kapic’s dark parody of
tourist pamphlets, the Sarajevo Survival Guide, disseminated crucial information about the human rights violations and daily horrors taking place in
the former Yugoslavia to Western Europe and the United States. Therefore,
the digital archiving of the FAMA works amounts to an effort to save valuable artworks that were also effectively weapons of antiwar. Although the
FAMA Collection could also be considered an alternative archive (I describe
alternative archives below), its major goal is to communicate the experiences of a people who lived under siege, who endured one of the most
brutal ethnic conflicts in the post–World War II period, not to create an
alternative canon to that found in art museums.
The South Asian American Digital Archive (SAADA) is a collection of
ephemera (personal letters, flyers, magazine articles, photographs, and
so on) that documents the experiences of South Asian immigrants to the
United States. SAADA was created by Samip Mallick in 2008. Mallick states
that SAADA is the only archive “working to systematically document and
preserve the history of the South Asian American community. … We feared
that this important history was in danger of being lost. Our mission is not
just to preserve the history of our community, but also to ensure that these
histories are more widely known to everyone, especially within our own
community.” Archive volunteer Manan Desai relates that SAADA’s goal is
“providing access to historical materials directly to the public without a
great deal of mediation. Our goal is to allow the reader to confront and
understand the material for her or himself” (Ganeshananthan 2011).
The Radfem Archive, a website that offers free downloadable texts of
“radical feminist literature, writing and history,” was launched in 2011 by
anonymous archivists. The archivists state that they were driven to build
Radfem by an awareness that “the popular books will get reprinted, while
the unpopular, forgotten books will continue to stay out of print and out of
the minds of future generations.” For example, they argue, “Most of [antipornography activist] Andrea Dworkin’s books are currently out of print,
some for many years. … With this project, we hope that people will read
and reread her work. We hope that her ideas will not be ‘buried with her’
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and lost to future generations. We hope her anger, her voice and her ideas
rediscovered will get us all that much closer to the days of liberation that
she dreamed [of] and fought for” (Radical Content Collective 2011).
The Michigan/Trans Controversy Archive saves news articles, press
releases, essays, open letters, petitions, and interviews about “the ongoing controversy over the exclusion of transsexual [people] (both maleto-female and female-to-male) at the annual Michigan Womyn’s Music
Festival [MWMF]” (http://eminism.org/michigan/). Emi Koyama has run
the archive as a subsite of her personal website, eminism.org, since 2013.
The policy of exclusion of trans people from the MWMF has been the subject of heated debate in feminist and LGBTQ communities since at least the
early 1990s, when a group of women (trans and cis) began protesting the
policy by organizing an annual event called Camp Trans that takes place at
the border of the festival grounds, at the same time as the festival.
The projects I have described here are but a handful of a legion of online
archives created by members of minority and marginalized communities
over the past twenty-five years, intended to preserve the artifacts and cultural productions that are meaningful to them, in the hopes of conveying
core information about their shared values, experiences, histories, identities, and affinities across their membership and across time, to their future
membership, their constituents-to-come.
Alternative Digital Archives
What I call “alternative” digital archives take a markedly different approach
to data collection than do universal and community archives. Rather than
trying to acquire (or digitize, as Project Gutenberg, Open Library, and the
Radfem Archive do) and safeguard as many cultural texts as possible, alternative and avant-garde archives limit their scope to targeted genres, and
often serve as central repositories for emerging or degraded genres. They
still may resemble universal archives in their aims; for instance, Sly states
that it is building a “comprehensive library” of non-Hollywood films. But
unlike universal archives, these are not generalist collections. Rather, alternative archivists seek to define new “universes” of art and media forms,
forms that have not (yet) been granted significant status by traditional
memory institutions. They are assembling diverse and robust collections of
nonmainstream cultural genres.
These online collections facilitate the emergence of new canons by
making accessible large collections of alternative material. In so doing,
they question the supremacy and authority of traditional canons of art
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and media. Alternative archives fill a gap left by “high” art museums and
film libraries’ reluctance to recognize or incorporate certain genres; they
function as the online museums/libraries of emerging, ignored, or derided
genres. They do not seek acceptance by, or mergers with, what Lisa Lewis
(1992) calls “official” culture, but operate alongside and independently of
that culture. These are online archives of different cultures, other cultures,
and subcultures.
Many art projects could fall into this category. I have decided to list only
two projects by artists’ collectives, Netbase and Download Finished, which
are both still accessible by the public, even though they have been discontinued and are no longer adding new works. I am not including projects
that have gone dark and are inaccessible, such as the HILUS Intermedia
Project Research, “the first integrated reference system for media art, video,
new media and art in Austria,” which operated from 1992 to 1996 (Rhizome.org 1996). It appears that volunteers continue to maintain Netbase
and Download Finished, despite their having ceased activity several years
ago; as I have argued, only persistent human labor keeps online archives
operational and usable, and when that labor ceases to be invested in an
archive, the collapse of that archive inevitably follows, immediately or
eventually.
Netbase, an “Institute for New Culture Technologies,” was founded by
Konrad Becker and Francisco de Sousa Webber in 1995 (as Public Netbase);
in 2006, the right-wing Austrian government withdrew funding from the
project and dismantled the Netbase organization, despite Netbase’s having
won prestigious awards such as the Prix Arts Electronica 1995 and the Prize
of the City of Vienna 2000. Its archive hosts the websites, as well as text,
image, and video documentation, of a number of political art events that
took place in Western Europe during Netbase’s active years. These events
include “nikeground” (2003) in which the collective 0100101110101101.
ORG temporarily rebranded Vienna’s historic square, Karlsplatz, as “Nikeplatz,” as a protest against the ubiquitous corporate branding of European
cultural institutions; and “Free Bitflows,” by exStream (a collaboration of
five European media art organizations), which was a 2004 “digital culture
event” in Vienna, consisting of a conference, an exhibition, and a series of
workshops, that investigated the question of “‘semiotic democracy,’ that
is[,] the ability of the largest number of people to create and share culture
freely,” while also seeking ways to ensure that “in the context of overabundance and heavy-hitting marketing machines, new, independent content
can still find its audience” (Free Bitflows, “About”). Netbase also houses
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many documents pertaining to its own activities and its closure by the Austrian government.
The Rhizome ArtBase is the most prominent “online archive of new
media art.” Mark Tribe founded the ArtBase in 1999 with a handful of
volunteers, who later became grant-funded employees (including Alexander Galloway, now a prominent new media theorist), at Tribe’s digital
arts platform Rhizome.org. ArtBase “provides an online home for works
that employ materials such as software, code, websites, moving images,
games and browsers towards aesthetic and critical ends.” It now houses
over 2,100 works, and regularly acquires new works through artist submissions (reviewed by the curatorial staff) as well as through invitations
and commissions that it extends to artists. The ArtBase provides not only
storage but technical support for the works in its collection: “As any artist
who has worked with technology for more than a few years can verify—
things break. … We aim to ensure the longevity of these works, … mitigating obsolescence while respecting artistic intent” (Rhizome.org, “About the
Rhizome ArtBase”).
The private file-sharing site Sly opened in 2005 (by my best estimate),
which is building “a comprehensive library of Arthouse, Cult, Classic,
Experimental and rare movies from all over the world,” and currently hosts
over 130,000 torrents. As is the case for most private peer-to-peer (p2p) filesharing sites, the founders of Sly conceal their identities, but I assume that,
like nearly all pirate sites, Sly is run by unpaid volunteers. In addition, all of
the site’s registered members are, in essence, volunteer workers for the site,
since files can only be transferred between members with their active cooperation—some members must “seed” (continually upload) files in order for
others to acquire (download) them. As Tim O’Reilly explains (using the
BitTorrent p2p file-sharing protocol as an exemplar of Web 2.0 user participation), “the network of downloaders … provide both bandwidth and
data to other users. The more popular the file, in fact, the faster it can be
served, as there are more users providing bandwidth and fragments of the
complete file. … Every BitTorrent consumer brings his [sic] own resources to
the party. There’s an implicit ‘architecture of participation,’ a built-in ethic
of cooperation, in which the service acts primarily as an intelligent broker,
… harnessing the power of the users themselves” (O’Reilly 2005).
However, unlike the Pirate Bay and other p2p torrent sites, Sly is not
only a network for content sharing, but a network for archive building: the
site incentivizes members to upload new content, including not only film
files but subtitles of films in as many languages as possible, and paratextual
content such as descriptions and reviews of films, posters that accompanied
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the films’ theatrical releases, factual information about the making of the
films, and so on. Sly also rewards members for keeping films indexed on
the site “seeded,” or available for download, which also marks its difference
from most p2p sites, which do not require persistent seeding.
Download Finished was created by Zurich- and London-based art collective !Mediengruppe Bitnik and “artist/entertainer/postmodernist” Sven
König. Download Finished, which was active from 2006 through 2009, was
a participatory art platform: the site instructs users to search for a popular film title of their choice, download that film file via a p2p protocol,
transform the file into a pixelated, highly compressed version, append their
name or pseudonym to the transformed file, and then watch “their” transformative artwork (a visitor to the site can still read all of these steps, but
can no longer use the search, download, and transformation functions).
Download Finished now serves primarily as an archive of hundreds of pixelated videos that people created using the sites’ affordances: all strange
and degraded replays of famous movies, all original appropriative artworks,
executed entirely through the website’s embedded software.
Fan Fiction Archives
In the following sections, I will draw on my research team’s interviews with
fan fiction archivists and users to explain how fanfic archives simultaneously exemplify the universal, community, and alternative archiving styles.
Having access to the oral history testimonies of one category of archivists
and archive users allows me—and will, I hope, allow the reader—to begin to
comprehend the rich, textured, powerful emotional and intellectual experiences undergone by participants in rogue archival cultures. Oral history as a
method aims not only to “fill gaps in written records” (Morrissey 2007, 161)
and to compensate for the fact that the “written record simply ignore[s] so
much of the daily life of so many people,” but also to seek “to understand
all forms of subjectivity, … perceptions, and consciousness in all its multiple meanings” (Ronald J. Grele, cited in Morrissey 2007, 161). The “written
record” so far left behind by amateur/hacker/volunteer/pirate/fan archivists
is quite scarce; most archivists’ motivations, attitudes, and thought processes have been documented in only a handful of interviews and “FAQ”
or “About Us” sections on websites. The oral histories of fanfic archivists
and archive users that my team and I collected enable me to present a more
complete picture of digital archiving than I could have assembled had I
only consulted the published traces of this cultural phenomenon.
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Fan Fiction Archives as Universal Archives
Many fanfic archives are universal archives in the sense that their archivists
work to collect all, or as many as possible, of the texts within the fandom,
or subfandom, that they serve. The goal of comprehensiveness, of encompassing all known fanfic content produced for a given television series,
film, or character pairing, guided the majority of archives from approximately 1995 through 2002. These years witnessed the first great wave of
online fan fiction archiving, which many of our oral history participants
called the period of the “central” or “centralized” fanfic archive. The Gossamer Project (figures 2.1 and 2.2) is the largest repository of fan fiction based
on the sci-fi television series The X-Files, and one of the best-known singlefandom archives. Chael, one of the three lead archivists of Gossamer (Deirdre and Vera Heinau are the others), states in his oral history interview that
the benefit of a central archive for a fandom is that fans can easily find the
stories at one site: “If you can search [the Internet], you type in ‘X-Files fan
fiction’ and Gossamer’s going to come up. Because you know, ‘Well, hey,
I’m looking for fan fiction, and I want it to be associated with this TV show.’
And now, you have 35,000 stories at your disposal. Have fun. That’s more
than an afternoon” (Chael 2012). Vincent Juodvalkis opened Gossamer in
1995, and Gossamer remains the unquestioned primary resource for X-Files
fic. Even though many other smaller X-Files fic archives were active at the
height of the series’ popularity in the late 1990s, our oral history participants repeatedly mentioned Gossamer as the fanfic storehouse for X-Files
fans. States Azure Lunatic (2012), “I discovered Gossamer pretty early [in its
history], and I was all over that. And having discovered Gossamer, I didn’t
really need to look anywhere else, because there’s all the fic, there.”
Trekiverse (figures 2.3 and 2.4), an archive of Star Trek–related fic covering all television series and film installations of the Trek franchise (Constable Katie and Stephen Ratliff serve as its lead archivists today), and the Due
South Archive (Figure 2.5), which contains stories by fans of the Canadian
Mountie-in-Chicago detective show Due South, are two other famous central fic archives that launched in the mid-1990s and are still active as of this
writing (Speranza is the current lead archivist of the Due South Archive).
A variant of the idea of the centralized fanfic archive that focused on one
fandom was the archive of all stories within a specific genre. For example,
Francesca Coppa relates in her oral history interview that a fan named KS
Nicholas, also known as KS Nick, ran a website called “Slash Fan Fiction on
the Net” (figure 2.6), containing links to every slash (male/male pairing)
fan fiction story and site online that she could find. Coppa recalls of KS
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Nicholas’s site, “That’s where you lived” if you were a slash fan online in
the late ’90s. “It was just a plain list of, you know, ‘Fairycat’s Highlander Stories,’ with a link. And just one after the other.” Coppa means that KS Nicholas’s slash archive was quite simple in appearance—stories were grouped
by author name and fandom, and hyperlinks took readers to the authors’
websites or to specific stories—but despite its lack of visual interest, the site
served a crucial purpose for many fans. Coppa says, “[KS Nicholas’s archive
was] a fundamental kind of site for those of us who came in [to Internet
fandom] at that period. You could look at two [web] pages and say, This was
the whole world [of slash fic online]” (Coppa 2012).
Then, beginning in the early 2000s, with the rise of early social networks such as the blogging platform LiveJournal, which did not have
robust archiving functionalities, many fandoms ceased to maintain central
archives for fan fiction. Still, the impulse to create centralized fic archives
persisted through the first crest of social media. Fans used social bookmarking sites such as Pinboard and Delicious to create more durable archives
than could be reasonably created on LiveJournal blogs (for example, the
BSG Femslash Archive [figure 2.7], which contains links to all of the female/
female fanfics based on the sci-fi series Battlestar Galactica that the lead
archivist could gather, is located on Delicious).
In the late 1990s and early 2000s, fans began creating archives and
archive software that allowed fan authors to format and post their own
stories, rather than requiring “archive elves,” as fan scholar Francesca
Coppa calls early fanfic archivists, to code each story submission by hand;
these included Fanfiction.net (FF.net) (figures 2.8 and 2.9), a multifandom
database that opened in 2000 (founded by Xing Li), which is the largest
fanfic archive today, and Automated Archive and eFiction, software with
self-upload functions that many fans used to create their own customized
archives. For example, my research team interviewed Liviapenn, one of the
founding archivists of the Smallville Slash Archive (figure 2.10), dedicated
to slash fic written for the Superman television series Smallville, which
was built using Automated Archive software; Karen Hellekson, the current
archivist of Warp 5 Complex (figure 2.11), a Star Trek: Enterprise fic archive,
which was built with Automated Archive software and then migrated to
eFiction; and Robin Nelson, one of the founding archivists of Gossip-Fic.
net (figure 2.12), a Gossip Girl fic archive, which was also constructed with
eFiction software.
Some fans created multifandom archives for specific genres rather than
for specific source texts or pairings: oxoniensis opened an archive of the
fics generated by her annual (or, in some years, semiannual) writing festival
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The Porn Battle (figures 2.13 and 2.14) in 2006, and jinjurly launched the
Audiofic Archive (figure 2.15), a repository for audiofic or “podfic”—recordings of fans reading fan fiction stories aloud, similar to “books on tape”—in
2006. Then, in the late 2000s, after fans began to sour on social media
platforms as well as FF.net because of their censorial policies (which I will
describe in more detail in chapter 3), a large body of fans gathered to found
the volunteer-run Organization for Transformative Works, whose first
major initiative was to build the Archive of Our Own (AO3) (figures 2.16
and 2.17), a multifandom database designed and coded by fans and hosted
on OTW-owned (fan-owned) servers. AO3’s mission is to act as a “noncommercial and nonprofit central hosting place for fanworks using open-source
archiving software” (Archive of Our Own, “About the OTW”).
AO3 is now second only to FF.net in size, and is growing at a faster rate
than FF.net (see the conclusion for visualizations of both), and so is on track
to become the largest fan fiction archive online. Many of the fans that we
interviewed in 2012 regarded AO3 as already far superior to FF.net, regardless of the relative sizes of the archives, because FF.net is for-profit and AO3
is not-for-profit; because FF.net has a reputation for hosting fic primarily
written by younger, “feral” fans; because AO3’s user interface was built by
fans for fans, and so offers better navigability and functionality (although
AO3 is still in “beta,” that is, many of its features are still under construction
and being tested); and because FF.net has censored and deleted numerous
fans’ stories while AO3’s policy is to never practice censorship or deletion.
AO3 is thus currently building a strong reputation as the universal archive
for fan fiction.
So, media fans seemed to transition from a phase of highly centralized
archives (from the mid-1990s to the early 2000s) to a phase of decentralized
archiving in the early rush of social media (during the 2000s), and around
2007, the concept of a central archive—which AO3 explicitly calls itself—
became dominant in fandom once again. This trajectory of
Centralization
→ Decentralization
→ Centralization
(mid-1990s to early 2000s) (early-to-mid-2000s) (late 2000s to present)
over the years 1995 to 2012 certainly does not fit the history of every fandom, as fandom is not monolithic and each fandom has had its own history,
but almost all of the fans interviewed by my research team perceived this to
be the general arc of fan archiving. What comes through clearly from our
interviewees is that the desire for archives for fan fiction has persisted over
time, and that when the technologies and platforms have become popular
with fans but have not offered affordances for archiving, fans have found
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complementary platforms and software or have designed new platforms
and software to facilitate the construction of archives.
As my research team conducted interviews in 2012, before the platform
Tumblr (which does not function as an archive) became such a prominent host for online fannish activity, it is difficult to say whether the
current moment is one of centralization or decentralization for fan archivists. Coppa states that Tumblr, as a nonarchive, and AO3, as the result of
decades of fans’ experimentations with archival forms, serve fans quite well
in combination: “Tumblr and the AO3 is becoming the new slash pairing
of fandom. … You post your link [to your fan fiction story] on Tumblr, and
then you read [the story] at the AO3 and then you do your pictures [on
Tumblr]. … They complement each other in ways that are really interesting
but we could not have imagined [at AO3]. There was no Tumblr when we
started designing this thing. And I don’t know that there will be a Tumblr
in four years. But we’ll [AO3 will] be around in four years, or ten years”
(Coppa 2012).
The drive to digitally and publicly archive absolutely everything—at
least, everything within certain parameters, everything within a specific
genre—thus motivates fanfic archives as much as it does Project Gutenberg,
the Internet Archive, the Rosetta Project, Open Library, and Archive Team;
all universal archives and archivists demonstrate this impulse to acquire,
contain, and offer all information that matches the archive’s declared
mission.
Universal archives appear to be highly disinterested in the question
of canons. The idea of privileging some texts over others is alien to such
repositories. Plenty of people may be invested in discriminating between
the contents found in these capacious repositories: for example, in Internet
fandom, individual fans’ recommendation lists, usually containing titles
and descriptions of their favorite fan fiction stories with links to those stories, is a popular type of fan site. Similarly, on the Internet Archive, the right
margin of each category, such as “Texts,” “Audio,” and so on, contains a
list of “Staff Picks.” But such expressions of taste will always be highly personal, unique to each user, and the recommendations may change or rotate
frequently, as they do in the case of the Internet Archive’s “Staff Picks.”
Of course, taste leaders may establish themselves in any cultural arena—
some fans’ recommendation pages receive thousands of hits—but universal
archives do not structurally, permanently prioritize any subgroup of texts
over the remainder of their contents. There may be some algorithmic curation: the Internet Archive and Project Gutenberg both publish frequently
updated lists of their most downloaded files, and many fan fiction archives
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allow readers to see the number of “hits” (views) and “reviews” (comments/
feedback) each story has received. Some users may choose to access certain
files because of their popularity.
But rather than investing any resources into positioning themselves as
the origin and ground for new, postprint “selective traditions,” universal
archives cultivate an image of impressive abundance. I think that universal
archives are far more invested in performing plenitude than in servicing
selection because so much selecting-out is already executed by the ephemeral properties of digital data and the proclivity for forgetting in digital culture. The propensity of data to disappear or to become unfindable, which
stems simultaneously from technological affordances and information
abundance, is so great that universal archives define victory as the accumulation of preserved data. The accumulation, the sheer quantity of files
saved and kept retrievable, is what universal archivists desire to accomplish
and to display. In volume lies their victory. There is no room for a selective tradition of any kind—no shuffling of less popular works to basement
storage, no showcasing of special collections in the “best” room, no tacit
cooperation with tastemakers or cultural critics who wish to erect cultural
canons—in an archival repertoire so focused on fighting loss.
Fan Fiction Archives as Community Archives
The universal bent of early Internet fan fiction archives was simultaneously
an impulse toward community archiving: a central archive typically operated in tandem with a single central mailing list, and together these comprised the online “infrastructure” of a fandom, according to Coppa: “Before
[the 2000s], if you hit a new fandom [online], you knew what to do: you
went to the archive, you joined the mailing list. You plugged yourself into
the infrastructure” (Coppa 2012). Universal archives can thus help a community, especially a subcultural group such as a media fandom, to define
itself and locate itself; a central archive that aims to corral all of the stories
produced by a fandom in one site, like a central mailing list on which all
discussions and arguments within a fandom take place, can help a community by providing stable and easily located gathering places.
In such a centralized system, the culture of an online community can
be easily found, clearly identified, and quickly learned by every member
of that community. Central archives thus facilitate the integration of new
members. Many of our interviewees spoke about how they used central
archives for this purpose, to “get up to speed,” so to speak, with a fandom they had just joined. Te remembers that when she initially discovered
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slash fan fiction in 1997, “I read all of the slash that I could find that was
online at the time, in fandoms like [Star] Trek [NBC, 1963–1969] and X-Files
and Highlander [syndication, 1992–1998]” (Te 2012). Litotease says of her
moment of discovery of Sentinel (UPN, 1996–1999) fan fiction, “I found
this world and I could go crawl inside [it like] a book. … I love the long
fictions. I love the novel-like fictions. I like to go crawl inside a world and
not come out. And I found one. And it was amazing. And I was following this path through all of these different—I’ve read all of the Sentinel
stuff” (Litotease 2012). via_ostiense remembers that when she first found
Harry Potter fanfic archives, “I didn’t really know anything about fic, or
who the good writers were or anything like that, so I started with the letter A, going by author listings, and tried to just work all the way through
them” (via_ostiense 2012). From her first years in online fandom to the
present, Kristina Busse has had a ritual of reading every story housed in the
archives of each new fandom that she joins. For the Sentinel, Due South, and
X-Files fandoms in the 1990s, and more recently, for the Inception, X-Men:
First Class, and Bandom fandoms,6 she would either read alphabetically by
author, or “would start with the longest—you could sort them by length,
and I would start with the longest story—and then just read all of them.
… And, of course, you encounter someone who can’t write, and then, you
know, you like throw out all the stories by them. But on the whole, I would
really read every single story. And so … I would always say something to
people who’re like, ‘Well you can’t know that,’ and I was like, ‘I’ve actually
read the archive [of the fandom] comprehensively!’” (Busse 2012).
Rather than regarding these stories of intense usage of central fic archives
as the behavior of media “addicts,”7 I read these stories as illustrative of how
deeply many media fans long for a sense of community, of not-being-alone,
of membership in a group that they were not born into but to which they
instantly feel they belong. Fan archives provide a sense of history and cultural memory to a fandom, and when newcomers join the fandom, they
familiarize themselves with the storytelling conventions, major authors,
popular tropes, rituals, and argot of their new community by immersing
themselves all at once in the community’s archive, and consuming its cultural texts until they deeply understand the fandom’s workings and can
rightly consider themselves acculturated to the group. The process of reading quickly through a central fic archive is a crucial step in making oneself
into a member of that fandom. In fact, newcomers to a fandom who fail to
take this step—who do not take the time to learn the culture of the community from its archives, and who contribute stories or participate in discussions without a knowledge of the past, the traditions, the customs of the
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group—are often despised and derided as “feral,” a fannish term that connotes childishness or immaturity, unsophistication, ignorance, and, most
importantly, a not-(yet-)belonging.
Thus, fan fiction archives demonstrate that Internet community depends
on infrastructure. The infrastructuring labor of fan archivists, and of technovolunteers in similar support roles, makes possible the multiplication of
affinity-based communities on digital networks. Early theorists of nascent
Internet culture such as Janet Murray, Allucquére Rosanne Stone, and
Howard Rheingold drew attention to how chatrooms, MUDs and MOOs,
listservs and other platforms for discussion, debate, and storytelling could
facilitate a sense of affiliation and connection between individuals who
were not necessarily bonded by shared geographies, ethnicities, nationalities, age, or economic class;8 Rheingold (1993) called these “virtual communities,” and participation in these types of social networks has become
a common practice for Internet users. But feelings of community are generated by more than the everyday communications that transpire on social
media sites. Archives, full of the cultural content produced by affinity-based
online groups, and rich with those group’s cultural traditions, very often
serve as the mechanisms by which new members orient themselves to the
groups’ interpretive practices, expressive modalities, and preferred genres
of production. Deep engagement with the archives of Internet subcultures
gives newcomers the cultural knowledge they need to begin producing
and sharing their own texts, and offering informed commentary on the
textual production of others—in short, to begin participating fully in the
subculture.
But a virtual community member does not need to generate content
for an online community in order to fully feel invested in, and a member
of, that community. Oral history participant Alexis Lothian (2012b) recalls
that, upon discovering fan fiction for the first time through a Harry Potter
fic archive, she experienced “a sense of belonging, even though I didn’t,
and never have actually, written much fiction. I still felt as if these were my
people.” In Lothian’s remarks, we see how powerful a role online archives
can play in Internet users’ lives: archives can provide users with a feeling
of having found a home and a “people” they can claim as their own (recall
Coppa’s phrase that KS Nicholas’s slash archive was “where you lived” on
the Internet during the years that it was active).
And having found this type of home on the Internet, new members
may go on to add their own works to those communities’ archives, or they
may not; the immersion in the communities’ cultural productions imbues
them with the feeling of homecoming and community whether or not
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they become a cultural producer themselves. So-called lurkers in online fan
groups, who read fan fiction stories and discussions but do not post their
own stories or comments, may therefore feel the same degree of belonging
to the group, simply through their uses of fanfic archives, as fan authors
and fan reviewers feel. Lurkers and authors may not have the same social
status in an online community, but they may have the same cultural status,
in that they are both fully invested members of that community’s culture,
insofar as they are both deeply familiar with the community’s archives of
cultural production.
The importance that fans place on the feelings of belonging that they
receive from their engagement with fan fiction archives stems largely from
the fact that these archives are predominantly queer and female online
spaces. Chapter 3 will explore fanfic archives as a queer, feminist archival
tradition in detail. Here, to illustrate how fannish online communities and
archives have enabled members’ fuller exploration of, and identification
with, queer and female perspectives, I will simply cite a few oral history
participants’ statements. Lothian says of her initial encounter with fanfic
archives: “I was reading slash and I was reading, well, sexually explicit fictions, and so there was … something really amazing about this outpouring
of sexuality and desire” (Lothian 2012b). Te recalls that when she initially
discovered a Star Trek slash archive, she felt struck by lightning: “Wham!
Here I am, finding authors like [redacted], and all of these other great, wonderful slash goddesses” (Te 2012). Te emailed feedback to the first author
she read. “I was like, ‘Holy crap! This [is] amazing! This is the best porn I
have ever read. You’re awesome!’” When the author replied to Te, Te began
to understand that many women, not just the one author, were writing the
kind of “porn” that Te wanted to read. “I realize[d], ‘What the fuck? This is
a community of incredibly perverse women” (Te 2012).
For many women, it is a powerfully validating experience to encounter storehouses of “pornography by women for women, with love” (as
award-winning science fiction author Joanna Russ [1985] called slash fan
fiction)—to find repositories of cultural production by female authors
about nonheteronormative, or simply nonnormative scenarios of human
interaction (nonnormative in that they are outside the bounds of what
Gayle Rubin [1984] calls “the charmed circle” [280] of acceptable genderand sex-related identities and acts for women, i.e., heterosexual marriage,
monogamy, childbirth and child-rearing, and other forms of family care).
The editors of The Feminist Porn Book argue, “The overwhelming popularity
of women’s erotic literature, illustrated by … the flourishing women’s fan
fiction community, … proves that there is great demand among women for
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explicit sexual representations. … Women-authored erotica and pornography speaks to fantasies women actually have, fantasies that are located in
a world where women must negotiate power constantly, including in their
imaginations and desires” (Taormino et al. 2013, 14). Given how little the
cultural industries cater to women’s fantasies, and how rigidly mainstream
media texts keep women characters’ actions within the bounds of “normative and constricted sexualities” (14), it is unsurprising that female media
users have turned to new media to assemble archives of their alternative
versions of older media. Engaging with fanfic archives, queer and female
subjects derive a sense of community belonging, for the sheer preponderance of alternative cultural production that they encounter in the archives
informs them that, although they exist outside “the charmed circle,” they
are far from alone.
Like the FAMA Collection, SAADA, the Radfem Archive, and the Michigan/Trans Controversy Archive, fanfic archives work to save and “keep
alive” the shared sensibilities, experiences, thoughts, ideas, and expressions
of a group that does not find itself well represented in either mainstream
culture or traditional memory institutions. The texts kept by a community archive have definite, often profound, relevance to that community’s
members, and are often viewed as irrelevant, unimportant, or simply not
very interesting to nonmembers. However, most community archives welcome use by nonmembers who wish to gain a better understanding of the
communities through engaging with their recorded cultures. Nonmembers
thus educated can become allies of those communities, who support those
communities’ various struggles without identifying as one of them (as, for
example, men can be allies of women’s movements, though they do not
identify as women, and as non–Asian/Pacific Islander Americans can be
allies of API movements, though they do not identify as API). Also, nonmembers can become members of certain communities, such as fan fiction and radical feminist communities, through their use of those groups’
online archives, by which they learn how to be members, and transform
their identities through that learning (changing their identities from notfan to fan, or from not-feminist to feminist).
The majority of community archives are politically opposed to the concept of “canonicity,” as they typically refuse traditional notions of hierarchy, status, and privilege, and regimes organized according to vertical logics
under which their members have suffered, or from which they have been
systematically excluded from. Community archives encourage users to
draw whatever they need from their stores—to construct their own personal
canons from the collections, if they wish—and the archives themselves are
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not structured in ways that support the canonization of some items over
others.
In addition, I predict that no community digital archive will become a
dominant institution in the larger field of digital culture in the way that
the Museum of Modern Art, the New York Public Library, or the Library
of Congress are dominant cultural institutions founded in the print age,
or even in the way that the Internet Archive strives to be a dominant cultural institution in the early digital age. New media have facilitated the
assembly of communities, and the construction of community archives,
that are small and specific, and that are “minor” in the sense proposed by
Gilles Deleuze and Félix Guattari. These communities and their archives are
minor not because their concerns, commitments, and contents are minor,
but because their concerns, commitments, and contents are constructed
within a major culture.9 A single story about an individual that is written in
a “minor” language is always political, argue Deleuze and Guattari (1986),
because “a whole other story is vibrating within it” (17). That is, the story
of the whole community, the whole story of a minor community, vibrates
within one story of a lone member of that minority. Because a “minor”
cultural production, within a “minor” culture’s archive, contains multiple
texts that each contain and, in some sense, represent the “whole,” each
text is equally valuable and each such minor archive is as important as any
other. Or rather, each archive holds extraordinary importance, power, and
significance for the minority that it serves. Thus, the community archival
style refuses every permutation of canonicity.
Fan Fiction Archives as Alternative Archives
The question of quality often comes up when I present scholarly work on
fan fiction. Nearly every time I have given a paper at an academic conference on the topic of fanfic, one or more audience members asks a variant
of this query: “But is any of it any good?” My response is: Many fan fiction
writers strive for a high degree of literary quality, not only mimicking styles
learned from established print authors but producing new kinds of experimental fiction. At the same time, many fic writers do not aim for literariness in the slightest, but are trying to produce entirely different types of
“quality” fiction.
In our interviews with fan fiction archivists, writers, and readers, we
noted a wide range of comments on the topic of quality in fanfic. Some participants emphatically stated their preference for “literary” fic over poorly
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written fic. For example, Litotease states that when she first began reading
online fic,
I was delighted by the stories. I don’t know how I had the good luck to stumble
across. … My very first stories [that I read] were exquisitely written. I didn’t trip over
the twelve-year-old writing Mary Sue fanfic. I tripped over [renowned Sentinel and
Due South fic authors] Francesca and astolat, at the very beginning. So, the worldbuilding was phenomenal. The characterizations were true. One of the most amazing things about Francesca as a writer is that she’d write the characters one way, like
[the reader will say], “Of course, that’s exactly how they are,” and then, just to play,
she will switch them. And I’ll read it and I’ll go, “Well, of course. That’s exactly how
they are.” (Litotease 2012)
Like Litotease, nightflier makes a strong distinction between badly written
fic and literary fic, stating,
[The X-Files community was] the most amazing fic community I’ve ever seen. They
produced so much quality of every level from the worst—I mean, barely writing in
English, like, no grammar, no punctuation—I read stories that were like medieval
manuscripts where all the words were written together and every other one was
spelled wrongly. Like, I read fic written like that, and I read fic that was literature,
that I will be quoting lines from those stories to my dying day. It was so poetic and
beautiful and taught me so much about writing. (nightflier 2012)
We can derive nightflier and Litotease’s criteria for distinguishing between
“good” and “bad” fic. Good fanfic is defined by: solid “world-building” and
“characterizations”; experimentations with form such as a single author
writing the same characters completely differently in two different stories
(both versions being convincing interpretations of the characters); “exquisite” and “beautiful” writing, which sometimes takes the form of “poetic”
language, rich with memorable lines. Bad fanfic is defined by: immaturity or lack of sophistication in authorial voice (“twelve-year-old Mary Sue
fanfic”); and poor grammar, punctuation, spelling, and formatting. Their
standards for good fanfic seem to match widely accepted standards for good
literary fiction.
But other interviewees defined “good” or “quality” fanfic differently, in
ways that had little to do with literariness. Or rather, they acknowledged
that much of the fanfic they enjoyed, or that found popularity in their
fandoms, was not “quality” fic. Julie Levin Russo recalls that many or most
femslash (female/female) fanfic writers in the late 1990s did not seem particularly interested in producing “literary” stories:
I think the stylistic emphasis of late-nineties [femslash] fanfic was very much
influenced by romance novels. Or there are maybe two genres. So one was just
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straight-out porn, you know, … like PWP [Plot-What-Plot]. Dirty fic. And then there
were these whole romance novels that people would write. There was a real emphasis
on the first-time story, like the saga of how two characters first got together. And
even after you got past the first time, I think in the lesbian romance novel tradition,
there would be constant obstacles that would come up in the relationship that the
characters would then have to overcome. … [It was fic] that was just very driven
by the id, and fic that was really oriented toward producing certain feelings, and it
didn’t really matter if it was well written and if all the punctuation was right. But
then also, I think, looking back at it now, you also have to cringe, too. Because a
lot of it is so bad. So you can both really enjoy reading it, and get caught up in the
story and the feelings and the erotic charge, and then also at the same time be really
uncomfortable with how bad it is. So I think that’s a unique pleasure of reading fic
that’s [more than] a decade old today.
And I think that [in] my later experiences [in the 2000s] in LiveJournal fanfic
communities, there was a much bigger emphasis on literary writing, and on showdon’t-tell, on carefully crafting prose. And on fan fiction as a sort of creative writing
exercise. (Russo 2012)
Russo here acknowledges two kinds of “good” fanfic. One kind of “good”
(or, we might say, effective) fanfic does not necessarily meet the standards
of literariness that Litotease and nightflier lay out in their above quotes, but
it succeeds with its readers because it delivers a certain affective experience,
often a libidinal and/or romantic experience. The other category of “good”
fanfic that Russo establishes is “literary”: its authors adhere to the “showdon’t-tell” rule, “carefully craft” their prose, and seem to engage in fanfic
writing as a “creative writing exercise” rather than an exercise in conveying
affect. Russo speaks of paradoxically holding both sets of criteria for “quality” in her mind when she rereads late-1990s femslash fic. She knows that
some of what she can “really enjoy reading” and “get caught up in” is also
“so bad,” and calls this peculiar (re)reading experience “a unique pleasure.”
Russo references the Freudian term “id” when she describes the category
of effective/affective fanfic, and another participant, Kristina Busse, calls
this category of fan writing “id fic.” Busse says that when she first discovered fanfic, the first story that she read
was such—it was every cliché in the book. It was a Mary Sue, and it was … just—I
mean it was just horrible. However. However, I had never encountered this. … I
think one of the things I love about kind of, what we would usually call bad fic, is
that it’s real id fic and so it hits all of those things that, you know, you don’t get
in real literature. You don’t even get [those things] in good fanfic. It hits all those,
all those things where you lie in bed and dream up whom you want to pair with
whom, and, you know, create these crazy scenarios. And that’s exactly the stuff it
was. (Busse 2012)
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I underscore the difference between “literary” fanfic and “id fic” not
because I wish to claim those as the only two definitions of “quality” fanfic
that currently circulate in media fandoms—our interviewees spoke of an
astoundingly diverse range of fanfic genres, writing styles, and tropes that
they have found interesting, innovative, hilarious, compelling, entertaining, and otherwise “good”—but because I wish to illustrate that fanfic is an
alternative system of cultural production that has not, so far, been systematically incorporated into either the world of “high” art or the commodity
categories of the “mainstream” culture industries, and that this nonassimilation is divorced from questions of quality.
On the one hand, there is online fanfic that meets the standards that
most literary critics would agree on for “quality” writing, and these stories
have not been recognized as “literature.” Fan fiction can be as “good” as
good writing gets, and yet it is never a candidate for earning the designations of either “art” or “mainstream culture” because it is subcultural
production, circulating in what John Fiske (1992) calls a “shadow cultural
economy” (30). Fic is writing that originates from, and circulates in, volunteer-organized, affinity-based Internet communities rather than writing
that comes to the public’s attention through the funneling mechanisms of
print publishing and mass media. On the other hand, much fanfic earns
favor with fan readers precisely because it does not adhere to the definitions
of “quality” established by the art/literary worlds and mainstream media.
Busse says that the pleasures of “id fic” lie in its provision of content that
“you don’t get in real literature,” and that “you don’t even get in good
fanfic” (Busse 2012). Readers and audiences do not often find the affective
charge of which Russo speaks in the offerings of either mass culture or literary/high culture. And there are many other types of fanfic whose value, for
appreciative readers, lie far outside the categories for aesthetic or conceptual achievement learned from what Lewis calls “official culture” or what
Fiske calls “normal popular culture” (30).
Thus, fan fiction archives must be called “alternative” archives, even if a
good deal of fanfic meets the bar of what the arbiters of “official” or “normal” culture would call “good” writing. The path of literary fanfic to realms
of greater visibility and higher cultural capital remains “shadowy” at best.
Fanfic archives store “bad” fic as well as “good” fic, or rather that they store
fiction that might be received as “good” for any number of reasons—fiction that does not need to fulfill any requirements for “quality” writing set
out by the print publishing industry—and thus facilitate the development
of new reading tastes (such as Russo’s “unique pleasure” in badly written
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but emotionally and affectively powerful fanfic), and the emergence of
unexpected subgenres and styles.
Online fanfic archives thus resemble other alternative digital archives:
fic archives collect and preserve a fairly new, fast-growing genre of digital
culture, as does the ArtBase; fic archives collect users’ digital derivations and
appropriations of popular media that exist in a gray zone of legality, as does
Download Finished; most fic archives collect both “bad” and “good” texts,
as Sly collects both “badfilm” and “art film,” under the overarching banner of nonmainstream film. As I will explore in chapter 6, fic archives also
collect and document “events”—online writing festivals, contests, battles,
exchanges, and other time-limited happenings designed to encourage fan
production—as does the Netbase. All of these alternative and avant-garde
archives are committed to corralling, preserving, and making broadly accessible digital material in new genres, “low” or derided genres, derivative (and
therefore, questionably legal) genres, and genres that resist categorization.
The contents of alternative archives have not (or, again, not yet) entered
into the canons of high or mass culture, and the archivists of these repositories do not seem deeply invested in forcing that entry. Rather, these
archives serve as countercollections, storehouses of culture outside highly
visible “official” cultures, from which users can construct their own canons
employing curatorial tastes that deviate from the cultural norm. In fandom, “canon” has a specific meaning: it refers to the “source” texts on
which fan works are based, so in a film fandom, the canonical text is the
film itself, and in a television fandom, the canonical texts are the episodes
of the TV series, and in a comic book fandom, the canonical texts are the
comic book issues. Fan production is always noncanonical, by definition.
This use of “canon” in media fandom parlance makes archives of fan works
anticanonical, in the sense that these archives refuse to allow the source or
canonical works to remain intact, untouched, complete in and of themselves—these archives refuse to let canonical works form inviolable, closed
wholes. Fanfic archives record the multitude of ways that users open up
canons, and revise, rework, interpret, and vary their contents.
And fanfic archives are also anticanonical in another, deeper way.
Like other alternative online archives, they reject the “selective traditions” of both high art and mainstream media. They encompass marginal
and emerging forms of digital making. They designate the deviant and
subcultural worthy of preservation. If cultural canons are predicated on
some common conceptions of artistic or literary “quality,” alternative digital archives either utterly dismiss the question of quality or radically redefine quality.
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The Repertoire of Archive Use
As cultural production, distribution, and consumption increasingly transpire on new media platforms, how does the seeker of culture proceed? How
does the seeker of culture know where to look, what to look for, what to
save and discard, and how to understand what networked society at large
is saving and discarding? What seekers of culture must do now is begin
to grasp the repertoire of archiving that has developed over the past forty
years, and to take the initiative to create their own repertoires of archival use. Digital archives rise and fall, and all the ones I have named in
this chapter may collapse in the next handful of years or decades. But the
impulse to found cultural archives, to save small or large swaths of culture
that one finds important, will continue and is only getting stronger in the
Internet population, so that if one looks, one will always be able to find
where culture is being “kept,” and in turn, one must decide how to “keep”
the texts, works, and artifacts that one finds in archives online. The digital
reduces the “canon” to an individual’s collection of material; the act of
“canonization” becomes a constant, personal practice of searching, discovering, and consistently, actively preserving and reusing.
We will have universal archives long after the Internet Archive effort
comes to an end; we will see more and more community archives built in
the decades to come; and the tendency to create online spaces for emerging and alternative genres will not diminish. Seekers of culture in the digital age must be prepared to constantly quest for, and stumble upon, new
archives of these types. They must also become accustomed to experiencing
the frequent loss of archives—to watch archive after archive simply vanish
from the Internet—archives to which they have become attached.
Thus, the general repertoire of archive use that develops in tandem with
the repertoire of archive building is this:
1. Be on the lookout for, and actively search for, the kinds of digital archives
you need.
2. Know that there are universal, community, and alternative archives—
which of these are you seeking, and for what type(s) of content?
3. Be grateful when you find the sort of archive you wished to find. Be
appreciative of the volunteers who labor to keep those archives functional
and operational.
4. Decide what, of the contents you encounter from these archives, you
want to save, and treasure. Copy these to your personal archive, your private storage. (You will necessarily develop many highly individualized
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repertoires, of how to continually update and migrate and maintain your
personal digital collection, following this step.) Anticipate that any service you use to manage your personal archive may fold, that any server on
which you store your archive may degrade, and so you will likely have to
migrate your data again and again, over the course of your life.
5. When your favorite Internet archives close, you will grieve, but you can
also hope and even expect that new archives are likely in development,
as long as new techno-volunteers are signing themselves up for archivists’
duties. Return to step 1.
6. Also, during any of the above steps, know that you could become a volunteer archivist. You could support an existing archive, save a dying one,
or found a new one. This is what repertoire means: all but the earliest volunteer archivists watched others do archiving before they opted to do it
themselves, and they learned the “how” of rogue archive building partly
by copying the actions, styles, methods, and designs they witnessed others
performing and executing. So archive using can become archive building.
The two repertoires not only repeat across multiple bodies, but sometimes
merge in the same bodies.
The drive to archive has so far coalesced around these three styles—universal, community-based, and alternative—but more modes of digital preservation may become prominent in the near future. What all of these archival
styles share is a quest to obliterate the “selective tradition” that served as a
dominant cultural logic of the print era.
All figures are screenshots taken in May 2014.
Archival Styles
Figure 2.1
The Gossamer Project, Main Page.
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Figure 2.2
The Gossamer Project, Titles Page (index of stories by title).
Chapter 2
Archival Styles
Figure 2.3
Trekiverse, Main Page. Art by Stephen Ratliff.
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Figure 2.4
Trekiverse, Star Trek: The Original Series, Categories Page (index of stories by category
or pairing). Art by Stephen Ratliff.
Archival Styles
Figure 2.5
Due South Fiction Archive, Main Page.
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Chapter 2
Figure 2.6
Slash Fan Fiction on the Net, Main Page. Site closed. Image from http://web.archive
.org/web/19991013054158/http://members.aol.com/KSNicholas/fanfic/slash.html.
Archival Styles
Figure 2.7
BSG Femslash Archive, Main Page.
Figure 2.8
Fanfiction.net, Main Page.
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Chapter 2
Figure 2.9
Fanfiction.net, top half of Movies Page (index of stories by source text [category:
movies] on which they are based).
Archival Styles
Figure 2.10
Smallville Slash Archive, Main Page.
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116
Figure 2.11
Warp 5 Complex, Main Page.
Chapter 2
Archival Styles
Figure 2.12
Gossip-Fic.net, Main Page.
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118
Figure 2.13
The Porn Battle, Main Page.
Chapter 2
Archival Styles
Figure 2.14
The Porn Battle, Entries Page for Battle 15.
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120
Figure 2.15
The Audiofic Archive, Main Page.
Chapter 2
Archival Styles
Figure 2.16
Archive of Our Own, Main Page.
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122
Figure 2.17
Archive of Our Own, “Fandoms” Page.
Chapter 2
Break 2
Break
Archive
Archive Elves
2
Elves
The repertoire of digital archival labor—the steps taken by each person or
group who decides to construct an Internet archive from scratch—typically
consists of the following (as described to my research team by our interviewees): getting sufficiently motivated to launch the project, which usually involves either feeling angry or scared that no archive exists for one’s
online community’s materials; acquiring server space, and ensuring that
the content one archives will not violate any of the server company’s terms
of service (which has led many archivists to purchase their own servers);
designing the user interface; devising a system for intake that will keep
up with the rate of submissions, which can be particularly difficult when
one is archiving a “live” community, that is, an online community that
is constantly producing new material; dealing with the public, which can
mean handling cease-and-desist notices or other challenges from copyright
holders if one is archiving appropriative or remix-based content—but more
often means handling the queries and criticisms of archive users; managing growth, usually in the form of recruiting assistance (additional technovolunteers) when necessary; redesigning the interface when it becomes
technically or aesthetically outdated; and backing up the archive regularly,
without fail.
This repertoire of archive building demands a great deal of archivists’
skill, time, and, in many cases, money (some archivists must add “fundraising” to the above list), but tends to go unnoticed or misunderstood by
archive users. Some users mistake hacker/pirate/amateur/fan-run archives
for corporate-funded and corporate-developed sites—thinking there is no
difference between, for instance, the Archive of Our Own (AO3) and Tumblr, both of which host enormous amounts of fan activity, but only one of
which (Tumblr) is a for-profit business with engineers on staff—and they
assume that a well-paid full-time team is constantly available to provide
them with technical support and service. Some users know that teams
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of volunteers maintain some of the archives they use, and expect those
volunteers to perform desired technical labor and fulfill user requests on
demand. It is likely that a significant percentage of Internet users simply do
not know for certain who or what creates or sustains the online platforms
that they use every day, and do not know that there is a substantive difference between platforms owned and managed by corporations, governments, and endowed not-for-profit organizations, and platforms designed
and run by hobbyists and not-for-profit organizations that must constantly
solicit funds or pay out of pocket to stay operational.
Henry Jenkins suggests one reason that the work of networked infrastructure-building may seem opaque to the millions who regularly interact
with the products of that labor: it is not online infrastructure, but online
community, that excites and engages people. “The platform companies no
doubt would love us to say that we are participating in their platforms;
they talk about the Reddit community or the YouTube community. Yet I
suspect in most cases, the participants do not understand themselves in
these terms at all. The participants in the Archive of Our Own understand
themselves as part of fandom” (Clark et al. 2014, 1465–1466), rather than
as part of a platform, Jenkins argues. This viewpoint aligns with my description (in chapter 2) of the importance that “community archives” have to
their members: such archives provide resources with which individuals can
form and strengthen their understandings of their identities, and experience a sense of common identity with others. The details of infrastructure
ownership and support may matter little to community archive users.
What looms large for users is that online resources allow them to find
one another, and to feel a connection with one another. Archives provide
this connection through giving members of a community a sense of shared
culture. What makes those resources appear and what keeps them going
are questions that may simply not occur to most people who take part in
online communities. Even in the case of AO3, which was formed explicitly
by fans to be a fan-owned platform, members and visitors who were not
part of the early days of AO3’s organization may be ignorant of the archive’s
origins and mission, and how deeply its founders felt the need to create an
online space for fans over which no corporate interest could have control.
Other factors contribute to users’ lack of awareness of network work.
Sociologist Mauricio Lazzarato first proposed the term “immaterial labor”
in 1996 (Michael Hardt and Antonio Negri [2000] adopted and popularized
the term in their book Empire) to describe, Lazzarato states, “the changes
taking place in workers’ labor processes … where the skills involved in
direct labor are increasingly skills involving cybernetics and computer
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control (and horizontal and vertical communication)” (Lazzarato 1996,
133). Lazzarato also glosses immaterial labor as “the activity that produces
the ‘cultural content’ of the commodity,” consisting of “a series of activities that are not normally recognized as ‘work’—in other words, the kinds
of activities involved in defining and fixing cultural and artistic standards,
fashions, tastes, consumer norms, and, more strategically, public opinion”
(133). By offering dual definitions of immaterial labor, Lazzarato attempts
to account for both the apparent “immateriality” of digital work itself, the
seeming nonphysicality (putting aside issues of hardware performance and
ergonomics) of creating infrastructure and communicating with and via
computers, and the “immateriality” of the Internet content created by cultural workers, most of whom produce this content voluntarily and during
their “leisure” time, not under the rubric of “work.” Part of Lazzarato’s project is to emphasize that labor that appears to lack three-dimensional form
or that seems largely divorced from physical expenditure is nevertheless real
work. But the very “immateriality” of digital archival labor brackets it off
from perception, making it seem either nonexistent (the user does not ask
“Who or what makes this infrastructure possible?”) or not-work (the user
thinks that creating online cultural infrastructure is only fun and recreation
for the creators).
A number of scholars in various fields—Lazzarato (1996), Tiziana Terranova (2004), and Trebor Scholz (2013) in new media studies; Shannon
Jackson (2011) and Rebecca Schneider (2012) in performance studies; Hardt
and Negri (2000) in philosophy; Saskia Sassen (1991) in urban studies; John
Caldwell (2008) in media industry studies; Andrew Ross (2009) in cultural
studies; and Gregory Sholette (2011) in art criticism, to name a few—have
foregrounded the labor that produces the necessary infrastructure for creative endeavors, pointing out how often such work is downplayed or discounted. This scholarship makes plain how often those who do creative
infrastructuring are depicted as invisible, even otherworldly, forces. In his
analysis of digital effects designers working on major Hollywood blockbusters at shops such as Industrial Light and Magic (ILM) and Pixar, Caldwell
(2008) highlights the frequency with which digital cultural labor is characterized not as effort, but as “magic”: “No matter how complicated, intimidating, or overwhelming the behind-the-scenes picture of a studio back lot
or a computer-generated imagery (CGI) effects department may appear in a
making-of [video], the DVDs that include such things will typically explain
or reduce the whole undertaking using fairly archaic notions linked, for
example, to the persistence and playful ‘magic’ of artists and medieval
alchemists” (21). Sholette similarly writes about the people who support
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the art world but are not famous or renowned artists; these people might
teach in art schools, attend art shows, and purchase art journals and art
equipment. Sholette (2011) calls them “dark matter” (1), an “army” (7, 16)
of “invisibles” (3) who are “an essential component of the elite art world
whose pyramidal structure looms over them”—they form an unseen base
that props up the pyramid’s peak (3).
Francesca Coppa, one of the founders of AO3, offers another way to
think of those who work in support roles for digital creators and makers—
behind-the-scenes and behind-the-screens, as it were—as magical entities.
In my interview with Coppa, she recounted what it was like to interact with
online fanfic archives in the mid-1990s, when a handful of workers had to
labor intensively to keep those archives running smoothly:
Archives, the way you would do it is, you would literally [e]mail your copy [of your
fan fiction story]—in other words, there was no automatic archive. You would have
to send your copy to a person, and that person would put the story up, they would
code—because nobody knew how to do HTML, you couldn’t just put your stuff up,
you didn’t have a website, it was all so primitive, you know? But you could email
your story to somebody, and they would put it on a website for you, and make it
visible, and code it up in certain ways. And [we] called those people “archive elves.”
… And so, for instance, Highlander had an archive, and the archive elves would
manually put the stories up. And often, they would fall behind, and people would
complain. You know: “I sent you my story two days ago and it’s not up yet.” These
[archive workers] are people with lives and jobs! They were doing it voluntarily. Putting [the stories] on the line like laundry for you, you know? (Coppa 2012)
Coppa here puns on the word “online,” stating that early fanfic archivists
put stories “on the line like laundry,” and thus compares digital archival
labor to routine, domestic, feminized labor that often goes unnoticed by
those who benefit from the work. Coppa implies that just as residents of
a household may think that freshly laundered clothes and linens miraculously appear, when laundering in fact requires someone’s time and energy,
so users of 1990s archives tended to think that their stories should simply
appear online, without considering that archivists had to devote effort to
marking up the stories in HTML before posting them.
One can detect a strong correlation between Caldwell’s magic alchemists, Sholette’s dark army of invisibles, and Coppa’s archive elves: all three
figurations of infrastructuring laborers relegate them to the status of unnatural, subhuman, or nonhuman actants, possessing impressive powers and
necessary for the effectuation of important actions, but operating in the
shadows of human creativity. The alchemists, invisibles, and elves are facilitators of more heroic archetypes: actors, artists, writers. The facilitators’
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127
creations make possible the creative work of others—but their supportive
productivity is regarded as wand waving and spell casting—the manifesting
of supernatural powers—rather than as ordinary human industriousness.
Lazzarato’s descriptor for digital and cultural labor, “immaterial,” comes
to apply to the laborers themselves, as they are discursively translated into
disembodied forces and mystical, imperceptible beings.
In theater studies, a similar language is sometimes used to describe crew
members who labor backstage: Alice Rayner (2006) calls these workers “the
ghosts of theatre” (148) and “ghosts behind the curtains” (137), who make
possible the “hallucinations of the onstage world” (142). Backstage theater
work is far more material than digital infrastructuring labor in that it is
more obviously physical and the output is a live embodied event. But there
is something about digital archiving that invites comparison to a theater
production’s run crew. Something about the intangibility and invisibility
of Internet infrastructuring calls to mind the image of crewmembers shuffling around in the near-dark; both kinds of workers create the conditions
for entertainment without being seen. Digital archivists do much of their
work at the “back end” of archives, as technical theater workers operate
backstage; the public that interacts with the “front end” of archives does
not, and is not meant to, see and understand all of what transpires at the
back end, just as the public that watches a play unfold onstage does not,
and is not meant to, see and understand all of what transpires backstage.
Digital archivists want users’ experiences of their archives to seem smooth
and frictionless. Archivists think that it should be as easy for an online
archive’s visitor to dip into the database as it is for a play’s audience to slip
into the “hallucination of the onstage world” (for the moment, I am setting
aside performance forms that strive to discomfort and disorient audiences
rather than envelop and immerse them). The smoothness of platform use
to which the majority of platform designers aspire requires the erasure of all
traces of the designers’ labor.
So, both archivists and users wish for digital archives to work as if by
magic. It is no wonder, then, that the effort of archivists goes unnoticed by
archive users: the nature of online infrastructuring is such that the infrastructure builders aim to make themselves and their work invisible, ghostly,
and immaterial. If using a networked digital archive feels like using a magic
memory machine, this is in part because both the server that stores data
and serves it up on command, and the servers (archivists) who serve the
archive users (on demand) and maintain the integrity of the archive, are
concealed from the user’s view.
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From my perspective as a theater maker who has worked far more often
backstage (or in the booth) than onstage, digital archivists seem much like
a technical theater crew, who move set elements around between scenes, or
operate sound, lighting, and video cues from somewhere behind the audience, clad in black, in low lighting so as to go as unnoticed as possible. Both
digital archives and theatrical shows require a great deal of hidden human
activity to produce seamless flows of onstage/front-end performance. Both
bring into being virtual spaces with which the public expects to interact
without suffering interruptions, delays, or barriers. In both cases, if the public can see you working hard to produce those effortless (in the public’s eye)
interactions, you’re “doing it wrong.” (Again, I am momentarily neglecting
nontraditional performance forms that deliberately call attention to their
technical and backstage workings.)
The comparison between digital labor and theatrical labor also helps to
reveal what we might call the nested aspect of immaterial labor: performance
artists and actors, like fan writers and other members of online communities who provide immaterial labor, most often at the fringes of mainstream
society, themselves depend on large networks of people to allow their marginalized operations to transpire and come to fruition. Rayner (2006, ix–
xxxv) refers to this nested aspect of immaterial work as the “double” of
artmaking; Jackson (2011, 177), describing performance art events, states
that however “immaterial” these events may seem, they “still need a certain
kind of technical labor in order to exist.” Fans who create digital works in
(as John Fiske put it) the “shadow” of official cultural texts rely on teams
of technically skilled people to publish, distribute, and preserve their creations, who operate in the shadow of the fan creators. Immaterial laborers
do not work on their own, but within networks of production.
Like technical theater workers, rogue digital archivists do not typically
labor in the hopes of generating tremendous profits, either for themselves
individually or for the larger organization (the archive) that they support,
so they are not quite the “netslaves” that Terranova (2004) discusses in Network Culture, the volunteer/intern moderators and Web designers recruited
by large Internet companies whose free labor allows publicly traded firms
to multiply their stock valuation (73–80). (At the same time, it must be
acknowledged that all fans who generate online content indirectly add
value to the media companies whose products they continually promote
by extending those products’ relevance.) Nevertheless, there can be a pernicious tendency for everyone who benefits from the creative and technical
labor of back-end/backstage workers to undervalue that labor, by regarding
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the workers as simply part of the machinery of production, as robots who
serve.
One fan, Morgan Dawn, spoke in her interview about the stresses that
archive users can put upon volunteer archive workers:
There’re these very weird preconceptions as to the people who are the drivers [of fan
platforms and fan organizations]. There are very few people who get off their butts
to do much of anything. And sometimes [the platform and organization builders]
are not the easiest people to work with. I mean, usually they’re not. But you have to
admire the fact, and respect the fact, that they’re getting shit done. And what you
have to do is find a way to work with them and that is not happening. …
It’s more about the ability to drive away people who contribute, and I’m not
talking about writers and vidders. I’m talking about people who do the infrastructure. A friend of mine is one of the people who works on the OTW [Organization of
Transformative Works, parent organization of the Archive of Our Own] systems. So,
… this is the person who runs the servers, okay? And the pressures that they’re being
put under, with the criticisms all being heaped upon them, is wearing them down.
And if you have individuals who are constantly under criticism, while they’re doing,
in my opinion, the most impossible shit, it’s going to be very, very, very difficult [for
those individuals] to maintain that kind of energy. (Dawn 2012)
Morgan Dawn points out that, in the case of AO3, a nonprofit fan-made
archive whose early volunteers constantly struggled to bring online enough
servers to handle the archive’s rapidly rising demand, users sometimes treat
the volunteers like servants, venting their impatience and dissatisfaction
without recognizing the impact their complaints may have on workers’
morale.
Chael, a lead archivist of the Gossamer Project (the major X-Files fan fiction archive), says that once, in response to users emailing to ask when the
next update was coming, and to register their disappointment that “fresh
stories” had not yet appeared on the site, he posted a testy message:
Hey, you guys always want to see the latest stories. We already have 10,000 great
stories on the archive. And while you are waiting, I’d prefer you go read those stories
rather than complaining. We are all volunteers. We don’t ask anything from you
to maintain this site. And we’ll get the stories out as soon as we can get them out.
(Chael 2012)
Soon afterward, Chael says, he posted a “more professional response,” which
stated that, going forward, the archivists would always announce a “Next
Update Date” so that users could anticipate when new work would appear
on the archive. Chael’s follow-up message, which focuses on logistics rather
than emotions, illustrates archivists’ belief that, although they are volunteers, they should interact with their public as if they were professionals,
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present the archive as an efficient technical service, and resist any urge to
gripe to users about their occasional struggles with intake. However, archivists’ efforts to match or better the usability of commercial websites, and
to maintain a professional demeanor at all times, likely encourages archive
users to misinterpret their moments of being overwhelmed as technological glitches.
When users of digital archives conflate the mechanical servers and the
human servers, they participate in what Georg Lukács called “reification”
(which Christian Fuchs notes is “a reformulation of Marx’s [1867] concept
of fetishism” [Fuchs 2012a, 697]). In a process of reification, “a relation
between people takes on the character of a thing and thus acquires ‘phantom
objectivity,’ an autonomy that seems so strictly rational and all-embracing
as to conceal every trace of its fundamental nature: the relation between
people” (Lukács [1923] 1971, 83). The relation between users and archivists
can take on the character of a thing—a memory machine—and the reification of the idea of fully automated digital cultural memory obscures the
fact that digital cultural memory does not have any rational “objectivity,”
but is a nascent concept in flux, being unevenly realized through relations
between people, in the work that archive builders do for archive users and
the constant negotiating that takes place between the two groups.
The states and quasi-state entities that sponsored the founding of archives
during the print era desired those archives’ reification; they benefited from
archives being taken for truth-collecting and truth-producing machines,
for then narratives of state power, control, and hegemony were supported
by the totality of documents preserved, and were therefore unquestionable.
“It could never have been otherwise,” announce archives of the state. But
archiving in the digital era is not coupled with state power in the same way,
and it does not need to reinforce existing hegemonic structures to the same
degree. Therefore, the current generation would be remiss to reify archives,
to mistake them for machines whose operations are concealed and secret to
a large degree, and to again forget that humans in relation to one another
produce cultural memory. If users can perceive the human labor that undergirds digital cultural memory, then they can continue to question what that
memory is and what it should be, what narratives it does or should support,
and what power structures it endorses, questions, or facilitates.
3 Queer and Feminist Archival Cultures: The Politics of
Preserving Fan Works
Chapter
Female
and
Queer
Archival
3
Cultures
I want us to own the goddamn servers.
—Speranza
Women Fans against Male-Dominated Tech
What motivates digital archivists to donate the labor and time required,
often in vast quantities, to build and maintain their archives? Many archivists who spoke to my research team pointed to their fear of loss, their anxiety over digital ephemerality, and their suspicion that if they do not save a
community’s cultural works, those works will vanish entirely. For example,
Deirdre, a lead archivist of the Gossamer Project (the main archive of X-Files
fan fiction), recalls one prolific fandom from the 1990s whose works can no
longer be found online:
The sad thing is, … Babylon 5 was not a rare fandom. Babylon 5 was as popular [as a
source text for fan fiction] in ’97, ’98 as The X-Files was. [But] the archives collapsed
and vanished! … Everything is gone. … I know there was as much fiction being generated in that fandom [as in X-Files fandom], and it is all gone. … One of the things
that has always prompted me to keep on with Gossamer, and to try to keep it going
and to try to keep it going the best [I] can, is because I watched a fandom disappear.
(Deirdre 2012)
However, a different set of motivations led to the formation of the Organization of Transformative Works in 2007 and the Archive of Our Own
(AO3) in 2009, which is currently the fastest-growing multifandom archive
online. In the mid-2000s, a number of fans noted that significant transformations were taking place in the workings of the Web, a set of changes that
gravely threatened the types of communities that fans had been forging
online since the early 1990s. When “Web 2.0” discourse rose to prominence
beginning in 2004 (O’Reilly 2005), technology firms and entrepreneurs
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began to show great interest in, and attention to, user-generated content
and social networks, including Internet fandoms, which had pioneered
many practices of online community, participation, and remix production
that rapidly became standard on the “social Web.”
On the one hand, social media corporations sought to impose restrictions on what types of content were permissible to share online, leading
to events in which numerous users suffered takedowns of their content
without warning. One such incident was “Strikethrough 2007,” in which
Six Apart, the company that owned the blogging platform LiveJournal, suddenly deleted hundreds of journals containing fan fiction and other fan
works because they contained what was deemed offensive sexual content.
Similarly, from the mid-2000s to the mid-2010s, the for-profit archive FanFiction.net (FF.net) conducted multiple “purges,” deleting thousands of stories that site moderators decided were too sexually explicit.1 On the other
hand, social media entrepreneurs aimed to build sites that would attract fan
fiction writers and turn their productions into financial profit—for the site
owners, not the fans and writers. The most notorious of these attempts to
monetize fan fiction was the short-lived company FanLib (2007–2008),2 but
in the mid-to-late 2000s, there were signs that additional attempts might
be made to corporatize fan fiction in ways that would not prove beneficial
to fans.
In my interview with her, Francesca Coppa describes the feelings about
Web 2.0 shared by many fans during this period:
[There was] a move away from a fan-owned, hacker’s, primitive Internet to a more
commercialized Internet. And that had repercussions, but nobody saw those until
the second half of the [2000s]. And then it became clear that we were then being
hosted on—like, Who the hell owns this [site]? Wait, where are we sitting? Who owns
this chair? I thought you owned this chair. No, I don’t own this chair. … You just felt like
every idiot who had [an idea that], I’m gonna make a million dollars on the Internet!
And I know what I’ll do, I’ll do something fannish and get all these fan girls working for
me in some way. … Classic Web 2.0: You make all the content, we’ll take all the money.
… Obviously, FanLib was the big one there. But there were others. You felt like there
was always some—somebody’s just gone and squatted on Fandom.com, somebody’s
gone and taken Fanfiction.com, Yourfanfiction.com—and you would think, What
the heck are they planning? …
And I have to say there was a gender piece of it, the sense that, like, some dude
was going to come and make millions off of us. … I remember some of us talking,
and saying, “It’s not even that they’re gonna make millions and give us some great
service.” Like, our bigger fear was some idiot, who had really no sense of what he
was doing or what the community was doing, was going to build something and get
everybody on it, and collapse [it] in two years. Ah, this isn’t so profitable. And just shut
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the thing down. And in fact, we were afraid that might [happen] already with some
of the [social] networks that we were beholden to. And there was nothing—and
there is nothing—to stop LiveJournal from saying, You know, it just isn’t that profitable. And folding up the tent. And so we never really had a fannish infrastructure
that was so dependent on people who didn’t care at essence about the activity they
were hosting.
And so when the Strikethrough issue [happened], and Fanfiction.net was purging
adult fiction semiregularly, … there was a whole sort of way in which you really felt
that the infrastructure started to feel a little bit fragile. (Coppa 2012)
After Strikethrough and FanLib, the prominent fan Speranza (writing
in her LiveJournal, cesperanza.livejournal.com) issued this “battle cry” to
online fan communities: “I want us to own the goddamn servers” (Busse
2009). She and other fan leaders worked to raise awareness of the need for
fans to own and manage their own Internet infrastructure, and to actively
preserve their communities’ works without interference from for-profit
corporations unfamiliar with fans’ community and cultural priorities. In
response to these calls to action, a large group rallied to form the OTW
as “a nonprofit organization established by fans to serve the interests of
fans by providing access to and preserving the history of fanworks and
fan culture in its myriad forms” (Organization for Transformative Works,
“What We Believe”). The OTW developed AO3 to be “a noncommercial
and nonprofit central hosting place for fanfiction and other transformative
fanworks, using open-source archiving software.” The OTW also founded
Open Doors, another conservation effort that focuses on “at-risk fannish
projects,” such as fanzines and online fanfic archives that are in danger
of disappearing because of hosting companies closing down, or archivists
passing away (Organization for Transformative Works, “Our Projects”).3
The projects run on servers owned by OTW, purchased with funds donated
by users (all news regarding the state of the Archive of Our Own’s servers is
tagged “servers of our own” on the AO3 site).
The majority of members of fan fiction communities are women, and
reflecting and drawing upon their constituency, OTW and all of its projects, including AO3, have been brought into being by women coders. In
2009, Alex Skud Bayley delivered a keynote address at the O’Reilly Open
Source Convention (OSCON) about the need for open source communities
to recruit more women. The two majority-female open source projects to
which she pointed, as examples to the rest of the open source field, were
Dreamwidth, a blogging platform built by fans as an alternative to LiveJournal in the wake of Strikethrough, and AO3. Bayley related quotes from
some of the women developers who had joined these efforts, who spoke
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of how welcoming of women contributors both projects were, and how
willing they were to train beginners (Bayley 2009). One volunteer developer told Bayley, “Deep down, I had always assumed coding required this
kind of special aptitude, something that I just didn’t have and never would.
It lost its forbidding mystique when I learned that people I had assumed
to be super-coders (surely born with keyboard attached!) had only started
training a year ago. People without any prior experience! Women! Like me!
Jesus! It’s like a barrier broke down in my mind.” As a result of AO3’s welcoming attitudes, writes fan scholar Kristina Busse, the archive offers not
only “some of the things most of us would like to see in terms of accessibility, search functions, tagging, etc. but in the process teach[es] fans to code
and to teach others to code” (Busse 2009). AO3 thus increases the likelihood of women having the skills to participate, voluntarily and/or professionally, in technical communities.4
AO3 emerged from a conscious effort on the part of women fans to open
an archive that would be designed, operated, and managed at every level,
from mission to code to interface, by members of their communities. While
AO3 is singular in that it was deliberately founded as a reaction against the
maneuvers of male-dominated corporate entities in the early years of Web
2.0 (in Coppa’s [2012] phrasing, “there was a gendered piece” of the OTW
effort, which was to prevent “some dude” from “com[ing] and mak[ing]
millions off of us”), other fan archives, predating and postdating AO3, have
shared AO3’s mission of safeguarding women’s cultural productions.
I argue that all fan-built fan fiction archives function as women’s community archives. I also regard these archives as queer community archives,
as I will explain below. In establishing AO3, female fans collectively made
explicit their shared need to preserve the works that represent and express
their common interests, experiences, and identities; but in my view, all fan
fiction archives have been fueled by that need, even when it has gone unarticulated. These archival projects are motivated not only by a fear of losing
content to digital ephemerality, but also by a need to reinforce a sense of
collectivity among the women and LGBTQ-identifying people who populate fan fiction fandoms. Fan archiving is driven by a political longing: a
longing to protect and sustain female and queer communities and cultures.
Archives as Counterinstitutions
In chapter 2, I explained that fan fiction archives fulfill the functions of
all three major types of rogue digital archives: they are, at once, universal
archives, community archives, and alternative archives. But my research
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team’s interviews made clear that the community aspect has proved the
most crucial to the people who have built, maintained, contributed to, and/
or used online fan fiction archives for many years.
One of the greatest political potentials of rogue digital archives is that
groups that have occupied the margins of “mainstream” society, and have
consequently been largely marginalized by traditional memory institutions, can build their own robust cultural memory sites, as something like
counterinstitutions, akin to the “counternarratives” told by postcolonial,
ethnic, and feminist writers who archontically rewrite the stories of dominant culture (I discuss this concept in more detail in chapter 7). Rogue
archives transform “the museum,” “the library,” and “the archive,” which
have long supported, and been supported by, the state or private capitalists,
into supportive infrastructure for groups whose histories and cultures are
constantly in danger of being overwritten, forgotten, deleted, or relegated
to dark corners by the guardians of “official” history and culture.
In myriad ways, Internet fan fiction archives serve as critically important community archives for female and queer cultural creativity. Because
a great deal of fan fiction consists of sexually explicit content written by
women for women, and because female sexual expression is heavily limited
by sociocultural norms, fan fiction archives are sites in which women and
girls can feel that they are participating in a tradition of female writing and
reading, and can experience a sense of safety in numbers. In addition, fan
archives are queer archives, in part because of the volume of stories located
on these sites that are about male/male, female/female, and other romantic
and sexual (and also, aromantic and asexual) pairings and groupings that
diverge from the social norm of male/female coupling, and in part because
of the large number of self-identified queer fans who use these sites, but
also because fan archives facilitate numerous acts of representation and
communication that exceed the bounds of heternonormativity.
The Moment of Discovery
One of the strongest themes that emerged in my research team’s interviews
with fans was their strong and positive affective response when they first
found online fan fiction archives. I will call this initial encounter, described
by so many interviewees, the moment of discovery. Alexis Lothian, remembering her moment of discovery, which took place in 2003 when she stumbled upon Harry Potter fan fiction, says, “I loved it. I was incredibly—it was
exciting. … Definitely it was a very visceral excitement” (Lothian 2012b).
nightflier states that her moment of discovery, which was the first time
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she came across the Gossamer archive in the late 1990s, “was like a revelation. I’ll never forget that day” (nightflier 2012). eruthros, using similar
terminology as Lothian, recalls that she “sort of stumbled into some sort of
online fandom, I think it might have been Due South first, and the Due South
mailing list … and archive,” and says that “thirty seconds after I found the
archive I found slash fandom and decided that was pretty awesome, and I
wanted to be there” (eruthros and thingswithwings 2012). oxoniensis also
employs the metaphor of “stumbling” to characterize her moment of discovery, with Lord of the Rings fan fiction, in 2002: “My first contact with
fan fiction was an accident. I’d never heard of fan fiction, either by word
of mouth or online, so it was all rather a surprise when I first stumbled
across it. … Some stories were moving, some funny, some incredibly hot,
some utterly gripping. And to be able to find this all just by searching the
Internet was wonderful” (oxoniensis 2012). oxoniensis says she feels “very
nostalgic” about “those heady first days of discovery.” Like Lothian, eruthros, and oxoniensis, Robin Nelson remembers her moment of discovery as
happening by chance. “It was pure accident,” says Nelson (2012) of finding
a Usenet group dedicated to Anne Rice fan fiction in 1996 or 1997. “I didn’t
know that fanfic even existed at that point. … I was actually thrilled. I was
elated.”
Participants gave a variety of reasons for their instantaneous affection
for fan fiction archives, but a common theme was the feeling of being notalone, of being suddenly a member of a community, at the moment of discovery. As indicated by the above quotations, many fans had never known
of the existence of fan fiction before “stumbling” across a fic archive, and
thus had always felt isolated in their acts of what I call archontic production—the appropriation and transformation of existing narrative worlds.
These interviewees said that this feeling that they were alone in practicing
transformative creativity was dissipated by their encounter with fan fiction
archives. “I think the overarching emotion,” Lothian (2012b) says of finding Harry Potter fan fiction, “was the sense of getting away with something.
… Because people are … thinking of this stuff, and they’re actually writing
it down. And I know this is a common emotion among fans, this sense that
you’ve … been kind of telling these stories, or sort of expanding on universes that you’ve been reading about in your head, for your whole life, as
I had, and then you discover that people are doing this and sharing it, and
they’re building a community around it.”
Robin Nelson (2012) similarly recalls that one of the reasons that she
was “thrilled” at discovering the Anne Rice fan fiction newsgroup was that
“I did the same thing in my head. I had done that for years. Since I was a
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kid. I had always read books and then my favorite ones, I would make stories up about in my head.” When she found the newsgroup, Nelson says,
“I felt like for the first time, that it made sense. That other people did that,
too. I always thought I was really weird.” Victoria P. (2012) remembers that
when she first found an archive of fic based on the television show Homicide: Life on the Street, “I read the first couple of stories I thought were good,
and went, OKAY. I GET IT NOW. Because I had always made up stories
about my favorite characters in my head—Mary Sue stuff,5 sure, but also,
just, what happened next and who got together, etc.” Thus, one of the foremost pleasures experienced by fans upon first encountering Internet fan
fiction archives was the pleasure of realizing that a solitary activity could be
a group activity, that they were not alone in inventing original stories about
borrowed characters. Lothian (2012b) describes feeling transgressive (“getting away with something”) at her moment of discovery, and Nelson (2012)
describes feeling relief (“I always thought I was really weird” before finding fanfic); these both suggest a transition from secrecy to nonsecrecy. The
secret production of fan fiction, which had always been limited to the confines of their imaginations, turned out to be a secret that could be shared.
Lothian reads this secret-sharing as an entrance into a kind of conspiracy,
in which many fans were all “getting away with something” together, and
Nelson reads this secret-sharing as a reassurance that she was more normal
(less “weird”) than she had previously thought.
The size of online fan fiction archives (which I explore in the conclusion)—the number of stories housed on these sites, and the number of
authors who contributed them—gave Lothian, Nelson, Victoria P., and others a “sense of belonging,” a feeling of recognition (“I GET IT”), and the
security of knowing that they were not alone. In other words, if these sites
had not been archives, had not immediately given the impression of being
well-stocked repositories, trafficked by many writers and readers, then they
may not have not have communicated to fans the same aura of safety—
safety in numbers, safety in being among like-minded individuals, safety in
standing with others.
One might say that any online community that one joins can give the
same impression of being not-alone, and that it is not necessarily the archival format that creates a sense of safety. While that is true, there is a special
attribute of archives that gives fans a feeling of being situated within something larger than themselves: archives allow users to access the documents
that constitute the cultural tradition of a community. Archives allow users
to develop an understanding of what cultural texts the archive’s commu-
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nity has produced over time. In other words, archives are the bearers of the
history and memory of a community.
The Emotional Power of Archives
One of the primary motives of community archivists, especially those that
aim to collect, preserve, and make accessible the texts and ephemera of
people who have been structurally denied social and/or political power,
is to incite positive feelings in those who identify as members of those
marginalized groups. Writes Joan Nestle (1990), a founder of the Lesbian
Herstory Archives (LHA), “One of our battles was to change secrecy into
disclosure, shame into memory” (90). Theorists of archives, taking into
account the wave of community archiving that has grown steadily since the
1970s, also stress the importance of the feelings produced in those whose
documents are archived, and those who access those documents through
the archives. Achille Mbembe (2002) states that the archive “is supposed
to belong to everyone. The community of time, the feeling according to
which we would all be heirs to a time over which we might exercise the
rights of collective ownership: this is the imaginary that the archive seeks
to disseminate” (21). Jeanette Bastian (2003), in her study of the archives
of the Virgin Islands, writes, “The development of bodies of records preserved and valued by communities over time suggests that the keeping of
archives goes beyond the need to account for the past and speaks to other
felt needs within the communities themselves, the primary one being that
of a community (or national) identity.” Bastian calls for “recognition of the
profound emotional as well as historical value of records” to the identitybuilding of groups, such as former colonies, whose identity is in question
(Bastian 2003, 6).
In An Archive of Feelings (2003), Ann Cvetkovich makes a strong case for
the importance of archives’ emotional effects, and for archives that store
emotions. Cvetkovich (2003) describes “the profoundly affective power of
a useful archive, especially an archive of sexuality and gay and lesbian life,
which must preserve and produce not just knowledge but feeling” (241).
Cvetkovich’s concept of “an archive of feelings” refers to a multisited queer
archive—one composed not just of brick-and-mortar community archives
such as the LHA but also of cultural texts “as repositories of feelings and
emotions, which are encoded not only in the content of the texts themselves but in the practices that surround their production and reception”
(7)—and this broad archive, a version of which Cvetkovich assembles in her
book, not only evokes feelings of identification and compassion in its users
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but serves to record and communicate queer feelings as well, that is, “the
many forms of love, rage, intimacy, grief, shame, and more that are part of
the vibrancy of queer cultures” (7).
Nestle, Mbembe, Bastian, and Cvetkovich all describe ways that community archives are heavily charged with affect, and that a successful archive,
a “useful archive,” in Cvetkovich’s phrasing, incites powerful emotions in
their users. The emotions that these theorists imagine community archives
instilling include: the feeling that one belongs to a collective and is therefore
not alone in her feelings, in whatever feelings that common positionality or
identity incites in her; the feeling that the history of one’s group warrants
remembering, and that the social memory or collective memory of that
group is deserving of being sustained and passed on; and the feeling that,
if institutional and official archives ignore, or fail to recognize, the value of
the group’s documents, that the group itself does honor and treasure those
documents. “The very existence of these independent archives provide evidence of just how much has been excluded [from official archives] and
the professional practice [of archiving] that has been responsible for such
exclusions,” state Andrew Flinn and Mary Stevens (2009, 17).
The excitement, recognition, and belonging that fans feel when initially encountering fic archives are the very feelings that archivists and
theorists claim are the intended affects imparted by community archives.
Nestle writes about how the LHA has fought to “change secrecy into disclosure”; this phrase describes exceedingly well what Lothian and Nelson went
through when they realized that their secret habits of archontic production
did not have to be secret any longer, but could be shared with others—perhaps becoming a collective secret practice instead of a solitary one. The
sheer number of stories contained in fic archives, and the number of people
participating in those archives, communicates to fans that, even if fan fiction is rarely recognized as a proper literary or artistic genre by cultural
gatekeepers (both industrial and academic), at least fans archive their own
communities’ cultural texts and, in doing so, assert that fans’ productions
have cultural value and are worth preserving.
The feelings of finding themselves not alone, but part of a community of
fans, and part of a tradition of fan fiction writing, is part of what drives fans
to immerse themselves in the fiction of the first archives they find. cofax7
(2012) states that immediately after she discovered X-Files fanfic on ATXC,
Gossamer, and the Annex (an archive of novel-length X-Files fic), “I read an
enormous amount of X-Files fan fiction in a very short period of time. I got
totally overwhelmed by it.” Gigi Morgan (2012) reflects on the period of
time that she spent reading fanfic right after finding her first fic archive: “It
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does become much more consuming for that period. You really do want to
read every fan fiction that strikes your interest and, you know, just kind of
… forget about everything else for a little while.”
Why do fans tend to read archives so comprehensively upon initially
discovering them? Most fans would probably say that they are simply desirous of consuming as much cultural production as possible that focused
on an interest of theirs—that they are left “wanting more” by the source
text, and are so pleased that to find that fellow fans have written stories to
expand the story universe that they dive headlong into the fic, simply to
get through as much of the longed-for storyworld as possible. Plenty of fans
likely feel that the pleasure they take from immersing themselves in narrative worlds is what motivates them to plow through fan fiction archives
at first: they enjoy committing themselves fully to source texts (commercially produced novels, films, television series, video games, manga, anime,
and so on), for example, by reviewing these texts and closely analyzing
them, learning the trivia pertaining to the texts, and so on; thus, fans might
say, it is logical that when they initially come across fan texts, they find
themselves committing fully to those, as well. By this line of reasoning, the
internal proclivity for devoting what N. Katherine Hayles (2007) calls “deep
attention” to cultural productions, which leads people to be fans of media,
is what leads them to also be fans of fan fiction.
I perceive another motivation in fans’ comprehensive reading of fic
archives, which is fans’ need to absorb, in a short amount of time, the
cultural memory of a group—that is, a fandom—into which they were (in
many cases) not born or raised, but with which they identify, and to which
they feel they belong. Going through the backlog of stories housed in a
fan fiction archive quickly confirms for fans the feelings that I discussed
above, the feelings of being not-alone, of discovering a community that
one instantly recognizes as, in some way, one’s own. In other words, the
experience described by fans is that of learning that a community exists
to which one instinctively feels she is already a member. The process of
immersing oneself in a fic archive all at once also enables the fan to instruct
herself in a history, and a literacy, of archontic production for which she
may feel an innate affinity, but of which she had no prior knowledge.
Reading all of the stories that have already been written, prior to the fan’s
arrival, helps to educate her in the tropes and themes that are prevalent in a
particular fandom’s writing, which in turn informs the new fan about how
the fandom has been processing the source text over time. New fans take in
the cultural memory of the group in order to transform themselves into full
members of the group, with some understanding of how the group engages
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with the source text and transforms it, and in order to continually reassure
themselves, with each new story they read, that they have indeed found a
group that is rich in the types of cultural production and practice that they
formerly thought could only be done in secret and in solitude.
The fact that so many fans “stumble upon” fan fiction archives—
that they never suspect the existence of fan fiction before finding these
archives—indicates that fan fiction is missing from the archives of mainstream culture. Fans do not encounter printed books of fan fiction on the
shelves of bookstores or of libraries; fan fiction is not regularly a part of
school curricula and is not often the object of academic study. Therefore,
when fans discover fan fiction archives, they respond to them and utilize
them as community archives, as the repositories of the cultural memory
of a group that has been largely ignored by institutional archives, by high
culture or what Lisa Lewis (1992, 2–3) terms “official culture,” and by commercial popular culture. The absence of fan fiction from what I am calling
the archives of mainstream culture leaves people hungry for knowledge
and training in the tradition of archontic production centered on media
texts. Thus, they tend to rapidly consume all of the texts they find in the
first archives they discover, because they long for exposure to, and education in, a tradition that they never knew from official cultural archives,
but which they recognize as a tradition to which they are rightful heirs. (I
acknowledge that these experiences of discovery described by our oral history participants may be historically specific. People who are now teens or
younger may grow up with a high level of new media literacy and a deep,
innate understanding of digital remix and online versioning, and therefore
may regard fan fiction archives and communities as intrinsic components
of their media landscape, not as new worlds to be discovered.)
Andrew Flinn (2007) defines community archiving as “the grassroots
activities of documenting, recording and exploring community heritage
in which community participation, control and ownership of the project
is essential” (153). Flinn is interested in how digital network technologies
have made possible new kinds of community heritage projects that “take
place on the web with connections to … shared identities made by a virtual
community in a virtual space. Some of the digital material created … might
be artificial or ephemeral, but nonetheless it represents an important further source of material whose long-term preservations requirements need
to be explored.” Internet fan fiction archives fit Flinn’s description of community archives in the digital age well: these archives are built by people
who have a “shared focus … [or] interest” (153), they are grassroots efforts
that understand themselves to be solely beholden to their own members
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and not to any institutional archives, and they exist to house digital material, which challenges fan archivists to be inventive with their preservation
strategies. But the term “community archives” carries connotations beyond
Flinn’s basic parameters.
Gender and Sexuality in Fandom
Above, I stated that community archives are often founded by and for
subordinated groups that feel that their histories have been historically
excluded from institutional archives. I propose that fan fiction archives
are community archives that similarly safeguard the cultural memory of
groups left out of the official archives of culture. Fan fiction archives are,
de facto, archives of women’s and girls’ culture, as the majority of their
contributors and users are female: in a 2003 survey of 1,000 participants in
a slash fan fiction online community, only 26 people, or 2.6 percent, selfidentified as male (rushlight75 2003); in a 2013 survey of 10,005 fan fiction
writers and readers conducted by the Archive of Our Own, only 417 people, or 4 percent, self-identified as male (Lulu 2013); in the much smaller
sample constituted by the participants in our oral history project, only 3
of 50 participants, or 6 percent, self-identified as male. Thus, fan archives
definitely do the work of valuing and preserving a genre of gendered cultural production that is, for the most part, overlooked or derided by the
male-dominated media industries. According to a 2013 Celluloid Ceiling
study supported by the Center for the Study of Women in Television and
Film, women working in the television and film industries in 2012 constituted 9 percent of directors, 15 percent of writers, 20 percent of editors, 2
percent of cinematographers, and 25 percent of producers; 38 percent of
films employed 0 or 1 women in these roles (Lauzen [2013] and Newsom
and Lauzen [2013]). Women are not the majority of authors of mass media
texts, so they make themselves the authors of fan texts that rewrite and
revise media texts.
I interpret female fan authorship as a response by women and girls to
a media culture in which they rarely see their own narrative priorities and
preferences play out, and so feel compelled to create their own versions
and extensions of film, television, music, game, and comic culture. It is
the very exclusion of female narrative desires from the archives of culture,
in other words, that motivates women and girls to write fan fiction and
to create their own archives for their archontic productions. As Francesca
Coppa (2012) says in her interview, women are “just sort of accustomed
… to watching movies for the middle. Or watching movies for particularly
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emotive parts. Because kind of inevitably, the arc of the [film] would be
awful or disappointing or exclusionary” for, and to, women. “So you
watched in this kind of selective way for the great bits in the middle. And I
think fandom is all about the great bits in the middle. And we sort of trash
the end. There’s something female …, it’s that we almost don’t do endings.
Or we end, we start again. And I think there’s a suspicion the ending’s not
going to go well for us.” Coppa offers the view that, because the majority of mainstream media’s plot arcs and character development trajectories do not cater to women’s interests, do not give female audiences what
they would want, do not valorize female perspectives, and do not promote
female-centric narratives, female fans must resource the “great bits in the
middle” that they like, the parts that deliver what they desire from media,
and use these bits to form female texts. The subset of archontic production that is fan fiction writing is largely driven by female imperatives. In
this statement, I am echoing Adrienne Rich’s 1979 statement on women’s
writing: “Re-vision—the act of looking back, of seeing with fresh eyes, of
entering an old text from a new critical direction—is for women more than
a chapter in cultural history; it is an act of survival” (Rich 1986, 33–49).
For Rich, archontic production is a necessity for women; if women want
to see themselves in the texts that they consume, they must re-see, that is,
re-(en)vision, or re-vise, those texts. Fan fiction archives are thus archives of
women’s culture—of cultural products that women make, and of ways that
women interact with the culture that surrounds them and yet often does
not represent them in ways that women recognize or want.
Fic archives also have missions similar to queer archives, in several ways.
Fic archives facilitate a “change [from] secrecy to disclosure,” as described
above, a process crucial to many members of queer communities. David
Wojnarowicz (1991) writes, “Each public disclosure of a private reality
becomes something of a magnet that can attract others with a similar frame
of reference” (121–122), and fic archives help individuals who thought they
were “really weird” (in the words of interviewee Robin Nelson) or all alone
in their fannish proclivities realize that they can belong to, and participate
in, publics (or semipublics) built around those very proclivities. Fic archives
provide newcomers with access to cultural resources that help them orient themselves within a group with which they immediately identify. Fic
archives reassure their members, through the numbers of stories and the
number of people assembled on and in archival sites, that there is an entire
culture that they can claim as their own.
But how is it possible to compare fan communities to queer communities, and fan archives to queer archives? Fans are, after all, not marginalized,
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oppressed, or targeted by laws or policies or prejudices in the same way that
LGBTQ individuals and groups are; fans are not the victim of hate crimes
or of structural sociocultural oppression. To be sure, there is a streak of
fan discourse that employs the language of queer cultures. Some fans talk
about being “closeted,” that is, careful to conceal their fannish practices
from others; some discuss their “coming out” to friends and family when
they decide to publicly own their fannish identities and activities; some
report “being outed” against their will by other fans, sometimes accidentally, and sometimes maliciously—their fannish pseudonyms exposed and
their fan fiction stories circulated to their employers or coworkers or family
members.
Queer scholars have not been uncritical of what can be perceived as fans’
appropriation of queer frameworks. John Edward Campbell (Jenkins 2011a)
has asked fan scholars “to be a bit more reflexive about comparisons of fans
to sexual minorities,” as the consequences for identifying publicly as a fan
are typically far less severe than for identifying publicly as LGBTQ. “There
is a way that sexual minorities growing up in this society must constantly
police their behavior, their tastes, their gestures, even their subtlest glances
to conceal their difference from mainstream society,” Campbell writes; in
contrast, fans do not have to police or conceal themselves in the same way,
to the same degree, facing the same possibilities of ostracization and condemnation. In high school, Campbell states, “While I was very open about
my love for all things Star Wars since seeing the first film, I was utterly silent
about my love for men, even to myself. Being a fan of Star Wars was cool.
Being different was dangerous” (Jenkins 2011a).
Next to Campbell’s resistance to drawing an equivalence between “fan”
and “queer,” I will place Henry Jenkins’s (HJ) and Cynthia Jenkins’s (CJ)
thoughts, shared in their joint interview, on the way that the fan identities
and queer identities sometimes “parallel” one another:
HJ: I’m not unsympathetic to [Campbell’s] critique. But I think it also doesn’t
acknowledge some of the very particular stories that I’ve run across through years
in fandom where, in fact, the parallels are very, very strong. Because reading and
writing fan fiction is so bound up with sexual fantasies and sexual identities for most
hard-core fans. We hear stories of wives who don’t dare tell their husbands they read
and write stories, and end up lying about going to cons and deceiving them about
that aspect of their lives. Or husbands who prohibited their wives from having their
fan friends over when they’re not there. I’ve heard of stories of parents who either
destroyed all the zines or threw the kid out of the house because they found fan stories that had erotic content or just because they were fans.
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CJ: Or the classic, “Oh my God, when I die, they’re going to go through my stuff”
stories.
HJ: Yeah, half the fans I know have stories of who’s going to clear out their zines
after they die before their parents or their husbands or their children go through
and find what it is they read. And that stuff is bound up with … To my mind, [the
experiences of being queer and being a fan] are not so far removed. If all you mean
is, there’s a little social embarrassment because you like Star Wars, and half the planet
likes Star Wars, then no, there’s not a parallel. If your ability to conduct your personal
life is directly affected by people’s perceptions of your fantasy life, because of things
they read in relation to your identity and desire, then that is a kind of queerness.
(Jenkins and Jenkins 2012)
Henry and Cynthia Jenkins are here discussing zine- and con-based fannish practices (“cons,” or fan conventions, are real-world events in which
fans gather to discuss their favorite texts, sell and buy fannish products,
potentially wear costumes related to their fandoms, and otherwise celebrate
their fannish identities and communities), rather than practices based on
the construction and use of online fan archives. But the stories they tell of
fan lives bearing some resemblance to queer lives—of fans being secretive,
guarded, or evasive about these practices for fear of their family members
finding them out, or of being policed by family members as to whether
and to what extent they can engage in these practices—were echoed by
our oral history participants, all of whom are Internet fans. Many of the
conflicts that fans experience either in their private domestic spheres, public spheres such as their workplaces and larger professional networks, or
the “semipublic” (Michael Moon, quoted in Berlant 2008 and Cvetkovich
2003) spheres of Internet fandom, arise from fans’ writing, or commenting on, fan fiction with sexual content. Above, I referred to the various
“purges” that FF.net has initiated, including an especially deep purge in
June 2012, which deleted approximately 8,000 stories containing textual
descriptions of physical actions that FF.net’s moderators judged to be too
explicitly sexual or violent (Ellison 2012). Even fan fiction archives are not
always the safe spaces that fan authors and readers hope they will be.
The disclosure of one’s sexual fantasies, or of the relationships and
acts that one enjoys eroticizing, or of the degree of eroticism (on the scale
of “soft-core” to “hard-core” sexually explicit writing) that one favors, has
led to censure and censorship, in the experiences of many fans. Not all
Internet fan fiction contains sexual content, but because it is easier to find
erotic fiction in fic archives than it is on the shelves of most bookstores
and libraries, one of the aspects of online fic archives that fans value most
is that they constitute a kind of female public sex culture. I am borrowing
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here from Cvetkovich (2003), who writes of a “lesbian public sex culture”
being constituted by “a print culture of books about sex, consumer stores
such as Good Vibrations and Toys in Babeland that are as much community centers as (thriving) businesses, performance cultures, and sexual subcultures organized around an increasing proliferation of sexual practices”
(35). Fan fiction archives are analogues to many of the objects that Cvetkovich lists as constituting a lesbian public sex culture, as fic archives have
an electronic publishing culture of stories about sex; are as much sites for
communal activity as they are repositories to be accessed by individual
users; are performance spaces and performance cultures (as I will discuss
in chapter 6); and contain a great deal of content that explicitly describes
sex acts, content that is informed by “an increasing proliferation of sexual
practices.” A number of fan scholars point to the liberatory potential, as
well as the risks, that attend participation in female public sex cultures, and
designate such cultures as both “female” and “queer.”
Catherine Tosenberger (Jenkins 2011a), directly responding to Campbell, marks the difference between “affirmational fannish spaces” and
“transformational fannish spaces.” Affirmational fannish spaces, in which
fans assemble trivia or facts, discuss minutiae pertaining to the source text,
and otherwise investigate what the source text offers without seeking to
alter or contradict it, are “often (not always, but often) majority male.”
“Transformational fannish spaces,” such as fan fiction and fanvid communities and archives, in which fans collectively rewrite and revise the source
text, “are more likely to be majority-female, and overtly queer or queerfriendly.” “Transformational fans were also likely to be treated as an even
more pathological form of the pathologized fan,” writes Tosenbeger of early
academic studies of media fans: “those fan boys fighting about the engines
on the Enterprise might be hopeless geeks, but at least they’re not perverts
writing gay porn about Kirk and Spock!” Like Henry and Cynthia Jenkins,
Tosenberger locates the queerness of fan fiction in its preponderance of
sexual and erotic themes. “I think it’s really important to point out that
particularly in transformational fandom, sexuality, and fan production as
a means of exploring and articulating sexuality, is a big deal—this is especially true for younger fans, whose expressions of sexuality are so heavily
policed in institutional settings,” Tosenberger states (Jenkins 2011a).
Tosenberger’s highlighting of the “policing” of sex-related expression,
particularly by young females, in public spaces, and of the routine derision by academics of transformational (i.e., “majority-female, and overtly
queer or queer-friendly”) fannish spaces, calls for an understanding of fan
archives as spaces that offer fans shelter from censorship, mockery, and
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shaming (spaces in which it is the “norm” for female and queer people to
share writing on diverse sexual themes with and for one another)—and at
the same time, she implies that such spaces make fans perceptible to nonfans, and therefore render fans susceptible to ridicule and condemnation.
Fan archives thus can function as explicitly queer spaces do, as simultaneously “safe spaces” and spaces of targeting.
Tosenberger also points out that many fan fiction authors and readers
self-identify as queer. “In slash fandom, … the majority of slashers identify
as somewhere on the queer spectrum, myself included,” Tosenberger writes
(Jenkins 2011a). In 2010, a fan named melannen analyzed ten polls conducted over seven years on fan fiction sites (predominantly hosting slash
content) that asked participants how they identified their sexuality. Counting as “straight” “any poll answer that was straight, heterosexual, primarily heterosexual, heteroflexible, or [the] direct equivalent,” and counting
as “queer” “everybody else, including people who identified as bi-leaning
straight, questioning, and asexual,” melannen found that between 37 percent and 84.5 percent of respondents to all ten polls self-identified on the
queer spectrum; the median percent of queer respondents was 59.7 percent
and the mean was 60.8 percent (melannen 2010). melannen’s conclusion
was that “the majority of slashers identify as queer,” which she feels must
be widely understood within fandom in order to advance fan discussion
around “how straight women’s sexuality interacts with queer sexuality,”
and other important topics around sexual identity and fan production.
The 2013 Archive of Our Own survey (analyzed by Lulu) mentioned
above, which garnered responses from 5,709 slash readers and 2,765 creators (writers, vidders, etc.), similarly found that only 31.7 percent of
respondents identified “solely as female” and “solely as heterosexual,” with
remaining respondents identifying either as “partially female,” “partially
heterosexual,” or both; these results prompted numerous fans to affirm
Tosenberger’s and melannen’s assertions that a significant portion of online
fan fiction writers and readers self-identify as queer: “Evidence suggests that
it is worth questioning the assumption that all or most M/M fans [fans who
read and/or write fiction about male/male pairings, called “slash fiction”]
are heterosexual women,” wrote a fan named Lulu (2013), in a Tumblr post
summarizing the AO3 survey results. “It boils down to this, Slash fandom
is a goddamn queer majority demographic. … Read it, breathe it, own it. Slash
fandom is and always has been a queer community,” wrote another fan,
Suaine (quoted by sublimeglass 2013), also citing the AO3 poll. Among the
participants in our oral history project, who were not all slash fiction writers or readers, 23 out of 50, or 46 percent, self-identified as queer (inclusive
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of terms such as “bisexual,” “ambiguous,” “hetero/queer,” and “sapiosexual”). In addition, several of our interviewees said that they participate in
fan fiction sites in part because they regard these sites as queer spaces. For
example, eruthros states in her oral history interview, “The whole time I’ve
been in fandom, I’ve been in fandom because I was queer. And because
there wasn’t a lot of queer fic or conversation or whatever happening in
other spaces” (eruthros and thingswithwings 2012).
Thus, Internet fan fiction archives serve as queer spaces. I agree that,
as Campbell points out, an individual who publicly claims the identity of
“queer” is vulnerable to legal, medical, and sociocultural discrimination to
an extent that an individual who declares him- or herself to be a “fan” is
not (although, as the Jenkinses state, fans are not exempt from identitybased disciplining and repression). But even though “fan” is not equivalent
to “queer” in legal/medical/sociocultural discourses, fan archives are queer
archives. I make this assertion not only based on the counts of queer users
of fan archives generated by the archives themselves (the Archive of Our
Own 2013 survey and the ten polls analyzed by melannen) and by my own
study, but also based on the ways that fan archives “count” in the lives of
fans, both straight and queer. Here I am building on the work of Alexis
Lothian, Kristina Busse, and Robin Anne Reid, who deem online slash fandom “queer female space,” on Alexander Doty’s idea of “queer reception,”
and on Jack Halberstam’s and Cvetkovich’s thinking on queer archives.
Fan scholars Lothian, Busse, and Reid (2007) write, “For us, slash fandom
has become a place where a young urban dyke shares erotic space with a
straight married mom in the American heartland, and where women whose
identity markers suggest they would find few points of agreement have
forged erotic, emotional, and political alliances.” While asserting that slash
fandoms are usually “dominated by middle-class, educated, liberal, Englishspeaking, white North American women,” the authors declare that their
personal experiences in slash fan fiction communities, and the testimonies
of the slash fans that they quote in their essay, “suggest there is something
interesting, and queer, going on here” (Lothian, Busse, and Reid 2007, 104).
They contend that online slash fan fiction sites facilitate “forms of radical
intersubjective contact” (105), bringing women of diverse sexual identities,
geographic locations, and family constructions into intimate connections
with one another.
One fan, Cat, quoted by Lothian, Busse, and Reid states, “For me, what’s
interesting about the eroticism of fandom isn’t the erotic content in general
but its communal nature and the way sexual activities and proclivities on
the fringes of ordinary acceptability are considered quite normal” (106). It
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is not just male/male or female/female sex acts being depicted in fan fiction
that makes fan fiction archives queer female spaces, in other words; it is
the communal play with boundaries and borders that fannish sites permit,
which Cat describes as “a continual negotiation of who we are and how we
constrict ourselves” (108). Lothian, Busse, and Reid quote a number of fans
who are uneasy with the expansion of the term “queer” to include such
play, which can be interpreted as a shallow “playing-at” being queer that
blithely appropriates a sexual minority’s scripts, and they also cite fans who
imagine that some fans who self-identify as straight might “be involved in a
queer community/queer writing and object strenuously to being described
by that term” (109). Nevertheless, because fans, queer and straight, congregate in online fan sites in order to collectively produce and consume “slash
products that … can be queer in their content …—many of them in ways
more profoundly transgressive than simply containing m/m or f/f relationships,” states a fan named T., this type of Internet space “provides room
for people to queer their identities. Queerness isn’t a mandate here—it’s an
open possibility” (109).
What comes across clearly from the group of fans that participated
in Lothian, Busse, and Reid’s study is that online slash fan fiction spaces
have real-life, real-world consequences for their participants, whether or
not those participants identify as queer, because in these spaces, fans can
question and defy prohibitions and policing on their own imaginations,
identifications, and intimacies. It is fan sites’ actual effects on fans themselves, rather than the virtualized fictions of same-sex encounters, that
make these queer female spaces. Lothian, Busse, and Reid again cite T.,
who says, “When I think of the exuberance I felt participating in fandom, I
think it was at seeing women stepping forward to describe their own erotics, because our culture silences female desire as effectively as it silences
queer desire” (106). In his oral history interview, Henry Jenkins speaks to
this silencing: “In my mind, the whole point of queerness is to talk about
nonnormative sexualities” (Jenkins and Jenkins 2012). If we consider how
thoroughly most females’ fantasy lives are constrained by heteronormative
imperatives, then we can see how necessary and enjoyable queer spaces,
such as Internet fan fiction archives, might be for many women and girls,
as they offer the opportunity to explore concepts of sexuality, romance,
friendship, and other types of connections that fall outside of dominant
social regulation and policing, in numbers that provide participants with a
sense of safety for their creative practices.
But while Lothian, Busse, and Reid write specifically about online slash
fandom as a “queer female space,” I propose that all Internet fan fiction
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archives—which I define broadly as sites where users can access multiple
fan fiction stories, including individuals’ online journals—are queer female
spaces, regardless of whether they contain same-sex content. Female expressions, articulations, preferences, priorities and desires are lacking in public discourse generally, and in mass media texts specifically—particularly
highly erotic and sexualized expressions. Female fans “queer the [source]
text” in specifically sexual ways when they write stories about intercourse
between two male characters or two female characters, or stories about nonnormative erotics such as BDSM (bondage, domination, sadism, and masochism), incest, polyamory, and nonconsensual sex. As Jack Halberstam
writes, many male/female sexual scenarios can be read as queer. Writing
about the interplay between superhero Batman and antiheroine Catwoman
in the 1992 Tim Burton film Batman Returns, Halberstam (1992) states,
“When they [Batman and Catwoman] encounter each other in costume,
something much sexier [than what Halberstam, earlier in the essay, calls
“vanilla sex”] happens. … To me their flirtation in capes looked queer precisely because it was not heterosexual: they were not man and woman,
they were bat and cat, or latex and rubber, or feminist and vigilante. …
Just because Batman is male and Catwoman is female does not make their
interactions heterosexual. Think about it. There is nothing straight about
two people getting it on in rubber and latex costumes, wearing eyemasks,
and carrying whips and other accouterments” (11).
Similar to Halberstam’s argument that male/female character pairings
can “look queer” is Alexander Doty’s (1993) claim that users of cultural
texts need not identify as queer in order to engage in what he calls “queer
reception”: “Queer positions, queer readings, and queer pleasures are part of
a reception space that stands simultaneously beside and within that created
by heterosexual and straight positions. … Queer reception is often a place
beyond the audience’s conscious ‘real-life’ definition of their sexual identities and cultural positions—often, but not always, beyond such sexual identities and identity politics, that is” (15). Doty states that he doesn’t “want to
suggest that there is a queer utopia that unproblematically and apolitically
unites straights and queers (or even all queers) in some mass culture reception area,” because “queer reception (and production) practices can include
everything from the reactionary to the radical to the indeterminate” (15).
Following Doty, I assert that queer-identifying and straight-identifying
fans often interpret mass media texts queerly, and create queer versions
and variants of the texts they use—and rather than thinking that these
interpretations and versionings take place in a purely theoretical “reception space” or “in some [hypothetical] mass culture reception area,” I can
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state definitively that these actions of queering take place, with great frequency and in high volume, on specific fan websites and online archives. I
do not regard the “areas” in which fans collectively queer texts as “utopic,”
“unproblematic,” or “apolitical.” Rather, fan websites and online archives
are real queer spaces populated by people who identify across a broad range
of genders and sexualities, which, like all real queer spaces, are rife with
internal and external conflicts and are highly political.
In addition to engaging in what Doty calls “queer positions, queer readings, and queer pleasures,” female fans queer themselves when they identify
with male characters in heterosexual narratives, writing and reading about
male heroes’ feelings of romantic affection for female characters. Female
fans queer female characters each time they depict a specific fictional woman
or girl as more empowered, more self-determining, more dominant than
she is in the source text—in short, placing her in the position of centrality
and mastery typically assigned to male characters. Female fans engage in
queer relations by writing sexual or romantic fiction specifically for fellow
female fans, for the purpose of intentionally turning other women on, or
at the least, fulfilling those women’s desires to be temporarily transported
into an imaginary that is highly charged with libidinal energies. Whichever
of these acts women and girls perform when they make and consume fan
fiction, they are all acts of queering.
Thus, Internet fan fiction archives are queer female spaces, because they
are spaces in which women explore myriad alternative ways of feeling,
being, sexing, doing, and communicating, and thereby resist or defy or
transgress what Adrienne Rich (1986) called “compulsory heterosexuality.”
Internet fan archives facilitate multiple genres of female narrative interpretation and creation, multiple modes of female relation, and multiple registers of female affect, desire, and sexual identification, all of which exceed
the boundaries of compulsory heterosexuality.
The Work of Queer Archives
Halberstam (2005) and Cvetkovich (2003) detail the significant work that
queer archives do. Halberstam states that “the notion of a [queer subcultural] archive has to extend beyond the image of a place to collect material
or hold documents, and it has to become a floating signifier for the kinds
of lives implied” by the archive’s contents. “The archive is not simply a
repository; it is also a theory of cultural relevance, a construction of collective memory, and a complex record of queer activity.” The queer subcultural archive, in other words, is a record of “queer history in the making”
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(169–170). Halberstam allows us to perceive fan archives as sites that not
only store fan productions, but also record the transformations of fan
groups’ “cultural relevance” and “queer activity”—their impact on mainstream media and nonfannish media users, and their ways of communicating and creating that mark their differences from the mainstream—over
time. These archives testify to the various “kinds of lives” lived by members
of these queer subcultures in different historical periods, and enable a larger
understanding of fans as actors in “queer history.”
Cvetkovich characterizes queer archives as focused on preserving the
“intimate and personal,” and consisting of objects “collected according
to sentiment and emotion,” “materials that archive emotion and feeling,”
“in contrast to institutionalized cultural memory” (269). “In the absence
of institutionalized documentation or in opposition to official histories,
memory becomes a valuable historical resource, and ephemeral and personal collections of objects stand alongside the documents of the dominant
culture in order to offer alternative modes of knowledge” (8), Cvetkovich
writes. This privileging of feeling and sentiment in queer archives also takes
place in fan archives, as fans are often defined (primarily by their detractors) by the strength of their emotional responses, positive or negative, to
source texts. Also, fan fiction stories are themselves “materials that archive
emotion and feeling”—each story bearing traces of what its author felt
about a particular mass media production. Affective experiences and investments that are excluded from traditional cultural memory institutions—
powerful feelings that, when publicly manifested by queer individuals or
by individual fans, can be interpreted as “too much” emotional demonstration—are prioritized and carefully preserved by alternative cultural memory institutions. Cvetkovich implies that queer groups have a felt need for
the expressions of their feelings to be acknowledged as culture, as valuable
productions worthy of saving, if only by their own members for their own
members; I argue that fan groups feel the same. Both groups would claim
that their preservationist efforts are rooted in “the fierce conviction of how
meaningful and palpable these alternative life worlds can be,” and are motivated by “the fear that they will remain invisible or be lost” owing to their
ephemerality (166).
Cvetkovich also explicitly brings queer archiving and fan archiving into
alignment when she discusses the importance of popular culture “reception
and fandom” among queer communities. She writes (in alignment with
Doty) that, for decades, the “ostensible heteronormativity” of celebrity culture and pulp fiction has been “queered by the machinations of reception
and fandom” (252–253), and that therefore, films and pulp novels, and
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processes of viewing and interpreting and “camping up” popular culture
that are documented in queer art and performance works, must be included
in the lesbian archive of feelings. In assembling archives of transformative
acts of media reception, Cvetkovich states that fan archivists lead the way
for queer archivists to follow:
I take the fan as a model for the archivist. The archivist of queer culture must proceed like the fan or the collector whose attachment to objects is often fetishistic,
idiosyncratic, or obsessional. The archive of lesbian fandom and fantasy would need
to include, for example, pinup photos, gossip, film clips, and other memorabilia
that serve as the material evidence of fan culture. The fan cultures that queer certain
stars or the use of pulp novels as an indication of the existence of homosexuality
are historical practices whose story is not wholly told by the objects and persons in
and around which these forms of reception take place. … In the archive of lesbian
feeling, objects are not inherently meaningful but are made so through their significance to an audience. (253–254)
Cvetkovich views the fan “as a model for the [queer] archivist” because fans
have collectively generated deep knowledges around how objects are made
meaningful by audiences’ interpretations and attachments, how to collect
objects that come to have fetishistic or deeply emotional significance for
individuals and groups, and how to build and sustain such collections. I
stated above that despite the fact that “fan” and “queer” are not equivalent,
fan archives are queer archives. Viewing the link between queerness and
fandom through Cvetkovich’s lens, we can rephrase my earlier statement:
queer archives are frequently, at least partially, fan archives. Both queer
and fan groups grasp the power of appropriating and transforming received
cultural texts, and therefore, any archive that hopes to adequately represent
either queer or fan sensibilities must archive queer and fannish archontic
productions.
Necessary Archives
Fan archives must be regarded as having consequence and relevance for
both fans and for larger society, in the way that community archives—particularly queer archives—do, because they are “safe spaces” for nonheteronormative practices, and because they safeguard fans’ histories of affective
experiences and transformative productions, which are histories of explorations of, and experimentations with, possibilities (including possibilities of
sexual identifications, desires, and fantasies) that are not recorded or documented anywhere else. As many queer archivists, fan archivists, and community archivists would argue, society benefits when, rather than seeking
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to suppress or eliminate minoritarian, marginalized, and nonmainstream
cultures, it strives to perpetuate these cultures; according to the logic of
inclusiveness, the importance of these groups’ cultural memory institutions
must be acknowledged.
At the same time, the cultural productions of queer and marginalized
groups, when archived, can lead these groups to be clearly marked, identified, and targeted for various types of exploitation and repression—and the
same is true of the archived productions of fans. People who identify as
fans are exposed to different risks by their participation in fan archives than
nonfans who identify as ethnic or sexual minorities and who take part in
building archives specific to their communities. I would never claim that
fans are subjected to the same mechanisms of control, or are disciplined in
the same ways, as these structurally disempowered groups. But fans, most
of whom identify as female, and many of whom identify as queer, are vulnerable to attacks by corporate and legal entities, and fan archives can be
undermined by a wide range of censorial forces that oppose female and
queer expressivity, especially in the realm of explicit sexuality. A desire to
protect their communities against these threats motivates fan archivists,
whether they manage small, single-fandom databases or volunteer for the
enormous, and rapidly expanding, multifandom repository of AO3. Fans’
archival labor is crucial preservationist work in the contemporary digital
media space, for if we admit that a diverse and open society needs women’s archives and LGBTQ archives, then we must count fan fiction archives
among our vital cultural memory institutions.
Break 3
Break
Fan
Fan Time versus Media Time
Time
versus
Media
3
Time
Time and Performance in the Global Theater
In Acting Out, Bernard Stiegler ([2003] 2009) expresses anxiety over the mass
synchronization of individual consciousnesses by media: “[Media audiences]
end up being so well synchronized that they have lost their diachrony, that
is, their singularity, which is to say their liberty, which always means their
liberty to think” (55). This break will investigate time and media consumption, opposing fan time to media time, and will address a concern that several theorists in addition to Stiegler have raised, which is that fans make
themselves captive to the temporalities of mass media by producing many
online performances (I am here drawing on Marshall McLuhan’s idea of
the “global theater,” which posits that computer-mediated communication
facilitates new forms of everyday performance, as I explained in break 0). I
posit that archives of fan works serve as an infrastructure that allows fans to
keep to an alternative, even oppositional, temporality to media time.
In Audiences, Nicholas Abercrombie and Brian Longhurst (1998) characterize mass media audiences as “diffused,” meaning that “in contemporary
society, everyone becomes an audience all the time. Being a member of an
audience is no longer an exceptional event. … Rather it is constitutive of
everyday life” (68–69). And when everyone is an audience member, everyone is also a performer: “People simultaneously feel [that they are] members of an audience and that they are performers; they are simultaneously
watchers and being watched” (75). Abercrombie and Longhurst explicitly
state that their thinking is informed by the blurring of boundaries between
“art and life,” “intermedia and performance art,” and “arts and non-arts”
promoted by postmodern performance artists and theorists,1 and along
these lines, they cite Erving Goffman as an important early articulator of
the idea “that performance is entirely pervasive in everyday life” (74). But
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they also criticize what they regard as Goffman’s failure to historicize this
phenomenon.
In Abercrombie and Longhurst’s analysis, the combination of “spectacle
and narcissism” that leads to everyone performing for everyone else, and
constantly serving as audiences for everyone else’s performances, has not
existed in every period of human society, but is specific to the era of mass
media: “One of the reasons that modern societies are more performative is
that the media of mass communications provide an important resource for
everyday performance” (74). The “resource” that telecommunications provides would seem to be that of a stage, a theater so capacious that, as McLuhan (1970) says, it encompasses the globe, in which billions can perform in
ways that are perceptible, accessible, and consumable by others.
Although Abercrombie and Longhurst never mention the Internet,
their conception of mass-media-as-stage echoes the “global theater” theory of new media that McLuhan inaugurated and which I am developing
throughout this book: the Internet is a stage that allows all users to perform
to other users, through text posts or images or videos or songs, through
sharing playlists or liking others’ posts or publishing remixes or founding
digital archives. Building on Abercrombie and Longhurst’s arguments, Matt
Hills’s Fan Cultures (2002) also reads fannish audiences as performers and
takes a critical view of such performances—he does not deride fans for performing online, but argues that by performing, fans turn themselves, as a
group, into a disciplined extension of the culture industries. Hills (2002,
177) writes that when fans participate in an online newsgroup related to
a television series, this segment of the “‘audience’ can be approached as
a mediated product or performance itself,” with fans’ online posts collectively constituting a secondary consumable media text, made up of their
aggregated “self-representation[s] and self-performance[s].”
Fans’ “speculations, observations and commentaries,” gathered together
in large online communities, present “the audience-as-text” to fellow fans
and interested lurkers, and this audience-text gets consumed alongside
“the originating commodity-text” (Hill 2002, 177) (for example, a television program that serves as the primary object of interest of an online
fandom). Hills reads the “just-in-time” (178) temporality of online fan
performances as rigidly determined by the television broadcasting schedule: “Practices of fandom have become increasingly enmeshed within the
rhythms and temporalities of broadcasting, so that fans now go online to
discuss new episodes immediately after the episode’s transmission time—or
even during ad-breaks—perhaps in order to demonstrate the ‘timeliness’
and responsiveness of their devotion” (178). Here, Hills echoes Stiegler’s
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fears of mass synchronization. (I wonder if Hills would interpret forms of
Internet fan performance that are even more “just-in-time,” such as live
blogging and live tweeting—posting reactions on social media platforms
as a television program or sports event is airing—as contemporary exemplifications of what he calls “the colonizing spatiotemporal processes of
timely and information-saturated commodity exchange” [177].) Hills unfavorably contrasts the timeliness required of online fan performance with
the more relaxed temporality of pre-Internet, print-based fan participation. He writes, “Describing the temporality of just-in-time fandom as a
techno-evolution towards fuller ‘interactivity,’ which is deemed superior
to the prior ‘time-lag’ involved in writing to and reading niche magazines’
letters pages, … neglects the extent to which this eradication of the ‘timelag’ works ever more insistently to discipline and regulate the opportunities
for temporally-licensed ‘feedback,’ and the very horizons of the fan experience” (179).
I will put aside for the moment the question of what has happened to
the temporal structuring of online fan performance in the postnetwork era,
when television content is consumed in a less regularized way (owing to
time-shifting technologies and the increase of the practice of all-at-once—
“marathon” or “binge”—viewing of television seasons and series). What
remains relevant from Hills’s writing is his suggestion that mediated fan
performances might be giving rise to new kinds of temporalities, or new
perceptions of time. Hills’s distaste for what he reads as an increasing conflation of the temporalities of online fan performance and those of television broadcasting lead me to suggest that we establish a concept of “fan
time” as distinct from “media time.”
Wishing for Alternative Temporalities
I define “media time” as consisting of the schedules mandated by the culture industries’ production and sales cycles: the time of broadcasting in the
network television industry, the time of “drop dates” or release dates in the
music industry and in the online streaming industry, the time of premieres
in the film industry. We can read in Hills a wish for fan time to be different
from media time, for fans to have their own performance times, that is,
their own schedules for making and sharing performances, that are not so
tightly pinned to media time. Hills writes almost nostalgically of the way
that print time, and postal time, were structurally, technically slower than
electronic media time, and so print- and postal-based fan activities (and, I
would add, convention or “con”-based fan activities) de facto took place
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on a divergent time frame than media releases. But in an age of digital
networks, when fan time can be (and, Hills would say, is compelled to be)
coincident with media time, can fan time also still sometimes be different
from media time?
Online fan archiving is one way that fans can assert and defend their
ability to determine the temporality of their engagements with media texts.
Fan archivists, and all contributors to and users of fan archives, manifest a
wish to delay and/or repeat their consumption of fan performances (in the
case of fan fiction archives, fan performances take the form of fan-authored
stories), so that the instant that a fan performance appears online is not the
only time that that performance can be consumed and appreciated. In addition, Internet fan archives maintain the possibility of individuals joining
fandoms, and creating fan performances, long after a media text has ceased
to air on television and can only be found on a streaming site, or after it has
left the movie theaters and is only circulating on home media.
In other words, just as Jacques Derrida (1995, 24) says all archives open
onto the future, fan archives keep open their doors to fan performances
that do not coincide with media time, and in doing so—in giving fans a
way to join fandoms belatedly, in offering fans sites and content repositories where fans can locate and engage with fan performances made earlier—fan archives tacitly encourage fans to perform, and to make public
their performances, in their own time, on their own schedule, whenever
they first discover a favorite media text or years after they first become fans
of a text, irrespective of when the text was initially released. Thus, in addition to preserving fan works themselves, fan archives also preserve fan time
itself, allowing fan time to be variant and undecided—in fact, allowing it
to be decided entirely by individual fans—even as market forces work (if we
follow Hills’s and Stiegler’s arguments) to bring fan time and media time
into as close a bind as possible.
Time Feminized and Queered
The word “bind” in relation to temporality brings to mind Elizabeth Freeman’s (2010) landmark work Time Binds: Queer Temporalities, Queer Histories,
and I find many resonances between my idea of “fan time” and Freeman’s
and Jack Halberstam’s (2005) idea of “queer time.” Freeman coins the word
“chrononormativity” to describe “the use of time to organize individual
human bodies toward maximum productivity,” which results in a sense
of normal or regular time being implanted in individuals; she states that
chrononormativity is “a technique by which institutional forces come to
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seem like somatic facts.” She gives the example of industrial wage work
enacting a “violent retemporalization of bodies once tuned to the seasonal
rhythms of agricultural labor” (Freeman 2010, 3), and Halberstam discusses
the “time of reproduction,” and other timetables governing conception,
childbirth, and childrearing, as fictions governed by “strict bourgeois rules
of respectability” and believed by many to be “natural and desirable” (Halberstam 2005, 5). “Factory time” and “family time” are therefore two temporalities that arose in Western nations owing to a sedimentation, in the
modern period, of certain social, economic, and cultural norms, but “queer
time,” for both Freeman and Halberstam, throws these chrononormativities into question.
“Fan time” similarly casts doubt on a range of dominant temporalities—
not only on “media time,” but on what I would call “work/leisure time,”
“linear time,” and “self/other time.” Fan time is usually time spent on pleasure rather than on productivity (or, when it is productive time—as when
fans invent their own performances—it is a productivity driven by pleasure
seeking rather than by an imperative to do wage work); it is time spent
in repetition rather than in progression (or rather, time spent consuming
multiple works related to one source text, rather than time spent consuming successive, distinct media products); it is time spent on one’s self rather
than on one’s family or work customers/colleagues (although one can argue
that fan time is also usually time spent with other fans, in online spaces,
and so it is not exclusively time spent on the self—but it is typically time
spent not on economic or domestic obligations).
The time that women spend on recreational, media-related pursuits,
such as reading romance novels and viewing soap operas, has long been
suspect in Western cultures, as indicated by the popular stereotypes of the
romance- or soap-“addicted” housewife as delusional, lazy, and/or unintelligent, and by women’s commonly affixing the label “guilty pleasure” to
women-centric reality television shows and melodramas that they regularly
view. But feminist scholars such as Janice Radway (1991), Tania Modleski
(2007), and Lauren Berlant (2008) have argued that women’s time is usually subjected to so many diverse demands that many women experience
moments of private reading and viewing as periods of relief from others’
requirements, of self-restoration, and of escape from workplace and domestic labor. Fan time can therefore be seen as countering the ways that women’s time is typically structured and routinized.
We might also think of how “fan time” and “queer time” overlap, as
when fans “queer a text,” producing online performances (which, again,
can be stories, videos, animated GIFs, commentary/reviews, and so on) that
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foreground homoerotic or homosexual relations, or any nonheteronormative romantic and sexual relations, between characters. Same-sex fiction or
“slash” fiction is an extraordinarily popular genre of fan fiction, as evinced
by the fact that most early scholarly research on fan fiction focused exclusively on slash fan communities and slash fic. The sheer quantity of slash,
polyamorous (“threesome” or “moresome”), BDSM (bondage-dominationsadomasochism), and other nonheteronormative fics produced suggests
that a considerable percentage of fan time is queer time. The fact that
the majority of fic writers and readers are women and girls suggests that
the majority of fan time is women’s time, or what we might call alternative women’s time, since that aligns better with my earlier statement that
women’s time is largely defined by external demands related to work and
domestic duties. With these readings of fan time in mind, I argue that Internet fan archives not only help fans to refuse any temporal regulation of
their performances by media time and the culture industries; fan archives
also aid fans’ refusal of chrononormativities linked to gender and sexual
orientation.
4 Repertoire Fills the Archive: Race, Sexuality, and Social
Justice in Fandom
Chapter
Repertoire
Fills
the
4
Archive
Wanted: Content
Traditional memory institutions are built by professional archivists, who
acquire new entries either by purchase or other forms of active search
and collection, or by donation. Rogue archivists also use these acquisition
methods (search-and-collect or donation), but they also actively solicit
the submission—and sometimes the creation—of content. Just as computing communities and corporations occasionally organize “hackathons” to
inspire participants to write new code or brainstorm innovative projects in
short, defined periods of time, many rogue archivists run challenges, drives,
exchanges, and other time-constrained events to expressly encourage the
contribution of new materials to their repositories. In many cases, archivists structure these events to attract or generate specific types of content,
if they notice that certain categories of their archives are lacking and need
to grow.
In this chapter, I will describe how communities of volunteer/amateur/
fan/pirate archivists and archive users stage events for digital content creation and storage. In other sections of this book, I ask the reader to consider
the repertoires of archive building and archive use, as well as the repertoire
of another kind of memory work, the work of versioning, of which fan
authorship is but one genre. Here, I will present another type of repertoire:
the repertoire of archive contribution. I will show how archivists seek to
motivate the enactment of this repertoire, combined with the repertoire of
versioning, not only to assist them in growing their archives quantitatively,
but to qualitatively change the nature of their archives. In other words, by
urging archive users to become archive contributors, archivists seek to realize, at least partially, the promise of democratization and difference inherent in rogue digital archives.
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Thus, the uses that archivists make of repertoire—the ends to which they
put their audiences’ repertoires—are not only practical but political. Rogue
archivists not only want to grow their archives by inviting and facilitating
crowdsourced contributions, they also wish to fulfill the potential of digital
archives to allow anyone (in theory) to make deposits, and in doing so, to
expand the archives’ possible purposes and significations. The repertoire of
archive contribution is a carnival repertoire, for the digital archivists that
stage online events to promote a flurry of contribution activity often seek
to imbue these events with an air of festivity and fun, demarcating the
event times and spaces (the spaces are the digital archives themselves) as
special and extraordinary in the lives of their communities. To explore the
operations and effects of the carnival repertoire that plays out on digital
archives, I will delve into the large body of theoretical writing that has
taken up Mikhail Bakhtin’s (1984) analysis of carnival in medieval Europe,
as “a second world and a second life outside officialdom, a world in which
all medieval people participated more or less, in which they lived during a given time of the year” (6). I will argue that the carnival-like events
organized by digital archivists to encourage contributions are intended to
influence broader society and culture, and to serve as unofficial, idealized
spaces that make imaginable, conceivable, and graspable new modes of
living, being, identifying, and communicating. I claim that rogue archivists who run archive-donation events are as concerned with shaping a
collective future as they are interested in memorializing or preserving a
collective past.
Archive Events
Sly,1 a file-sharing site that aspires to be “more than just a regular BitTorrent tracker for movies,” and defines itself as “a comprehensive library of
Arthouse, Cult, Classic, Experimental and rare movies from all over the
world,” runs a Master of the Month (MoM) uploading event every month.
Moderators announce a new MoM theme at the start of the month, and
“ask our users [to] share everything related to each Master of the Month
and get a fat bonus in the process” (bonuses take the form of share ratio—
the ratio of bytes uploaded to bytes downloaded—and the higher a member’s ratio, the more files they can download from the site). Past MoM
themes include: Iranian films, stop-motion animation, blaxploitation, Kay
Francis, Hammer films, Kaiju-eiga, the golden age of serials (1929–1956),
Polish animation, Marguerite Duras, Otar Iosseliani and Georgian cinema,
ethnographic cinema, twenty-first-century video art, Spanish cinema under
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Franco, European sovereign-debt crisis, Ida Lupino, Chinese cinema under
Mao, Israel, Palestine, queer cinema(s), and many others.
The moderators of Sly use MoM events to bulk up categories of their
archive that they deem to be undersized. Sly need not encourage uploads
of well-known art-house classics such as Chris Marker’s La Jetée (of which
three versions of differing resolutions are currently available on the site) or
of camp/cult classics such as Russ Meyer’s Beyond the Valley of the Dolls (of
which Sly offers two versions). Rather, as evinced by the heterogeneous list
of MoM themes, it seems that the Sly moderators feel they must actively
solicit users’ contributions of films from overlooked historical periods;
films made under restrictive political regimes that were rarely distributed
internationally; films from non-Western nations; films about ethnic and
sexual minorities; films in “minor” genres (nonfiction, serials, video, and
animation); and films starring, directed by, or adapted from the works of
important women artists who may not be as well known to contemporary
audiences as they deserve. From the MoM themes, we can deduce what Sly’s
moderators have perceived to be gaps or deficiencies in their archive.
Looking through the “collections” generated by the MoM events, we
can see that the Sly archive successfully expands its holdings through these
monthly community events: the average number of films uploaded for
each of the MoM themes listed above is 405. The least generative MoM
theme was Marguerite Duras (41 films), and the most generative MoM was
queer cinema(s) (2,770 films). Through incentivizing members to contribute specific types of content at specific times, the archive fills in its weak
areas, and also exposes users to bodies of work with which many are likely
unfamiliar. Thus, the MoM events allow Sly to more robustly fulfill its mission of becoming a “comprehensive library” of nonmainstream cinema.
Without the themed MoMs, if the Sly moderators simply allowed its members to upload whatever they chose to, the Sly archive might only contain
the most popular, most often-watched “art-house, cult, classic, experimental and rare movies,” and smaller categories might be left underpopulated
indefinitely.
Sly is not the only digital archive to organize contribution drives.
Archive Team constantly recruits volunteers to help download and save
certain websites, online communities, and social networks. Their deadlines
for each project are determined by the site owners’ intention to shut down,
or “sunset,” their sites at specified times (for example, as of this writing in
July 2014, Archive Team is operating a project focused on “Saving Verizon
customer pages, shutting down September 2014”). The South Asian American Digital Archive (SAADA) is currently running the First Days Project,
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which invites archive users to submit their personal stories of their first day
in the United States, formatted as video, audio, or text (South Asian American Digital Archive, “First Days Project”). Rhizome commissions digital artworks for its ArtBase through its annual commissions cycle (which makes
some awards based on the decisions of a jury and other awards based on
the votes of the online public), its Rhizome|Tumblr Internet Art Grant program (for artists working in and with the Tumblr blogging platform), and its
Internet Microgrant program (which funds proposals that attract the most
online votes in the amount of $500). In 2013, the Internet Archive (IA)
solicited proposals for a yearlong Tumblr residency program; the archivistsin-residence each curated content from the IA and showcased their minicollections on the Internet Archive’s official Tumblr for one week in 2014
(“Commissions”).
Some of these archive events attract contributions of content that users
already possess; for example, members of Sly may have saved digital files of
rare films on their drives or servers, and respond to the MoM’s call-to-upload
whenever they see an appropriate theme pop up. Other archive events are
intended to inspire archive users to create new content; SAADA’s First Days
Project, Rhizome’s commissions programs, and the IA’s Tumblr residencies
all incite users to generate new digital material for the enlargement of these
archives’ stores and, hopefully, of the archives’ audience base as well (it is a
truism of website operation that if a site that wishes to increase its traffic, it
must constantly publish new content). Another way that we might think of
these archive events is as drivers of transmediation: for the Sly MoMs, users
might “rip” (make digital files of) their hard-copy versions of films; for the
First Days Project, SAADA users must transform stories that exist in their
memories, which they may have only told orally, into text/audio/video
recordings; for the IA Tumblr residencies, IA users must select a body of
items already contained in the IA and fashion them into a collection with a
visual style of presentation suitable for the Tumblr platform. We might say,
then, that archive events motivate users to either donate digital content
that they already have, make new digital material that they can contribute
to an archive, or make new (digital) versions of material that already exists,
either in their personal memories/collections or in the archives themselves.
From the preponderance of archive events, we see that digital archivists have the same goal as traditional archivists—that of preserving existing material—and take on the additional objective of inciting users to
deliver fresh material to the archives. To the repertoires of archive use and
archive building, which I discussed in earlier sections, we must therefore
add another repertoire: the repertoire of archive contribution, which is
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practiced by both digital archivists (who must organize and run the content-driving events) and their audiences (who, hopefully, fulfill the requests
for new content issued by the archivists). Through the repeated enactment
of the repertoire of archive contribution, digital archives grow.
Battles, Bingos, and Bangs
Internet fan fiction communities and archives have frequently designed
and hosted content-generating events, such as kink_bingo, Amplificathon,
and the Porn Battle, which were/are all moderated, rule-governed, and
time-based writing challenges, similar to National Novel Writing Month
or Wikipedia’s Open Barn Raising (a kind of hackathon at which volunteer
members of WikiProject Open gather “online and in person to improve
Wikipedia articles related to openness in education”; see Wikipedia 2014).
Many fanfic communities and archives organize these types of events
in order to fill perceived gaps in the archives, like the Master of the Month
drives on Sly, or to inspire the creation of more of the kinds of content
desired by archivists, like Rhizome’s commissions programs and SAADA’s
First Days Project. In addition to the fan writing challenges listed above,
there are several other popular genres of fan content drives. For example,
Big Bang challenges require participants to produce novel-length stories in
a stated period of time (the original Big Bangs, in the Harry Potter fandom,
set a 50,000-word minimum, but more recent Bangs have lowered the mandatory word count), upon completion of which fan authors are rewarded
with fan art created specifically for their stories.2 Currently, the AO3 hosts
1,799 Big Bang works written for a diverse set of fandoms (Archive of Our
Own, “Big Bang Challenge”).
Another challenge called Remix Redux invites fan authors to “remix”
other fan authors’ works, for instance, by rewriting the earlier story from
a different character’s point of view. The challenge is in its eleventh year,
and AO3 now holds 1,320 Remix Redux stories spanning 413 fandoms
(Archive of Our Own, “We Invented the Remix … Redux”). Trope Bingo,
another multifandom challenge, “uses common and well-known fandom
tropes as squares” on bingo cards that are sent to all “players” (fans who
sign up to participate), and asks players to make “bingo” by creating one
fan fiction story, of 500 words or more, for each of five contiguous squares
on their card (so, each player creates a minimum of five works over the
course of the challenge) (Dreamwidth, “Trope Bingo”). The list of possible
tropes includes amnesia, forced to marry, mistletoe kiss, poker/strip poker,
presumed dead, road trip, secret twin/doppelganger, sharing a bed, snowed
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in, and time travel (trope_bingo 2013)—all scenarios and situations that
frequently recur in most fandoms’ fan fiction. At present, the AO3 contains
1,768 Trope Bingo works in 613 fandoms (Dreamwidth, “Trope Bingo”).
Probably the most famous fan works exchange is Yuletide, an annual
winter holiday event dedicated to small or “rare” fandoms (that is, fandoms
with few fan fiction stories written for them), in which fans nominate rare
fandoms for which they want stories written, and/or sign up to write stories in rare fandoms; based on their preferences, fan writers are then given
assignments to write stories of at least 1,000 words for specific fandoms,
and have four weeks to complete their assignments before December 25,
when all stories are “revealed,” or posted online, at the AO3 (Archive of
Our Own 2009). The eleventh year of Yuletide took place in 2013, and the
AO3 now holds 23,826 Yuletide works written for 5,421 fandoms (Archive
of Our Own, “Yuletide”).3
dark_agenda Challenges
Of special interest to me are fan events that aim to increase the racial, ethnic, national, and sexual diversity of fan works. A fan activist group called
dark_agenda, founded in 2009, states its mission to be “offer[ing] resources
[to fans] in order to increase the representation of international, nonEnglish and non-Western fandoms in multi-fandom fanwork exchanges
and festivals, as well as promote the responsible portrayal of characters of
colo(u)r” (Dreamwidth 2014). The group’s members have so far run a number of ficathons focused on “chromatic” characters—“chromatic” being
the term selected by dark_agenda’s leaders as “an umbrella definition for
‘person of colo(ur),’ ‘non-white,’ ‘multiracial,’ ‘indigenous,’ ‘sourcelander,’
‘hyphenate,’ ‘diasporian,’ etc.”
In 2009 and 2010, dark_agenda ran Chromatic Yuletide, a “subchallenge” of Yuletide, which operates according to the same rules as Yuletide
but focuses on “increas[ing] the representation of chromatic sources and
characters in rare fandoms.” Over those two years, 279 Chromatic Yuletide works in 298 fandoms were archived on the AO3 (Archive of Our
Own, “Chromatic Yuletide 2009,” “Chromatic Yuletide 2010”).4 In 2010,
the group also launched the Racebending Revenge Challenge “as a protest against whitewashing in Western media and in particular The Last
Airbender” (dark_administrator 2011b).5 Participants in the challenge were
asked to “Re-write one or more white characters in the fandom(s) of your
choice as chromatic/non-white/PoC [people of color], in a story of at least
500 words, with some acknowledgment of how the racial difference would
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make a difference to the story being told.” The master list of challenge submissions on Dreamwidth contains 48 works in 36 fandoms (Dreamwidth
2013).
In addition, dark_agenda organized Chromatic Remix Redux in 2011,
which operated alongside the main Remix Redux challenge, and asked
participants to feature a chromatic character in their remixes. The Chromatic Remix Redux archive on the AO3 now holds 1,320 works in 413
fandoms (Archive of Our Own, “Chromatic Remix Redux”). In 2011,
the founder and moderator of the Porn Battle, oxoniensis, invited dark_
agenda to run a Chromatic subchallenge for Porn Battle XI. In her oral
history interview, oxoniensis (2012) states, “The Chromatic side to the
Battle was inspired by the Chromatic Yuletide. I wanted to do something
to help encourage more entries that included people of color. Actually
making a separate list of all the Chromatic prompts had two purposes: to
put the idea of writing/drawing etc. a person of color in people’s minds
and make it easier for them to do so.” The Porn Battle archive shows that
the Chromatic Porn Battle resulted in approximately 1,957 prompts (The
Porn Battle, “Chromatic Prompts”) and 218 fills (The Porn Battle, “Chromatic Entries”) in 115 fandoms. Also in 2011, dark_agenda ran the Kaleidoscope Fanwork Exchange, “a multimedia fanwork exchange … open
to all sources with chromatic characters or people and by chromatic creators,” welcoming all genres of fan productions in all languages, “particularly in English dialects and non-English languages associated with
chromatic cultures.” The Kaleidoscope archive on the AO3 holds 64 works
in 61 fandoms (dark_administrator 2011a).
The above is not a comprehensive listing of dark_agenda’s activities, but
the events described are the group’s highest-profile projects.
A Darker Archive
The first way that I will “read” the online activities organized by dark_
agenda—the Chromatic Yuletides, Racebending Revenge, Chromatic Remix
Redux, Chromatic Porn Battle, and Kaleidoscope—is as a series of responses
to, and protests of, the notorious underrepresentation of racial and ethnic
minorities in mass media productions. In my view, the primary intention
driving the dark_agenda was similar to the intention behind Sly’s MoMs
and SAADA’s First Days Project: to incite the crowdsourced creation of new
content, content of a specific category and type that was perceived to be
lacking from an archive. In the case of the chromatic fanworks challenges,
the “archive” whose gaps were being filled was not an individual online fan
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fiction archive; it was the enormous metaphorical archive constituted by
studio films and broadcast and cable television programs.
For decades, media scholars and watchdog groups have accused mass
media of offering predominantly “negative and/or stereotyped images of
many groups,” as well as of “providing too few images of certain groups”
(Klein and Shiffman 2009, 56). On this last point—that films and television
programs contain “too few images” of certain groups, particularly nonwhite
characters—every study of media content ever published is in agreement.
The 2014 Hollywood Diversity Report issued by the Ralph J. Bunche Center
for African American Studies at UCLA, for example, shows that “minorities
claimed only 10.5 percent of the lead roles” in Hollywood films made in
2011 (Ralph J. Bunche Center for African American Studies at UCLA 2014,
6), and that “minority actors claimed just 5.1 percent of the lead roles in
broadcast comedies and dramas” in the 2011–12 season (8). Minority performers fared better in cable comedies and dramas, playing 14.7 percent of
the lead roles (8–9). The report’s analysis of “minority cast share,” or the
percentage of the total cast of the media text consisting of minority characters, showed that there were more minority actors in supporting positions,
but only 26.7 percent of films (6–7), 25.3 percent of broadcast television
programs (11–12), and 27.2 percent of cable television programs (12) had
casts that were at least as diverse as the US population (which is 36.3 percent minority). In both lead and supporting roles, therefore, nonwhites are
dramatically underrepresented in the mass media.
Gaye Tuchman (1978), Debra Merskin (1998), Bonnie Y. Ohye and Jessica Henderson Daniels (1999), and Hugh Klein and Kenneth Shiffman
(2009) refer to the media’s underrepresentation of specific groups as “symbolic annihilation.” Merskin defines symbolic annihilation “as the way cultural production and media representations ignore, exclude, marginalize,
or trivialize a particular group” (1998, 335). I choose to think of the media’s
symbolic annihilation of minorities as an annihilation from an archive
of images and sounds and narratives—an archive of recorded storytelling
media. When Klein and Shiffman point to the “near-total absence” of certain groups from mass media (2009, 56), I think of this absence as an archival absence, that is, as the exclusion of those groups’ documents and texts
from an archive. When Klein and Shiffman state that “the absence of a
particular group in the media instructs people, albeit tacitly, about how one
should or should not act, and about what one should or should not look
like” (57), I consider Eric Ketelaar’s (2001) arguments that all archives contain “tacit narratives of power and knowledge” (132), that “social, cultural,
political, economic and religious contexts determine the tacit narratives
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of an archive” (136–137), and that the analyst of an archive “should make
these contexts transparent, maybe even visible” (137). Like an archive,
the corpus of mass media texts is replete with tacit narratives that reflect
the power structures of the society and culture in which the text is made,
and mass media scholars like Klein and Shiffman make visible the media
archive’s tacit narratives.
dark_agenda’s project, therefore, is at least in part the construction of a
parallel archive to the archive of mass media, an archive of fan-produced
storytelling media that features characters of color as the lead characters,
and that symbolically annihilates not white characters (who may still, after
all, feature—as supporting players—in the works created for dark_agenda’s
“chromatic” challenges), but white dominance and white privilege in
media representations. dark_agenda, in other words, sets an agenda for fandom, as a collective, to answer the erasure, exclusion, and diminishment
of characters of color from the archive of media by collectively constructing a darker archive, an archive full of the stories of the darker characters
found in filmic and televisual source texts, who most often “prop” and
“pedestal” the white characters. Another way that we could conceive of
this darker archive is as an addition, an insertion, a forced entry, of stories
about people of color into the total archive of media, which we might call
the Mediascape. By calling into being a darker archive, dark_agenda has
attempted to transform the Western Mediascape, or cultural imaginary, as a
whole—has tried to make the giant Media Archive more inclusive and more
representative of the actual racial and ethnic diversity of human existence
than it would be if the culture industries’ productions were allowed to proliferate unanswered.
Touring through the “dark archive” that was called into being by dark_
agenda, one finds that the only stories about “Disney Princesses” feature
Tiana, the African-American heroine of The Princess and the Frog, and
Mulan, the Chinese warrior heroine of the eponymous film; Cinderella,
Aurora (Sleeping Beauty), Ariel (The Little Mermaid), and Belle (Beauty and the
Beast) do not figure in this archive, except to serve as foils to the princesses
of color. One encounters a story in which the Kryptonians in the Superman
universe, including Kal-El/Clark Kent/Superman himself, are black (written
for the Racebending Revenge challenge), and young Clark must deal with
rampant racism in Smallville growing up. One notes that all of the stories taking place in the universe of the CBS award-winning television program The Good Wife “star” Kalinda Sharma, the British Indian investigator,
rather than the series’ actual lead character, Anglo-American attorney Alicia
Florrick. Chromatic characters are always the lead characters, with white
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characters either absent, “cast” (or rather, recast) in supporting roles, or
acting as villains and obstacles. In her analysis of Ernest Hemingway’s fiction, Toni Morrison notes that Hemingway’s white American male heroes
are often surrounded by black African male nurses: “Tontos all,” Morrison
calls the nurses, “whose role is to do everything possible to serve the Lone
Ranger without disturbing his indulgent delusion that he is indeed alone”
(Morrison 1992, 82). Morrison here could well be describing the relation
between characters of color and white characters in most US media fictions:
chromatic characters “do everything possible to serve” the white heroes
without disturbing the illusion that they are the sole heroes/protagonists/
stars/leads. The stories generated by dark_agenda’s challenges reverse this
historical relation, putting chromatic characters in the heroic and dominant positions, and white characters in the positions of support.
I realize that “dark archive” has another meaning, that of an archive that
functions but is closed to the public, whereas here I use the phrase to refer
to a metaphorical archive full of stories about nonwhite characters. Similarly, the phrase “dark agenda” usually refers to a group (real or fictional)
having a concealed, nefarious plan—a conspiracy plot—but the fan collective dark_agenda undertakes schemes to correct (in some small degree)
an injustice, which is mass media’s historically, consistently, foregrounding
and focusing on white characters and marginalizing characters of color. The
name “dark_agenda” is therefore somewhat ironic, as it implies that media
audiences must engage in conspiracy tactics in order to bring about even
a minor revolution in media representations of nonwhite peoples—that is,
only an unofficial, largely unnoticed, series of writing and media production events, taking place in the “shadow economy” (Fiske 1992) of fandom,
and making no difference to the casting processes of films or television
series, can hope to create archives in which every text is primarily about a
person, or people, of color. My term “dark archive” is also ironic, as it hints
that the only archive that can effectively feature characters of “darker” skin
color than the characters who dominate cinema and television is one that
will go largely unseen and unused by Hollywood media producers and the
vast majority of media consumers—the archive is dark not because its archivists intend it to be inaccessible, but because so few media makers and audiences are interested in the question of where to find versions of media texts
that are predominantly populated by nonwhite characters.
In break 2, I cited Gregory Sholette’s characterization of amateur artists,
whose labor and purchases support those at the pinnacle of the professional art world, as “dark matter” and as an “army” of “invisibles” (Sholette
2011, 1, 3, 7, 16). Those who participate in dark_agenda’s events constitute
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a different kind of dark army of invisibles: one that does not support the
top of the media industry pyramid, but tries to undermine its racist worldview from below, from the unseen base. The “agenda” of this army is to
combat mass media’s symbolic annihilation of darker-skinned peoples by
constructing a parallel “dark archive”—or, we could say, by “darkening”
the total Media Archive—through staging events that prompt the production of a plethora of stories about characters that usually exist only in the
shadows of whiteness.
The Vernacular Creativity of Archivists
Rogue digital archives are therefore often filled through events, that is,
through archivists demarcating specific objectives for archive users, special
places (sections of the archives, or subarchives), and/or particular times (the
durations of the challenges) in which users must make their deposits. In the
collective excitement and sense of group fun that they elicit, these online
content drives resemble real-world event genres such as community theater/
amateur dramatics, local fairs, quilting bees, and craft competitions—all
forms of what Tim Edensor et al. (2010) call “vernacular creativity,” which
they contrast with “state-led spectacular flagship projects” (5) such as art
biennials, high-profile music festivals, and the development (read: gentrification) of “distinctive cultural quarters” within urban centers (5–6). With
their idea of vernacular creativity, Edensor et al. seek to expand the definition of cultural creativity beyond long-standing notions of “the uniquely
creative individual” (8) or the “cool city” (5), to include creativity that “is
located in everyday, popular, vernacular culture” (9).
Evoking the earlier work of British cultural studies scholars such as Dick
Hebdige (1983), Raymond Williams ([1958] 2002), and Paul Willis (1997),
Edensor et al. argue for greater recognition of what Willis calls “common
culture,” that is, the “vibrant symbolic life and symbolic creativity in everyday life” (Willis 1997, 206) and “the necessariness of everyday symbolic
and communicative work” (208). Vernacular creativity, for Edensor et al.,
is a term that honors the “sensation, fun, desire and festivity” in common
culture. I regard digital archives’ content drives as a recently inaugurated
category of vernacular creativity, though this category bears close relation
to far older vernacular traditions. Like barnraisings (a term that, as I stated
above, Wikipedia sometimes uses for their page editing events), bake sales,
fundraising races, charity auctions, craft competitions, and other live local
practices already mentioned, online archive-contribution events encourage members of a community to come together and share their creative
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and productive energies, in designated spaces and at specified times. Digital archivists import a long-standing repertoire of community activity—
the repertoire of festival organization and local event management—from
physical into virtual space. They use this repertoire of community activity
to literally enlarge a “common culture,” that is, the cultural texts held in
common by a group. Edensor et al. permit us to perceive the creativity of
digital archivists in appropriating older, real-world traditions as the bases
of new kinds of online festivals. Edensor et al. write: “Creativity should …
be conceived as an improvisation quality that, across all forms of cultural
activity, requires people to adapt to particular circumstances. Even in apparently repetitious practices, regeneration actually takes place under circumstances that are always different. … This means that there ‘is creativity even
and especially in the maintenance of an established tradition’” (Edensor et
al. 2010, 8; citing Hallam and Ingold 2007, 5–6). By translating real-world
traditions into virtual sites, and ensuring that ancient repertoires of communal fun-making and collective content production survive through continual online reenactment, digital archivists increase the quantities of data
stored and saved in their servers. Thus, a repertoire of vernacular creativity
fills archives of crowdsourced content. In this, as in so many other ways,
the memory modes of repertoire and archive are shown to be mutually and
inextricably dependent on one another in the digital age. By “remembering” and renewing traditional event structures that inspire a group to take
enthusiastic and timely action, rogue archivists fill their communities’ networked memory banks.
“‘Carnival’ Is an IP Address”
A closely related repertoire to that of the “vernacular” and “everyday” creative practices lionized by Edensor et al. is the repertoire of carnival. If we
can see how the baking competition and the book drive are translated into
Internet events, how does carnival take place online? One might say that
the Internet itself is a carnival; Bakhtin eases the path for such a definition by describing medieval carnival in similar terms to those that Marshall
McLuhan uses to describe global networked telecommunications. Where
McLuhan and Nevitt (1972) state that in the “global theater,” “all men
become actors and there are few spectators” (145), Bakhtin ([1965] 1984)
writes, “Carnival does not know footlights, in the sense that it does not
acknowledge any distinction between actors and spectators. … Carnival is
not a spectacle seen by the people; they live in it, and everyone participates
because its very idea embraces all the people” (7). Donald Theall explicitly
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compares the Internet to carnival as defined by Bakhtin, stating that the
Internet and the Web in the 1990s challenged “those accustomed to the
comfort of the hierarchical control of the state, corporation, and church”
by inaugurating “anarchic freedom [within] an essentially non-hierarchical
entity permitting powerful exchange and communication”; an entity that
serves as “a site of personal freedom as an extension of [the user’s] home,
common room, or watering place” and that offers “great potential for carnivalesque unmaskings” (Theall 1999, 158). In this framework, the Internet seems quite analogous to the “second world and second life” (Bakhtin
[1965] 1984, 6) incarnated by the medieval carnival, and the virtual world
and the physical world could be regarded as constituting a new “two-world
condition” (6).
But of course, the Internet only has the potential to be carnivalesque.
It can serve as a site of “anarchic, personal freedom,” but it is also, writes
Theall, “a serious source of communication, information and data,” operating as a crucial platform for business and government: “[The Internet]
intertwines the manipulative promotion of commercial … interests with
the indulgent leisure of transgression and playfulness” (Theall 1999, 159).
And there is a persistent danger, Theall argues, of corporate forces seeking
to close down certain types of play that transpire online, just as the eighteenth and nineteenth centuries witnessed “the sanitization of traditional
carnival and other transgressive spaces” (159). So, if we make the case that
we can find a new version of carnival online, we must find it in spaces
and events that are, in some way, directly or indirectly, opposed to what
Bakhtin calls “officialdom” and what Theall calls “serious” enterprises. And
we must acknowledge that carnival does not take place all year round, but
is confined to special times; “carnival time,” as Bakhtin says, is different
from other times of the year, and it is only “during carnival time [that] life
is subject only to its own laws, that is, the laws of its own freedom” ([1965]
1984, 7). So, while I do not think it can be said that the Internet as a whole
is a constant manifestation of carnival, I think we can discover carnival taking place on the network, and that one group of sites where carnival thrives
is fan fiction archives. The “doing” of carnival, the repertoire of carnival,
has been imported from physical to virtual reality. As my colleague at the
Berkeley Center for New Media, Professor Greg Niemeyer, hearing me talk
about the carnivalesque in online fan communities, remarked, “‘Carnival’
is now an IP address.”
I perceive the spirit of carnival to suffuse dark_agenda’s challenges. The
challenges are time specific, and, like Bakhtin’s medieval carnival, their primary purpose is to upend an existing hierarchy: the racial/ethnic hierarchy
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of media representation. “Carnival shakes up the authoritative version of
language and values, making room for a multiplicity of voices and meanings,” writes Shanti Elliot (1999, 129). “Carnival reversal implies a change
from principles of stability and closure to constant possibility” (130). Elliot
derives the idea of “carnival reversal” from Bakhtin, who argues that carnival demonstrates “the peculiar logic of the ‘inside out’ (à l’envers), of the
‘turnabout,’ of a continual shifting from top to bottom, from front to rear,
of numerous parodies and travesties, humiliations, profanations, comic
crownings and uncrownings” (Bakhtin [1965] 1984, 11). dark_agenda’s
fanworks exchanges effectuate a reversal, an inside-out, a turnabout, of
mass media’s all-too-stable principles, which favor white heroes and their
narratives above all. dark_agenda brings about times and spaces in which,
only briefly and only through what Elliot calls Bakhtinian “‘unofficial’ language” (Elliot 1999, 130), the media world’s habitual privileging of whiteness is transformed, and the prominence of nonwhite characters and their
stories becomes possible.
Other fan challenges, such as kink_bingo and Amplificathon, also are
carnivalesque, perhaps even more so than dark_agenda in their emphases on (what some might deem) bodily excesses. Although many “kinks”
included in kink_bingo’s cards6 are not sexual acts, the moderators, eruthros and thingswithwings, always include sexual kinks that are not common
in fan writing, such as watersports, enemas, “plushie” or furry kink, blood
play, and medical play. “I think we’ve done some good work to help make
kinky fic more acceptable and less shadowy and locked away,” says thingswithwings (eruthros and thingswithwings 2012) in her interview. Amplificathon, the challenge run by jinjurly (founder of the Audiofic Archive),
invites fans to record themselves reading fan fiction stories aloud and to
share those recordings (“audiofics”), which jinjurly (2012) says are often
perceived as “very strange” and “very intimate,” in that “you are basically
sharing a part of your body with people in a way that, yeah, sometimes
people find really creepy.” jinjurly describes how some audioficcers express
regret for their vocal performances: “The number [of audioficcers] I’ve
seen apologize for having Southern accents is really pretty dismaying, or
German accents, or whatever your unpopular accent-of-the-month is. …
I mean, you see people self-castigating for accents all the time. … [People
say] ‘Oh, I talk too fast, or I talk too slow, or my voice isn’t pretty enough,
or oh, my accent.’ You know what? Who cares? It’s your voice. It’s your
voice, and because you’re a person, your voice is important” (jinjurly 2012).
For jinjurly, the uniqueness and distinctiveness of each reader’s speech is
precisely what should be celebrated, as every individual voice matters, and
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deserves to be heard, literally and metaphorically, in fandom and in larger
society. She says,
That diversity is—that’s what I want the world to be, that’s what I want fandom to
be. And so that’s what I want the [Audiofic] archive to be. I want it to include as
many things as possible and I want to not curate. I don’t want to pass judgment on
anything. … I want to say, “Hey look, we’re [fandom is] big and we’re [all] different and isn’t it cool that we’re this giant tapestry that you’re too close to see it, but
I’m sure there’s a picture there somehow.” … The fact [is] that I approach this fairly
politically and that I definitely have an agenda there—I mean, the agenda is sort of,
broadly stated, is that every voice be valued and that everybody’s contribution be
valued. … So yeah, that’s why we solicit [for the Audiofic Archive through Amplificathon and other mechanisms]. (jinjurly 2012)
Both kink_bingo and Amplificathon ask fans to bring into being representations and performances that may strike some as “too much.” Some of
the kink_bingo prompts may strike a portion of the players as too perverse;
some of the audiofics produced for Amplificathon may sound to listeners
as too accented. But this too-much-ness in the productions of composed
and default bodies (defined in chapter 6), which both challenges not only
welcome but actively call for, is a mainstay of the carnival repertoire.
Bakhtin makes clear that carnival, as a form or style or action, does not
only transpire in the lived world, but is also evident in a wide range of artistic genres. In Problems of Dostoevsky’s Poetics, Bakhtin ([1963] 1993) focuses
on the carnivalesque in literature; he writes, “Carnivalization, once it has
penetrated and to a certain extent determined the structure of a genre, can
be used by various movements and creative methods. … In fact, every movement and creative method interprets and renews it in its own way” (160).
Bakhtin argues that the translation of live carnival into the realm of literature is evident in the genre of “grotesque realism,” exemplified by Miguel
Cervantes’s Don Quixote and the body of Sancho Panza: “Sancho’s fat belly
(panza), his appetite and thirst still convey a powerful carnivalesque spirit.
… Sancho’s materialism, his potbelly, appetite, his abundant defecation, are
on the absolutely lower level of grotesque realism” (Bakhtin [1965] 1984,
22). I read kink_bingo and Amplificathon as allied with Cervantes’s project
to import carnival into the format of written text—to transmute the physical event of carnival onto the page (or screen)—and, in doing so, to reverse,
challenge, and unsettle Western modernity’s idealization and normalization of the body. Writes Bakhtin, “The Renaissance saw the body in quite a
different light than the Middle Ages. … As conceived by these [Renaissance]
canons, the body was first of all a strictly completed, finished product. …
All signs of its unfinished character, of its growth and proliferation were
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eliminated; its protuberances and offshoots were removed, its convexities
(signs of new sprouts and buds) smoothed out, its apertures closed. … The
inner processes of absorbing and ejecting were not revealed. The individual
body was presented apart from its relation to the ancestral body of the
people” ([1965] 1984, 29). Kink_bingo and Amplificathon ask participants
to join them in staging carnivals online, carnivals that take place through
written words and spoken stories, as do Cervantes’s novel and Quixote’s
tales. These networked fan carnivals, like medieval carnivals and the carnivalesque literature studied by Bakhtin, revel in all permutations of bodily
desire and all possible accents of speech. They open up the metaphorical
archives constituted by source texts and the actual archives located on
Dreamwidth and the AO3 and the Audiofic Archive, and they urge fans
to add their stories of piss and blood and fecal matter, and their voices of
diaspora and transnationalism and regionalism and immigration, to those
archives. The stories produced for and through kink_bingo and Amplificathon not only enlarge archives quantitatively, they also transform them
qualitatively, demonstrating that the archives can hold more than anyone
thought them capable of, stretching the capacity of the archives beyond all
conventional limits of appropriateness and normality.
“The body of grotesque realism was hideous and formless. It did not
fit the framework of the ‘aesthetics of the beautiful’ as conceived by the
Renaissance,” writes Bakhtin ([1965] 1984, 29). The fanworks challenges
that I have described all refute dominant “aesthetics,” as established and
reified by mass media. Aesthetics that privilege the white body, that shun
“deviant” forms of pleasure and connection, and that designate a small
spectrum of American and British accents to be the “norm” in spoken English—all come under attack by the proliferation of stories generated by
those who accept the challenges set forth by dark_agenda, kink_bingo, and
Amplificathon. Bakhtin states that carnival has political ramifications, in
that “its joy at change and its joyful relativity, is opposed to that one-sided
and gloomy official seriousness which is dogmatic and hostile to evolution
and change, which seeks to absolutize a given condition of existence or a
given social order” (Bakhtin [1963] 1993, 160). Carnival reminds its participants that the future is open, that existing social structures and divides
are more fluid, and more subject to transformation, than they appear. The
carnival of Internet fan production events urges media consumers to realize
the transmutability of mass media’s representational logics, and to take the
initiative themselves to invert and broaden the culture industries’ definitions of “acceptable,” “beautiful,” or “legible” bodies, voices, and physical
acts.
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Elliot interprets Bakhtin’s emphasis on the physicality of the carnivalesque—Bakhtin’s fascination with the constant openness of mouths and
other bodily orifices in carnival literature—as indicative of Bakhtin’s belief
in the “constant possibility” of change. Elliot writes that “nothing is fixed
in Bakhtin’s carnival world, and everything is in a state of becoming. …
By paying close attention to the relationships between objects (mouths,
anuses, food, excrement), Bakhtin reveals a hidden network of values. The
image of becoming expresses hope for the future, which Bakhtin contrasts
to the ‘official’ preoccupation with the past that renders life pre-determined
and unchangeable. … [Bakhtin] understands interest in the open orifices
of the human body as an artistic way of shaping the future by passing the
material of the world through them” (Elliot 1999, 130). Elliot gives us yet
another way to understand archontic production: as a digestion of the past,
as an embodied transformation of received matter into new substance, as
a way of opening oneself to archival material and feeding on it, then using
that nourishment to project a future that little resembles the raw input.
Rather than carnival time being marked by its being a temporary but shortlived exception from “regular” time, we can see carnival time as a critical
time when change occurs, or becomes imaginable. A carnival may be brief
in duration—even in carnival literature, the experience of reading Quixote or a Dostoevsky novel, or a kink_bingo story, or a chromatic challenge
story, or any carnivalesque piece will not last very long—but it can infuse its
participants with a conviction that the prevailing social and cultural order
and structure need not always prevail.
Fictions for Real Change
But by what mechanisms will the writing of fictional stories, and the building of fan archives, lead to radical social and cultural change? Scholars
on “fan activism” have demonstrated that media texts serve as powerful
shared archives of symbols, narratives, slogans, and characters that millions of citizens have used in demonstrations and other public actions. In a
special issue of Transformative Works and Cultures on “Transformative Works
and Fan Activism” (vol. 10), Henry Jenkins (2012) writes about the Harry
Potter Alliance’s numerous campaigns for human rights, marriage equality,
labor rights, net neutrality, and other liberal causes; Jonathan Gray (2012)
describes protestors of the Wisconsin union-busting Budget Repair Bill in
2011 using iconography and narratives from Star Wars, South Park, and The
Simpsons in their clothing and signage; and Melissa M. Brough and Sangita
Shresthova (2012) analyze the decision of Palestinian West Bank activists,
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in December 2010, to cosplay (costume-play) as the blue Nav’i from James
Cameron’s film Avatar, identifying their cause with that of the fictional
Nav’i, who are forcibly evicted from their land by invaders in the movie, in
order to draw mass media attention to their grievances.
As Rebecca Schneider documents, numerous Occupy Wall Street (OWS)
participants and supporters wore costumes based on mass media archives,
including the Wachowski Siblings’ V for Vendetta (many who took part in
OWS wore Guy Fawkes masks, with their “white-face grin,” used by the
protagonist of the film) and zombie texts such as George A. Romero’s classic cult movie Dawn of the Dead and the popular comic and television series
The Walking Dead (“In a 3 October 2011 protest action, OWS protesters
representing the 99% bloodied themselves, munched on Monopoly money,
and marched on Wall Street as zombies,” writes Schneider [2012, 154]).
Louisa Ellen Stein describes how, in the wake of the 9/11 attacks, members
of an online community dedicated to the television series Roswell “drew on
Roswell fan repertoires to manage disagreements and debates, to organize
community actions and charity drives, to create memorial art images and
to share their experiences and feelings” (Stein 2002, 473).
Clearly, participants in media fandoms often use their “fan repertoires”
of communal discussion and collective action for real-world, political, and
even revolutionary causes and goals. Stephen Duncombe (2012) argues that
in fact, fandom is a necessary, or at least highly generative, groundwork
from which activism springs: “Scratch an activist and you’re apt to find
a fan. It’s no mystery why: fandom provides a space to explore fabricated
worlds that operate according to different norms, laws, and structures than
those we experience in our ‘real’ lives. Fandom also necessitates relationships with others: fellow fans with whom to share interests, develop institutions, and create a common culture. This ability to imagine alternatives
and build community, not coincidentally, is a basic prerequisite for political
activism” (sec. 1).
In her interview, Tari talks about fans’ ability to collectively conceive of
political and social change in language similar to Duncombe’s. Commenting on the allegation that participation in fandom is mere escapism, she
says: “[Fandom] is escaping [reality], but I think there’s a lot of benefit in
fantasizing and dreaming of things that are not necessarily realistic, you
know?” (Tari 2012). Fans, having cultivated the skill of immersing themselves in, and expanding, unreal worlds, can create elaborate fantasies of
utopian ways of being, and to construct activist performances, demonstrations, and campaigns that try to bring the real world closer to those utopias.
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Change Within
Another means by which fans’ politically oriented stories can affect or influence lived reality is through the internal changes that such stories might
effect in fans themselves. We might think of the carnivalesque challenges
run by dark_agenda, kink_bingo, and Amplificathon as “tactical media,”
defined by Rita Raley (2009) in her book of that name. Under the umbrella
term “tactical media,” Raley discusses leftist Internet-based appropriations,
takeovers, and interventions by digital artists and political hackers. She
writes, “‘Tactical media’ is a mutable category that is not meant to be fixed
or exclusive. … In its most expansive articulation, tactical media signifies
the intervention and disruption of a dominant semiotic regime, the temporary creation of a situation in which signs, messages, and narratives are
set into play and critical thinking becomes possible. Tactical media operates
in the field of the symbolic, the site of power in the postindustrial society”
(Raley 2009, 6). While leftist (or antineoliberal) video games, network maps,
and “hacktivist” actions constitute the bulk of Raley’s examples of tactical
media, I regard political fan fiction as belonging to this category of cultural
production. Like Raley’s chosen objects, politically charged fanfic “operates
in the field of the symbolic,” “signifies the intervention and disruption of
a dominant semiotic regime,” and constitutes a “parasitic media response”
(9)—that is, “the substitution of one message for another, the imposition
of an alternative set of signs in the place of the dominant” (6). But in one
respect especially, political fic works as tactical media does: the change it is
most likely to manifest is in the minds and hearts of its audience.
Raley states that tactical media “engage in a micropolitics of disruption,
intervention, and education” (2009, 1). It is the possibility of education that
I wish to stress—by this, Raley means the education of those who view,
consume, play, or participate in, tactical media. Raley writes that she prefers
to think of tactical media pieces as “performances” rather than as “objects”
specifically because the rubric of performance contains (in Raley’s view) an
implicit acknowledgment that the point of the work is how its audience
perceives it. She writes,
To articulate tactical media in terms of performance rather than as static art object
emphasizes viewer experience and engagement. … To conceive of tactical media in
terms of performance is to point to a fluidity of its actants, to emphasize its ephemerality, and to shift the weight of emphasis slightly to the audience, which does not
simply complete the signifying field of the work but records a memory of the performance. … Tactical media is performance for which a consumable product is not the
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primary endgame; it foregrounds the experiential over the physical. … As the action
comes to an end, what is left is primarily living memory. (12–13)
These statements allow me to perceive a direct alignment between Raley’s
idea of tactical media and Aleida Assmann’s concept of “working memory,”
which is synonymous with cultural repertoire, as I discussed in break 1. I
asserted that there is little reason to try to define a contemporary cultural
canon, or repertoire—after the onset of postmodernism and the “canon
wars” over university curricula, there is no body of works that presumably
everyone in a given culture knows, and collectively rereads or reperforms.
Rather, each of us, individually, now forms our own canons, curates our
own repertoires, and decides what will enter our working memory, or what
Raley calls our “living memory.” It is the private individual’s canon/repertoire/working memory/living memory that tactical media can change.
The greatest “victories” that tactical media can achieve, Raley posits, are
not “any systemic change” (2009, 9), but rather consist in revolutionary
transformation that takes place at the level of the “micropolitical,” that is,
within the personal perspectives of the people who engage with tactical
media projects.
In foregrounding nonwhite and non-Western characters and making
them the heroes and protagonists of familiar narratives, drawing attention to nonnormative sexual practices, and encouraging the multiaccented
voices of fans to be recorded and heard, dark_agenda, kink_bingo, and
Amplificathon try to disrupt the individual fan reader’s private belief systems, which are likely heavily shaped by the racial/sexual/national/regional
hierarchies of mass media representation. Reading these fanworks challenges through Raley’s lens, we should measure dark_agenda’s success not
by whether the group ever influences Hollywood studios and networks
to be more inclusive in their casting and writing practices (although, as
fan-organized boycotts of The Last Airbender show, fan activism can garner public attention and influence the culture industries’ revenues), but
by whether dark_agenda raises individual fans’ awareness of the systemic
racism of media representations, and inspires them to become critical of,
and opposed to, the ideology of white privilege that informs most massmarketed narratives.
Raley thinks that tactical media consumption can turn their audiences
into tactical media makers/producers/coders/hackers, and that this multiplied resistance to networked power structures can, and must, occur primarily in the network. dark_agenda, kink_bingo, and Amplificathon also
have this goal: to turn fan consumers into fan producers, to encourage fans
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who read stories about chromatic characters or who listen to an accented
person’s podcast to then write about chromatic characters and record their
own podcasts, in their unique voices. However fleeting, momentary, and
ephemeral (like performances) such resistances may be, they may also,
Raley hopes, amount to something like constant, distributed, networked
critique, which may be the most effective way to disturb, and pose an ongoing challenge to, networked power. Raley writes, “If we have only a ‘plurality of resistances,’ a ‘being-against,’ always and everywhere (with echoes
of Trotsky’s Permanent Revolution and Snowball’s continual rebellions difficult to overlook), then in fact the teleology of revolutionary organization
is itself disrupted. Instead of a single, spectacular disruption, we have a
‘multiplicity of discontinuous sites of enunciation’” (2009, 25; citing Arditi
2007, 104).
But some fans feel that even if the majority of effects engendered by
fanworks challenges transpire in the minds and memories of individual
readers, just that change in people’s private worldviews is a change in the
world. jinjurly states, “I think that reading and reacting to things, or even
just reading silently and never talking to anybody about them, that’s a role,
and that’s a really important role, and I think that enjoying fanworks, and
…—‘consuming’ them—is a fanwork in itself. I think that you’re doing
work inside your head if you’re pulling together ideas, you’re synthesizing
stuff. That’s work, … and it is changing the way that you’re reacting to the
world, the way that you’re interacting” (jinjurly 2012). The most important
network effects of politically oriented fan writing events may manifest in
the form of one-to-one interpersonal exchanges, in the ways that people
think and speak about race, ethnicity, sexuality, and nationality in their
day-to-day lives, and in the actions that people take as private citizens—
even in the seemingly simple decisions that they make about whether or
not to buy a ticket to a certain film, or to add to the audience of a television
program; that is, whether or not to be a fan of a given product. If the “personal is political,” as the New Left espoused (Duncombe 2003, 237), then
the alteration of people’s personal fannish perspectives, commitments, and
investments may have a political result. The “cumulative effect” of fans’
“parasitic media responses,” Raley states (2009, 9), “may not be immediately perceptible” or discernible as revolutionary at all, but may nevertheless constitute a “cultural critique … invested with a transformative power
… in which one must place a certain belief” (14).
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“RaceFail ’09” and Social Justice Fandom
In fact, fans seeking to change the minds of fans, especially fans’ views
and opinions of race, ethnicity, sexuality, and nationality, has been a major
movement within Internet fandom since at least 2009, when an event
widely referred as “RaceFail” took place, initially on the blogging network
LiveJournal and then spiraling out to many other platforms that hosted fan
discussion and publication. RaceFail ’09 began with a post by professional
science fiction/fantasy author Elizabeth Bear (2009) on her LiveJournal (LJ)
entitled “whatever you’re doing, you’re probably wrong,” in which she
gave advice to fiction authors about “writing The Other”—meaning, characters of a different ethnic, gender, national, or cultural identity than the
author’s own—“without being a dick.” The post was widely linked to and
quoted on other people’s LJs, and some of the responses to Bear’s piece also
attracted a great deal of attention and popularity. These included posts by
people of color and people originating from the Global South who pointed
out the prevalent biases in sci-fi/fantasy representations of “the Other,”
including in Bear’s own books. Numerous professional authors, as well as
readers and viewers—fans—of sci-fi/fantasy texts then began engaging in
debates over racism and other prejudices in both mass-marketed works and
in fan works, these debates occurring through hundreds, if not thousands,
of online posts addressing how people of color, and difference in general,
are depicted in popular media, and how fans of color often feel silenced
and marginalized by these portrayals, as well as by fannish discourses and
practices that reproduce many of mass media’s biases and hierarchies.7
From 2009 onward, many Internet fans, fan discussions, fan productions, and fan organizations have committed themselves to a broad movement that many call “social justice fandom.” Social justice fandom does
not have an obvious set of leaders and does not take place on a specific set
of websites. We might think of it in the terms that Manuel Castells uses to
describe recent political movements in which social media has played a
large role, such as the Egyptian revolution, the “Arab Spring,” and Occupy
Wall Street. Castells (2012) calls these “leaderless movements” (224), and
states, “Because they are a network of networks, [they] can afford not to
have an identifiable centre, and yet ensure coordination functions, as well
as deliberation, by interaction between multiple nodes” (221). Some of the
“nodes” that make up social justice fandom include fans who post critical
reflections on how they process the racism, sexism, and jingoism inherent
in so many texts of which they are fans;8 fans who document and comment on the resistance to discussions of difference, and to the points of
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view expressed by people of color, that they witness in Internet fandom;9
and fanworks exchanges and challenges that explicitly strive to increase
fandom’s inclusivity and diversity, such as kink_bingo, Amplificathon, and
the chromatic events organized by dark_agenda. Of course, each of these
actions is not entire leaderless—Christian Fuchs prefers the term “soft leaders” (Fuchs 2012b, 783)—but the authors and coordinators of these online
posts and events are not setting any long-range plans or objectives for social
justice fandom to accomplish as a whole; rather, they are “moving and networking, keeping the energy flowing,” in Castells’s (2012, 144) words. That
is, their actions sustain fans’ constant critique of prejudice in mass media
and in fan discussions, and disseminate to a broad spectrum of fans the
feeling that such critique is worthwhile and significant.
Many fans who participated in our oral history project consider political fanworks challenges to be part of social justice fandom. Alexis Lothian
speaks of kink_bingo as
a kind of formation that comes from pan-fandom social justice … but [is] also really
very much about pleasure, you know. So kink_bingo … is all about, like, writing fic
about weird sex, … out-of-the-ordinary sex, nonvanilla sex. … But the whole framework and the way that it’s organized is about—it is explicitly political in the broadest
sense, you know. It says, well, you’ve gotta understand, … your kink is—one kink is
not better than another, … but at the same time, like, we really don’t want to see stories that are using kink in a really oppressive and horrible way. … A lot of the discussion on the community is about … how kink intersects with social justice and with
people’s personal politics, or people’s personal experiences. So for example there’s a
lot of stuff about disability, … and then, you know, there’s a kind of implicit thing
which is that a lot of disability kink is very dehumanizing to people who actually
have disabilities, but how do you engage the intersection of kink and disability in a
way that’s actually both sexy and respectful. (Lothian 2012b)
Tari, who is one of the organizers of Kaleidoscope, a dark_agenda challenge,
recalls that she was inspired to volunteer for the Chromatic Yuletides, and
to help plan Kaleidoscope, after RaceFail. She says that before RaceFail, public discussions of race were often disturbing to her, as a person of color:
People would … say really problematic things, like, “Oh but black people are racist against white people, too.” And, “Why are they so sensitive?” and blah, blah,
blah. And I’d listen to all of this and I wouldn’t speak out, you know? I’d just keep
my mouth shut and felt really uncomfortable. And then RaceFail happened. And
… when I got wind of it and I started following these links, I saw people describe
exactly the sort of language that I’d been hearing offline and explaining why that
was not right. And I was just like, “Oh, that’s what I was looking for. That articulates
all these—why that [kind of discourse] made me feel uncomfortable.” You know, I’d
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be like, “Oh it’s not really racism because no one’s threatening to kill me or beat me
up or something.” But why this counted as violent speech, and why this was harmful—all of those articulations were really helpful to me. And then RaceFail entered
this point where it started getting really racist, and [there were people] saying some
really, really horrible things, … comparing people of color to animals and things like
that. … But … there was this real mobilization of fans of color to support each other
and be support networks for each other. … And I think that was what got me interested in these fandom challenges that do have a social justice theme. Because for me,
it’s—that’s what it’s about—it’s about that decolonization process. In actively trying
to encourage and also to consume fannish works that are about people like me that
have positive messages about people like me. (Tari 2012)
Tari subscribes more to Raley’s theory that tactical media’s greatest impact
and legacy are to be found in the “living memory” of its audiences and
participants than to a Castellian idea that online fan activism will one day
spark revolutionary action. She states, “I don’t even really think of [Kaleidoscope] as ‘advancing the cause of social justice in the world at large’—that’s
not how I think of it. I think of it as like this personal project of dismantling
those thought cycles and internalized stereotypes and harmful messages
that you’ve gotten from your socialization growing up. That’s what I see it
as. And I think telling stories about female characters, characters of color, …
LGBT characters. All of these are basically serving that function, to rewrite
those messages that you’ve internalized” (Tari 2012).
Fans we interviewed averred that RaceFail and the subsequent rise of
social justice fandom have, indeed, altered their perspectives, actions, and
speech on issues of difference and diversity in cultural texts. For example,
Starlady, who identifies as white American, recounts that RaceFail “changed
my understanding of science fiction and … catalyzed my becoming more
knowledgeable about social justice issues. … I was like, ‘Well okay, there’s
these people on this one side who are claiming that there’s no problem
[with depictions of nonwhite characters] here,’ and I’m like, ‘That’s clearly
not true, so I’m going to identify with the other side. Count me in with
them! There’s a line, and I want to be on that side of it!’” (Starlady 2012).
Starlady began tracking the books she reads in a spreadsheet, and taking
note of how many characters in those books, and authors of those books,
are people of color. “I have definitely made an effort to read more books
by women and by nonwhite authors. … And I can post about [these books]
and alert people that, ‘Hey, this cool thing exists.’ I’ve also become much
more conscious about issues of race and representation in fanfic and [in
other fiction] writing” (Starlady 2012).
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Lothian has noticed that professional sci-fi/fantasy writers, particularly
those who attend WisCon (a feminist sci-fi convention held annually in
Madison, Wisconsin), in the wake of debates around representations of
nonwhite, non-Western characters and cultures in fiction, are “either stepping back from” discussing how they are depicting “the Other” in their
writing, “or really stepping into it and saying, ‘Well, okay. This is what
I’m writing; I want to think about the implications of what I’m writing,’
and seeking, for example, beta readers [who volunteer to read and edit fics
before they are published], who will hopefully, you know, help them [writers] to understand when something, if something is problematic.” eruthros
and thingswithwings feel that, with kink_bingo, they have accomplished
a greater acceptance and acknowledgment of diverse kinks in fandom generally. Says thingswithwings, “What we see in fandom now as opposed to
even five years ago or ten years ago is kinky fic being integrated … into fandom space where one of the first things people do with a new fandom now
is find the kink meme. … The point of kink_bingo is to challenge people
to engage with things that they don’t think about very much, or maybe
they even have a squick for, and there’s obviously a big difference between
a squick and a trigger. … We want to make as much space as we can for
people with triggers while also … providing this challenge and helping
people to move themselves out of their comfort zones when they want to”
(eruthros and thingswithwings 2012). eruthros adds, “And also safer spaces
for people whose kinks these are” (eruthros and thingswithwings 2012).
Though social justice fandom discussions and fanworks challenges have
influenced many fans and professional authors to work at what Tari calls
“decolonization” and the “dismantling [of] thought cycles,” they have also
attracted a great deal of criticism and backlash. Several of our oral history
participants said that they see a kind of bandwagon or “dog-piling” effect
happening in many social justice discussions, with people tending to hurl
insults at fellow fans for being racist or otherwise prejudiced in ways that
seem to do more harm (by “bullying” the offender) than good (by, for
example, educating the offender about their missteps). What is generally
called “call-out culture” on the Internet is described by some as “the act of
drawing attention to problematic behavior,” which can “involve discussion
and forgiveness” (Uprichard 2013), but is dismissed by others as “toxic”
and “a tool to legitimate aggression and rhetoric[al] violence” (Dzodan
2011). One of our interviewees, Arduinna, describes how many fans deride
what they perceive to be social justice fandom’s call-out culture: “They
[people who are critical of social justice fandom online] call the dog-pile-y
people ‘social justice warriors,’ SJW, as people who aren’t really—who are
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less interested in real social justice [than] in waving the flag of social justice.
As people who just want to talk the talk and look really good and get points
for being attack-y and dog-pile-y: ‘Oh, I dump on everybody, therefore I’m
awesome’” (Arduinna 2012).
Tari talks about how some of the critics of Kaleidoscope, and of dark_
agenda generally, seemed to perceive the chromatic challenges as somehow
“calling out” white fans for not being sufficiently concerned with social justice: “A lot of the criticism that is raised about dark_agenda is that it makes
people feel guilty for not participating in it. … I think people miss out on
[the point of the challenges] because I think they interpret it as being, ‘Oh,
this is for white people writing about people of color.’ No, I mean, if that
happens, that’s great, but that’s not the point. If you don’t participate in
the challenge, I don’t care. I don’t judge your social justice cred or whatever. I—the point of the challenge is for people who want to write about
characters that look like themselves. And to find fic for characters that look
like themselves” (Tari 2012).
The fact that some fans strongly oppose or mock social justice fans while
others eagerly identify with it makes me optimistic that, at the least, issues
of inclusion and difference, and how fans should or should not handle
them, are being openly debated on fan sites—as long as these debates continue, questions about race/ethnicity, disability, nonnormative sexualities,
and nationality are not being ignored, sidelined, or repressed in fandom. In
my view, the disagreements and attacks, misreadings and misunderstandings, that have arisen around the theme of social justice in fandom show
that both internal, highly personal political work (in individual fans’ “living memory,” as Raley [2009] would say) and external, highly communal
political work (in fan networks, as Castells might say) are currently taking
place in Internet fandom. The online carnivalesque events that fans stage,
in the form of fanworks challenges, are generating change, not only by
filling fan archives with diverse content, but by transforming how fans,
privately and collectively, think and talk about diversity.
Break 4
Break
“Works”
“Works” or “Performances”?
or
4
“Performances”?
What Counts as a “Work”?
This break will explore, and question, the prioritization of “works” over
“performances,” and of the logics of “archive” over “repertoire,” in Internet
fan cultures.
In Dissonant Identities, Barry Shank writes on the circle of fandom and
performance that endlessly loops in music scenes: “Spectators become fans,
fans become musicians, musicians are always already fans, all constructing
the nonobjects of identification through their performances” (1994, 131).
Such a scene is thus “an overproductive signifying community; that is, far
more semiotic information is produced than can be rationally parsed” (122).
Applying this framework to Internet fan archives, we can see that not everything, not every performance, produced by the “signifying communities”
of online fandoms, can be archived; there is simply too much production
to effectively save. The vast majority of online fan archives were designed
to save fan works, not fan performances—that is, the archives assumed a clear
distinction between the online output of fans considered “works” rather
than “performances,” and have preserved works rather than performances.
Fan fiction stories, fan art, and fanvids have always counted as “works.”
But what of fan dialogues and discussions? Reviews and comments? What
about fan theories and encyclopedias? Episode reviews and clips? Links to
interviews with actors, directors, writers, and producers? What about picspams and icons?1 What about “meta”?2 What separates fan productions
deemed “archive worthy” from those that are not?
From Usenet to Databases to Social Media
The history of the technological infrastructure that has supported fan
archives shows that how fandom has regarded works versus performances
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has evolved over time. When I first read the discussions on early (1990s)
online fan fiction communities, such as Usenet newsgroups, I noticed
many posts asking for a complete list of the fan fiction stories that had
been previously posted to the group. Such lists would presumably help fans
know whether or not they had missed any stories, and might help them
locate the posts corresponding to those stories they had not yet read. The
emergence of fan fiction archives to exclusively house stories seems related
to fans’ demand for stories to be separated from other kinds of posts, to be
easily located, and to be preserved over time so that fans joining a newsgroup months or years after its founding could still access all of the stories
that the group’s members had produced. Many digital archives attempt to
separate “signal” from “noise,” but first, archivists must decide what is signal and what is noise; for early fan archivists, it was apparently a simple
distinction made along the lines of “story” versus “nonstory.”
But with the evolution of Internet technologies and the incredible
growth of online fandom between the year 2000 and the present, distinctions between “fan works” and “fan performances,” between “stories to
be archived” and “nonstories to be excluded from archives” have become
less rigid. 1990s fan archives were mostly custom-built single-fandom databases and individual fans’ websites containing links to recommended stories, both of which aimed to save fan fiction stories and to make these
stories accessible to later readers. But the rise of social media in the early
2000s, including blogging platforms such as LiveJournal and Dreamwidth,
and microblogging platforms such as Tumblr and Twitter, led to archiving
formats that combined stories and nonstories (commentaries, debates,
reviews, and so on), that mixed fannish and nonfannish content, and that
facilitated interactivity and collaborative performance between authors and
readers (for example, readers can request that specific plotlines be written,
and writers can volunteer to “fill” particular requests). Readers on these
sites are not merely visitors to an already fixed archive of stories, whose
responses to finished works have no bearing on the works themselves;
rather, readers’ prompts and comments are integral to the creation of fan
works, and readers and writers perceive themselves to be coperformers in
what Ernst (2013, 82) would call a “dynarchive,” an archival scene that is
dynamic and evolving rather than static.
“Digital Performances” and “Stone Soup”
Internet fan fiction has almost always been produced in the context of
lively fan communities. Although fan writers can certainly contribute new
“Works” or “Performances”?
189
stories to the archives of “dead” fandoms (inactive fandoms, in which no
discussions are taking place and no new stories are being posted), it is far
more often the case that fan writers feel inspired to write fresh works by an
active fandom’s multiplicity of shared performances, ranging from debates
over the source text’s meanings to screenshots to vids to fanmixes.3 The
broad spectrum of fan performances, in other words, feeds fan works, and
under the definition of Internet performance suggested by the “global theater” school of theorists, fan works are themselves a part of the fan performance spectrum. So, hard distinctions drawn between fan works and fan
performances have always been dubious: many fan fiction stories can only
be comprehended by readers who are familiar with other fan performances
that circulated at the time that the stories were conceived and written.
Fan scholar Alexis Lothian, who applies the term “performance” to online
communications in a way that aligns her with the “global theater” school,
points out that when fan works are archived separately from the discussions
and other fan performances that give rise to them, important “affective
elements” are lost. Lothian writes, “Residues of digital performances might
include blog comments, IM messages, and the cached versions of postings
taken down by their producers or rights holders. … [A fan] archive framed
as deposit library cannot account for the traces, glimmers, and residues that
give subcultural art its meanings and its feelings. Fictions may be the traces
of lived experience, but, when deposited in the archive, they will be framed
as art—the ‘thing itself’—with the politics and urgencies of the performance
it once embodied slipping out of memory” (Lothian 2012a, 11; emphasis
added). Social media–based fan archives may acknowledge the interplay
between readers and writers and make more visible the performances that
inspire and inform fan fiction, but databases that separate out fiction from
other types of fan performances are the largest and most heavily trafficked
types of Internet fan archives today. As a result, large segments of the activities of fan communities—the “fast-flowing” performances that are, by convention, not framed as art—are “constantly vanishing” and “incompletely
archived” (Lothian 2012a, 10–11).
Social media fan sites and fan databases are not always enemies. Increasingly, fan communities are using social media platforms in tandem with
fan databases, encouraging members to collaboratively perform on the
social platforms, then cross-posting or porting all resulting fan works to a
database for long-term preservation (fan fiction authors, for example, often
use Tumblr and AO3 as complementary sites, using the first for “marketing”
their stories, and the second for publishing and archiving them). I do not
argue that fan archives should merge database functions and social media
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functions. Fan databases that resemble older cultural institutions such as
libraries for print publications and museums for plastic arts—which distinguish between works and social performances, and preserve the former but
not the latter—serve fandoms in crucial ways that no other format does,
and are highly valued by fans. What I wish to suggest, following Lothian,
is that databases’ design and features mask the extent to which fan works
always depend on fan performances, always emerge from and respond to a
broad range of fan performances, and are, in and of themselves, only one
of many kinds of fan performances. In other words, archival systems, such
as fan fiction databases, cover over the important fact that performance
undergirds the creation of works, that works are constituted in and as performance, and that even the category of “work” itself, as wholly separate
from performance, is something of a fiction.
It would be interesting to speculate about a future fan archive structure
that could preserve a fan community’s totality of performances and not
only fan works, that could serve as an archival record (with tags, indexes
by date and author, keyword search, and other navigation and retrieval features) of commentaries, interpretations, reviews, flame wars, and requests,
as well as fan fiction stories. Such an archive might allow a fuller, richer
grasp of the meanings of individual fan fiction works, as readers would ideally be able to recover more of the communal activity that spurred a given
author to write a particular story.
Such an archive might even pose a challenge to traditional definitions of
authorship. Legal scholar Rebecca Tushnet (2013) argues that copyright law
defines “authorship” quite narrowly, even though many cultural productions today are constructed collaboratively. Tushnet states that contemporary creative works “often resemble the soup in the fable of ‘Stone Soup,’
in which a sharp operator convinces a village that he can make soup out
of stones—as long as each of the villagers contributes a little bit of meat,
vegetables, spices, etc. The resulting dish is delicious, and the stones are a
but-for cause of the soup” (1019). Copyright law’s restricted definition of
authorship is a bit like “say[ing] that the stranger with the stones is the true
owner and proprietor of the soup” (1019), Tushnet argues.
Applying the stone soup analogy to fan fiction, we might think of the
appropriated source text elements as just one category of ingredients that
goes into the “soup” (the fanfic story), with additional ingredients consisting of fans’ speculations, wishes, interpretations, videos, fanmixes, icons,
GIFs, and art—a fan writer might derive inspiration and ideas from all of
these for a new story, just as any author or artist is influenced by the culture
and society in which she or he is immersed. A fan archive that defined its
“Works” or “Performances”?
191
objects as the complete range of an performances taking place within a
given fandom might make possible a far wider conception of authorship or
“makership” of fan works, in which the “sources” from which a fan author
archontically selects for incorporation into a fan fiction story include not
only mainstream media texts but also fan performances. All fan works might
be said to then be communally authored, although there would always be
individuals identifiable and nameable as the writers/assemblers/documentors/distillers/archontic producers of fan stories, just as there is always an
identifiable director and writer of a collaboratively made film, and an identifiable producer and singer of a collaboratively made musical recording.
A fan archive that stores an expansive array of a fandom’s performances,
rather than only its works, would not do away with the category of the fan
author, but might usefully complicate and broaden current understandings
of how, and by whom, cultural works are created.
But any attempt to actually archive even one subcultural scene in its
entirety would likely end in failure, if only because, as Shank says, “more
semiotic information is produced” in a fandom “than can be rationally
parsed.” The privileging of “works” over “performance” will continue to be
a useful fiction for the foreseeable future in digital cultural memory, even as
more and more participants on global networks recognize that performance
is the stuff that digital culture is made of.
5 Print Fans versus Net Fans: Women’s Cultural Memory at
the Threshold of New Media
Chapter
Print
Fans
versus
Net
5
Fans
Women’s Anxiety about Digital Archives
Let us visit a scene of fan cultural memory at a moment before digital
archives, or rather, at the moment when fandom’s cultural memory transitioned from print media and face-to-face interaction to digital networks.
Between approximately 1989 and 1998, as the Internet became an increasingly popular locus for fan activity, fans began to wonder if their history
and culture would survive their mass migration to digital networks. This
question was directly linked to the gender of fandom: women fans experienced discrimination and harassment in their early forays into online
communities, and in the print-to-digital period, there was a strong public
discourse, or “cultural imaginary,” that identified women as the repositories (living archives) and conveyers (enactors of repertoires) of humanness,
who would preserve the essence of humanity against the encroaching wave
of cyborgism and computing culture. This chapter documents female fan
communities’ initial resistance to, and mistrust of, the prospect of relocating to virtual online space. In the late 1980s and most of the 1990s,
women fans expressed strong feelings about the imminent digitization of
their entire culture.
I wish to record this moment of women’s anxiety about digital archives
in part because, without it, the history of digital archiving would appear
extraordinarily masculine, as the founders of the most prominent universal
archives, such as Project Gutenberg, SunSITE/ibiblio, the Internet Archive,
the Rosetta Project, Open Library, and Archive Team, are men, and many
cooperate with one another or have a history of working together. ibiblio used database searching software WAIS, developed in part by Brewster
Kahle, when it opened, and today ibiblio hosts Project Gutenberg. Kahle,
founder of the Internet Archive, is involved with the Long Now Foundation,
which directs the Rosetta Project (it was Kahle who initially suggested the
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“hard copy” format of the Rosetta Project’s collection of human languages,
a three-inch nickel disk with an estimated 2,000-year lifespan [Kelly 2008]),
and the Internet Archive hosts the Rosetta Project Archive as a special collection. Aaron Swartz, architect of Open Library, worked at the Internet
Archive, and Kahle convened a memorial for Swartz at the Internet Archive
after Swartz’s death (Kahle 2013). Jason Scott, founder of Archive Team, is
the software curator at the Internet Archive (Scott 2013). (It is thus Kahle
who serves as the primary connector for this “boys’ network” of archivists.)
This group could easily be written up as the heroes of the rogue memory
movement, and such a narrative would feature their heroic declarations
regarding the promise of digital archiving, such as Kahle’s statement: “This
is our chance to one-up the Greeks! It is really possible with the technology
of today, not tomorrow. We can provide all the works of humankind to all
the people of the world. It will be an achievement remembered for all time,
like putting a man on the moon” (Kelly 2006).
While Kahle’s network deserves credit and praise for launching and growing their important archival initiatives, a history of digital archives that
focused exclusively on them would ignore what it meant for women’s communities to enter into digital archiving. In a history of Internet archiving
primarily centered on women’s cultures, fan communities become the
clear object of interest: 1980s and 1990s media fandoms were populated
by women who were early adopters of digital networks—as well as women
who resisted the move to new technological platforms, and so many battles
that constituted the print-to-digital transition played out in those communities. The print-to-digital transition, as regards cultural memory, must be
understood as a repertoire-to-archive transition for female fans, as what was
at stake for them in this period was, as we shall see, the potential loss of
their individual bodies and the loss of their collective body and embodied
memory to new media.
Women fans did not begin digital archiving from a position of
Enlightenment triumphalism, touting the possibilities of new technologies
to make tremendous advances in preserving the great project of human
knowledge, as Kahle and other male programmers did (though, as I discussed in chapter 2, Kahle and others also immediately recognized digital content’s proclivity for disappearance and loss). Instead, the entry of
women’s fan communities into the digital age was fraught with internal
debates and doubts about new media’s ability to capture, and sustain, their
collective culture and memory.
Print Fans versus Net Fans
195
“Half-digital, half-not”
Between 1989 and 1998, fandom as it was practiced prior to the advent
of the Internet came into contact, and often clashed with, fandom as it
began to form online. Media fandom, the branch of popular-culture-based
fandom that began in the mid-1960s with the first airing of NBC’s Star
Trek (and quickly expanded to include other television and film properties),
consisted for several decades of conventions, face-to-face meetings, telephone chats, and the in-person or postal-based trade or purchase of “zines,”
which were printed publications containing fan works. From 1966 to 1989,
fan fiction circulated primarily in zines that were curated and collated by
fan editors, and sold at prices that were intended to cover the editors’ costs.
The practice of making and selling printed fan fiction zines did not end in
1989, but starting around that time, fans increasingly published their own
fan fiction on Internet sites.
It is too simplistic to state that there were two “camps” in media fandom through the 1990s, but two terms, referring to different mentalities or
practices—two ways of “doing” fandom—were repeatedly utilized in this
period: “print fans” and “Net fans.” An individual could be both a print
fan and a Net fan; if she joined fandom in the ’60s, ’70s, or early ’80s, participated in cons and bought zines, but then began accessing the Internet
in the late ’80s or early ’90s and became equally “fluent” in online fan
practices as she was in offline practices, then she was both a print fan and
a Net fan. But while many fans were interested in having and using both
offline and online literacies of fannish production and engagement, many
other fans were literate in either print or Net fandom, and resisted or disdained the other mode. Although the two groups were not only or always
opposed to one another, tensions between the two cultures of fandom—
“print fandom” and “Net fandom”—ran high throughout the first decade
of widespread Internet usage. What was at stake in fan debates during this
period was the question of which set of fannish practices would be primary,
and which would be secondary.
Henry and Cynthia Jenkins (HJ and CJ) gave a joint interview for our
Fan Fiction and Internet Memory oral history project, and shared their
memories of the print fandom versus Net fandom era. Henry and Cynthia
were highly active in fandom before the Internet: they both contributed to
APAs;1 Cynthia participated in the famous Professionals Circuit;2 and they
regularly met face to face with other fans in small and large gatherings,
ranging from get-togethers with a few fans in someone’s home to large sci-fi
conventions. Then, in 1989, when Henry got Internet access through the
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university where he worked, he began “staying after work an extra hour or
two” and reading fan discussions that were taking place online (Jenkins and
Jenkins 2012). That same year, he connected with a local fan group dedicated to the CBS television fantasy series Beauty and the Beast, and began
attending their monthly meetings as part of his research for his landmark
fan studies book Textual Poachers. He was “the only guy who went to those
meetings, between it [the Beauty and the Beast fandom] being fan-fiction
driven and a fandom noted for being overwhelmingly female” (Jenkins and
Jenkins 2012). And at those meetings in 1989 and 1990, he recalls that
some of the members were informing other members about online Beauty
and the Beast fandom via printouts:
HJ: When I’d go to those meetings, there were two or three people there who were
using the Internet at that point at work, and who were printing out … those discussions around Beauty and the Beast on long dot-matrix paper and bringing it in notebooks to the club meetings and passing them around. … Every month, people would
bring in—they’d read highlights [out loud], people would sit around the whole meeting, and flip through, and read the discussions, and so forth. But it was moving from
the digital back to the physical because most of those people didn’t have access to
networked computers. … There wasn’t a lot of fiction online at that point, but they
probably did print out some fiction. (Jenkins and Jenkins 2012)
This moment of in-person fan meetings being places and times where some
fans learned about the Internet from other fans, and gained partial, belated,
transmediated access to the network through their fellow fans’ efforts,
reminds Henry of “the stories you hear of factory workers who hire one
person to read aloud to them while they’re working. This was particularly
[frequent in the case] of Lower East Side Jewish factory workers at the turn
of the century, that they would pool their money to have someone at work
who read [aloud to the other workers]. And one of them would have access
to literacies the others benefited from. And this [1989–90] is that transitional moment where the half-digital, half-not phenomenon really comes
in” (Jenkins and Jenkins 2012).
“Half-digital, half-not”: Henry here is describing the relatively small
body of Beauty and the Beast fans who held regular meetings, at which some
who had Internet access passed around printouts of online fan activity to
those who did not. But “half-digital, half-not” also describes the larger body
of media fandom. I am using “body” here deliberately, to draw a parallel
between the collective, social body of media fans in 1989–90, and a fictional body frequently found in science fiction “cyberpunk” novels, television series, and films that were in vogue at that time: the body of the
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cyborg. Both the body of fandom and the body of the cyborg in the ’80s
and ’90s were sites of overlapping technologies: in the collective fan body,
it was technologies of print and face-to-face interactions that intersected
with network technologies; in the fictional cyborg body, it was advanced
mechanical and digital technologies that fused with human flesh and
blood. In other words, the “half-digital, half-not phenomenon” that Henry
Jenkins describes arising at “that transitional moment” of the late 1980s
and early 1990s, the cusp of the transition between print culture and digital
culture, was not limited to the group of fellow Beauty and the Beast viewers
in his university town, but was a phenomenon experienced viscerally by
thousands of media fans across the United States, and experienced conceptually by millions of media consumers who read cyberpunk novels or
watched cyberpunk television programs and films. Fandom as a whole was
two halves at this historical moment. Partly print- and flesh-based, partly
digital, and majority women, fandom was a female cyborg entity.
Bionic Women or the Borg?
Henry and Cynthia Jenkins recall that the Beauty and the Beast fan group
welcomed the information about the digital sphere that their members circulated at their periodic meetings. Here is Henry and Cynthia’s exchange
about that group’s attitudes:
HJ: The Beauty and the Beast women were [saying], “This is really cool. This is access
to more information. Our community just expanded.”
CJ: … People were not feeling threatened [by online conversations] and feeling like
they were being cut out.
HJ: No, it [Internet fandom] was something exotic, and an extra.
CJ: And that was because the center of gravity was still face-to-face. And there was
just peripheral added richness [from the Internet], as opposed to the center of gravity
shifting away from the face-to-face and onto the digital.
(Jenkins and Jenkins 2012)
Other oral history participants also recall early online fandom as being
harmonious with print-based and in-person fan practices, and as supplementary to those “real-world” practices rather than displacing them.
Arduinna (2012) states that the online fan communities that she joined
in 1994–95 facilitated zine exchanges and meet-ups at conventions. She
recalls, “If someone had zines to sell, you would talk to them privately.
I met a few people that way, where we just got chatting [online] about ‘I
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want to borrow from your zines,’ or ‘Let’s trade zines,’ and we would wind
up in these gigantic conversations for weeks or months just talking about
the zines and whatever.” Arduinna and five or six of her fellow fans on the
Forever Knight mailing list often conversed in a private IRC (Internet Relay
Chat) chatroom, and Arduinna says that those fans “came to visit me, we
had a great—We would meet at the cons. We had a great time. It was some
really good friends. And I’m still in touch with a couple of them” (Arduinna
2012).
Arduinna talks about fans using online sites to arrange for the exchange
of videotapes as well as zines, and those exchanges serving to inaugurate
friendships: “If you were willing to write to someone [online] and say, ‘Do
you have a tape of this episode?’ Well that—Anything could be an opening
to an actual conversation and a friendship. It could be something as simple
as, ‘I missed taping my show—the show last night. Does anyone have a tape
they can send me?’ So, lots of trading stuff back and forth. Lots of physical
material went back and forth then” (Arduinna 2012). In Arduinna’s telling,
it seems that the back-and-forthing of physical material sometimes led to
the back-and-forthing of physical bodies, as fans who “met” online agreed
to meet in person at fan conventions and at one another’s homes.
In this timeframe of 1989 to 1998, then, some fans looked to the Internet as a supplement to, or facilitator of, what could be called “in-person”
fandom. As the Jenkinses say, the Internet was “exotic, and an extra” component of fandom, but “the center of gravity” of media fandom was still
physical, manifesting in the form of in-person gatherings as well as in the
trade of material artifacts such as zines and videotapes. Fans like those in
the Beauty and the Beast group, and on the Forever Knight mailing list to
which Arduinna subscribed, were cyborgs, but only just: they were humans
first and foremost, who enjoyed Internet fandom because it aided, or added
a new dimension to, their real-world exchanges and interactions. In their
experiences, the body of fandom was a human body with digital prosthetics
or extensions—a mostly human cyborg.
But other fans in this period felt differently about the Internet, perceiving the new media as threatening to their decades-old traditions of practicing fandom through embodied interactions and physical objects. To these
print fans, the Internet was an alien entity that sought to incorporate all
fans into its vast, immaterial streams, and they resisted total assimilation.
I am borrowing the terms “resistance” and “assimilation” from a major
villain featured in the series Star Trek: The Next Generation, Star Trek: Deep
Space Nine, and Star Trek: Voyager: the hive-minded Borg, who attempt to
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forcefully assimilate all species that they encounter in their space travels
into their biotechnological Collective. The Borg typically begin their assimilatory processes with an announcement to the species-to-be-incorporated
that “Resistance is futile.” I am inspired to invoke the Borg by my student
Lisa Cronin’s (LC) oral history interview with the fan archivist Morgan
Dawn (MD) (2012). In the interview, Morgan Dawn remembers the fierce
antipathy toward the Internet that many print fans expressed in the early
1990s:
MD: That interaction, that negative or “Oh my God. What’s going on?” [attitude]
only lasted for two or three years, before literally everybody was overrun by the Internet. So, it didn’t really matter whether we liked it or not. [Laughing]
LC: Yeah, the Internet was kind of assimilating.
MD: Yes.
(Dawn 2012)
In this short dialogue, I think that Lisa and Morgan Dawn draw a clear
parallel between the Borg and the Internet. Morgan Dawn describes print
fans’ attempting to fight incorporation into the network for a handful of
years before this resistance proved futile, as “everybody was overrun by the
Internet,” regardless of print fans’ wishes (“it didn’t really matter whether
we liked it or not”), and Lisa more directly frames that takeover as a Borgian
assimilation (Dawn 2012).
In the universe of Star Trek: The Next Generation, Star Trek: Deep Space
Nine, and Star Trek: Voyager, the complete text of the Borg’s proclamation to
a species informing it of impending assimilation is as follows: “We are the
Borg. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt
to service us. Resistance is futile.”3 The Borg absorb all physical abilities and
technical achievements of a particular species into their own unified complex, robbing those species of a distinct future for their culture. “Your culture will adapt to service us,” the Borg declare, rather than the culture being
allowed to remain independent and to develop on its own terms, in its
own time, following the trajectories that it was already following before the
encounter with the assimilating Borg hive. This horizon of cultural death—
the possible assumption of the entirety of print fan culture into digital fan
culture, or the imposition of a networked monoculture onto fandom that
would obliterate all traces of the face-to-face and physical practices that
preexisted the network—loomed large in many print fans’ minds in the
1989–98 period and informed the tone of their responses to the Internet.
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While some fans perceived themselves to be mostly human cyborgs, other
fans feared that they, or all of fandom, were facing impending assimilation
into the collective cyborg entity of the Internet. The Star Trek Borg are a
very different sort of cyborg than, say, the Bionic Woman (the protagonist
of a popular 1970s television series of the same name, starring Lindsay Wagner). The Bionic Woman is a human being who has machine parts surgically fused with her bones and muscles to make her far stronger, faster, and
more perceptive than the average person; the Borg comprise a collective
technological complex that requires all who enter its field of surveillance
to wholly merge with it, such that their organic matter and creativity are
instrumentalized to keep the Borg entity alive and growing. While Beauty
and the Beast fans, and Arduinna and her fellow Forever Knight fans, saw the
Internet as an enhancement technology, making them (as Net users) akin
to the Bionic Woman, other fans feared that the Internet would operate like
the Borg, as a master technology with extensive control over human operations, to which humans and all their output would be mere fuel.
The Failings of Net Fandom
Reading through fans’ submissions to the letterzine Comlink in 1992 and
1993, one finds fans highlighting what they perceive to be three main failings of the Internet: it is elitist, it encourages bad writing and poor communication, and it is not an archival medium. The writers frame the elitism
of the Internet as class based. They imply that only relatively wealthy fans
will be able to afford computers, and thus Net fandom will exclude fans
who are less well-off, whereas print fandom is not restricted to the upper
classes. The writers attribute the low quality of Internet prose, in both fan
fiction and discussion, to the speed with which networked communication takes place: “the immediacy” of the Internet “encourage[s] off-the-cuff
writing,” and conversations that take place over the course of a year in a
zine last “only a week” online, encouraging people to post without first
“consider[ing] the words that one leaves behind in a public arena.” A separate issue from the poor use of written language is the speed with which
people leap into heated arguments on the Internet. The writers attribute
the frequency of online “flame wars” to Net fans not knowing one another
personally; Net fans are therefore not able to decode one another’s intentions (Fanlore, “Fandom and the Internet”).
The fact that the Internet is not an archival medium (the “ephemerality” of Net fandom) is framed as a problem for newcomers in the Comlink
comments: “It may be possible to download and save BBS discussions but
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apparently, it’s rarely done, and few newcomers have access to what has
gone before … a sort of a background which gives people a sense of Group
Identity” (Fanlore, “Fandom and the Internet”). This argument resonates
with one I made in chapter 3, about the importance of new members of a
fandom having access to that fandom’s archives for their own enculturation, in order to gain a sense of belonging to the group. To some print
fans, the absence of any reliable way to conserve online activity apparently promised a future for media fandom that had no past, or no way to
access the past. Thus, Net fans would suffer from a lack of “Group Identity” and an “absence of tradition.” Also, print’s superiority to the Internet
as a medium for textual preservation means that zine fan fiction is of a
higher quality than online fic: “Fanzine writers have at least an eye on the
possibility that people ten years in the future may be reading what they’re
writing now.”
But for each of these arguments for the advantages of print fandom over
Net fandom in the late 1980s and early 1990s, there were counterarguments. With regard to economic elitism, Jacqueline (2012) states in her
interview that the Internet created a “level playing field [of] interaction”
between fans, in part because it
made reading fanfic free. Back in the days when we could only get [fan fiction] in
dead tree fandom [“dead tree fandom” being a tongue-in-cheek nickname for print
fandom], you were talking about a $30-per-zine investment. And this is in the early
’80s when $30 was probably a lot closer to the buying power of $60 now. And that
meant either you were dealing crack on the side or all of your money was going into
zines. And even if all of your money went into zines, and even if you were making
a five-figure income, at some point you couldn’t keep up. You couldn’t read all the
important stories in the fandom. You couldn’t do the interaction with the people.
Essentially, for your financial health and well-being, you had to pick a fandom. Or
four. (Jacqueline 2012)
Computer equipment, from the 1980s through the present, has always
required a significant financial investment and has never been affordable by all, but Jacqueline’s comments show that class-based exclusions in
media fandom did not begin with Net fandom, as print fandom also erected
financial barriers to participation. What print fans’ allegations of elitism
covered over was a fear that the “center of gravity” (as Cynthia Jenkins put
it) was shifting away from print fandom to Net fandom in these years. The
tradition of fandom that had been founded in the 1960s was threatened
with disappearance in the 1990s owing to the rise of new media.
In their oral history interview, Henry and Cynthia Jenkins describe the
tensions that suffused print fans’ discourse during this period:
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HJ: The original community felt they lost control as this stuff expanded. So one
friction is, “These people aren’t doing fandom right. They’re doing fandom by a different set of rules. … These people are interacting online with each other all the time,
despite geographic distances.” Whereas the other group got together a handful of
times a year, it was really special, there was an enormous bond that grew out of going
to cons together over time. And those who couldn’t be there [online] every day got
more and more left out of the social interactions of the community.
CJ: By the time the con came around, those conversations they wanted to have
were just so old hat, everybody was bored with it.
HJ: They couldn’t participate at the same level. Their community was damaged,
because there was this new thing that was closer, more intense, more real-time, more
evolving, that formed its own norms and consensuses. … I think people thought
very hard that this was just going to exist alongside the old fandom, not that it would
become fandom.
(Jenkins and Jenkins 2012)
Henry remembers that Net fans offered fans who were not yet online “peerto-peer mentorship of technical skills.” He also remembers other systems
that fans put in place to help them get online or otherwise learn about
online fandom: “Fans donating equipment to fans who didn’t have [access
to computers or the Internet] through work or couldn’t afford it. The systems of printing things out and bringing them to meetings. … In a lot of
ways, fandom dealt better with the digital divide than many other segments
of the population.” However, despite some early Net fans’ concerted efforts
to close the digital divide that some of their ranks were experiencing in the
early-to-mid-’90s, the divide was real for a significant number of print fans.
Print fans thus voiced a range of opinions on a number of issues regarding the ascendance of Net fandom from 1989 to 1998. I argue that a single
thread tied together all of their concerns: a preoccupation with the absence
of human female bodies from the virtual network.
Missing Female Bodies
How would the female body inhabit the Internet? Conspicuously, as a target? Or as a conspicuous absence, a structurally excluded other to digital
culture? (These two scenarios are tied together—targeting can easily lead to
exclusion.) These questions undergirded print fans’ criticisms of Internet
fandom.
Fans’ concept of a digital network that would prove inhospitable to
human female life drew from, and contributed to, the “cultural imaginary”
of cyberpunk that circulated widely in US media from the 1970s through
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the 1990s. A plethora of cyberpunk novels, television series, and films
depicted a near-future in which human bodies, especially women’s bodies,
were extraneous and disposable owing to the preponderance of advanced
technologies, such as intelligent machines waging outright war on the
human race, and sophisticated digital networks that make bodies unnecessary for action. In The Closed World, Paul N. Edwards (1996) uses the term
“cyborg discourse” as an umbrella descriptor for this pervasive set of narratives. “Cyborg discourse,” writes Edwards, includes “practices of computer
use,” “experiences of intimacy of with computers and of connection to
other people through computers” (Edwards references Sherry Turkle’s work
here), and “fictions and fantasies about cyborgs, robots, and intelligent
machines, increasingly prominent in science fiction and popular culture”
(20–21). Many works of cyborg discourse envision a near-future of human–
machine relations (ranging from complete merging to entrenched warfare
between the two parties) in which “human” is equated with femaleness.
In its summer 1989 issue, the Whole Earth Review published a forum
on the question, “Is the body obsolete?” with contributions from artists,
scientists, academics, and fiction writers. Cultural historian Fred Turner
describes the Whole Earth Review as a key part of entrepreneur Stewart
Brand’s efforts to bring together “the residual countercultural and the flourishing technical” and to provide “the conditions within which a network of
conversations could move fluidly between the online and off-line worlds”
(Turner 2006, 132), by bringing news from the “electronic frontier” to curious nontechnical readers, and by fostering debates about new technologies among a multidisciplinary set of thinkers. Throughout its 1985–2002
run, the Review, which was a successor to Brand’s earlier publication the
Whole Earth Catalog, served as a central node for nationwide discourses and
activities concerning new media: it popularized the term “hacker ethic”;4
it published Howard Rheingold’s article coining the term “virtual community” in 1987 (Turner 2006, 159); and the Review’s editor, Kevin Kelly,
would go on to become the founding executive editor of Wired magazine,
one of the most influential periodicals on the global tech industry since its
1993 launch. The Review in large part determined what people thought was
important to know, and ponder, in the sphere of technology, and what it
thought was important in 1989 was what Claudia Springer (1996) calls the
possibility of “deleting the body” (16).
Some contributors to the Review’s 1989 forum respond affirmatively
to the magazine’s question: if the body is not yet obsolete, it is getting
there. Artificial intelligence (AI) pioneer Marvin Minsky shares that “If it
was possible, I would have myself downloaded. Why not?” and opines that
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“evolution seems to be leading us to a machine consciousness” (Carstensen
and Kadrey 1989, 37). Author William Burroughs recommends that humans
prepare themselves for “biologic alterations,” for a radical reconfiguration
of the human body that will ensure the survival of the species (Cartensen
and Kadrey 1989, 54). Other contributors oppose this dream of “bodiless
immortality” (Springer 1996, 27): author Kathy Acker writes, “I don’t think
I can even conceive of the body being obsolete unless I start thinking about
suicide” (Carstensen and Kadrey 1989, 51); environmental author Stephanie Mills states, “Bodies are holy, right down to the asshole” (45); and feminist porn actress Nina Hartley declares, “Anyone who has regular orgasms
can tell you the absurdity of saying the body is obsolete” (41). While there
are male contributors in this issue of the Review who argue against “downloading” the human mind into a machine construct, it is notable that all of
the women contributors are staunch defenders of the body, its utter necessity and its sacred profanity. In response to the question, “Is the body obsolete?,” the female respondents are the guardians of embodiment, the ones
who remember that bodies matter, the preservers of the “natural.” This is a
persistent trope in visions of the future that circulated during the 1980s and
1990s: as the flesh appears ever weaker and decreasingly mandatory in the
face of technology’s galloping developments, women become the “natural
preserve” of human embodiment, the memory-keepers of, and advocates
for, the importance and significance of physicality.
This association between women and embodiment permeates cyberpunk fictions from the 1980s and 1990s. Cyberpunk is a genre of science
fiction that was founded by William Gibson’s novel Neuromancer (1984)
and gained global popularity through blockbuster Hollywood films such as
James Cameron’s Terminator films and the Wachowskis’ Matrix franchise.
Cyberpunk fictions usually depict a dystopian near-future in which, as
Sherryl Vint puts it, “humanity and its technology now share the narrative
foreground” (Vint 2007, 103); cyberpunk stories often take place largely or
wholly in cyberspace, and concern human–tech relations. Whether these
relations are too intimate or frighteningly adversarial, they are always
depicted as fraught.
Vint writes that the “appeal of cyberspace is linked directly to the repression of the material body in cyberpunk fiction. … The world of cyberspace
is the consummate world of the Cartesian dualist: in cyberspace, one is
the mind, effortlessly moving beyond the limitations of the human body.
In cyberpunk fiction, the prison of the ‘meat’ [Neuromancer characters’
derogatory term for the human body] is left behind” (103–114). But, Vint
argues, just as Cartesian dualism “has a misogynistic heritage” (for many
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Enlightenment thinkers, only the male subject may achieve “the transcendence of pure mind,” while “the female subject must remain immanent,
absorbing all the limits of materiality that man has cast off” [104]),5 so the
gender politics of cyberpunk often award to male characters the ability to
leave the body behind for the limitless range of motion of cyberspace, and
relegate women to what we now, following Gibson’s nomenclature, call
“meatspace” (the real world, the other of cyberspace). In Neuromancer, the
female character Molly is much physically stronger in the real world than
the male protagonist, Case, but Case is far more capable in cyberspace—a
difference that becomes painfully clear to Molly when she breaks her leg,
and Case, temporarily “jacked in” to her consciousness, “is able to simply
switch away from the pain” (Gibson 1984, 105). N. Katherine Hayles (1996)
states that in this sequence in the novel, “the character immersed in her
physicality is a woman and the character who can escape it is a man” (118),
a gendered division of embodiment–disembodiment familiar from Enlightenment philosophy.
Cameron’s Terminator movies and the Wachowskis’ Matrix trilogy seem
to make a similar argument for the superiority of the nontechnological but
physically strong woman over male figures who are fully merged with technology, as both texts feature female characters who are alienated from technology, and/but are responsible for saving humans against the encroaching
power of machines (Sarah Connor in the Terminator franchise and Zee in the
later Matrix films). In Digitizing Race, Lisa Nakamura (2008) explicitly makes
a connection between the Matrix’s visual representation as overwhelmingly
white and male and the Internet as a dominating force. Nakamura states
that the problem at the heart of the Matrix movies is “the problem of fractious machines, machines that we know are machines because they are
identical to each other, infinitely replicable, and spread in a viral fashion.
So too do we know that they are inhuman because they are represented
by white men, the ‘agents’ … who embody the uniformity of white male
culture and equate it to machine culture. This is how the films portray their
strong critique of information society … machine culture is viral, oppressive, and assimilative” (Nakamura 2008, 100).
Like the Borg in Star Trek: Voyager, the AIs in the Matrix films are an assimilating force; the Borg and the Matrix machines seek to denude humans of
their individuality and capacity for independent action, and in doing so,
they strive for the elimination of humanity, that is, of the most human
aspects of humans. All three antagonists are totalizing forces seeking total
control over the Earth (or in the Borg’s case, over the universe). And in the
fictions in which these techno-villains appear, the antidote to hypertrophic
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technologization is femaleness. Edwards offers an interpretation of the Terminator movies’ uses of gender: in the Terminator universe, Edwards writes,
“Women are the final defense against the apotheosis of high-technology,
militaristic masculinity represented by the Terminator—not only because
they harbor connections to emotion and love, as in more traditional imagery, but because they are a source of strength, toughness, and endurance”
(Edwards 1996, 25).
Thus, speculative debates about the future of high-tech, as well as cyberpunk fictions, in the 1980s and ’90s suggested that women would somehow stand outside of technologies that aimed to either “delete” or co-opt
the human body. These texts posit that, among humans, it will be women
that fight for an embodied future, and for the future of embodiment writ
large. According to this logic, it is to women’s—and indeed all of humankind’s—advantage that women’s bodies will be missing from the absorptive
technological entities that will threaten human existence. This equation of
women with the “natural,” nontechnological human body is enormously
problematic, as it mirrors and reproduces the male mind–female body split
that, as I argued above, has been a large part of widespread misogynistic
tropes from the Enlightenment onward. But it is important to note that
a number of massively popular cyberdystopian visions of the ’80s and
’90s “privileged” embodiment, and especially female embodiment, over
and against the looming prospect of a large-scale merger of humans with
machines.
The Cultural Imaginary of Cyberdystopianism
For print fans, the Internet of the ’80s and ’90s was a destabilizing technological entity that promised to overwhelm or incorporate their community,
analogous to the threatening supertechnologies that were hypothesized
during those decades, such as Skynet (the technological system that
attempts to extinguish humans in the Terminator films), the Matrix, and
the Borg. As soon as fans began populating the Internet and conducting
fannish business there (“conversing” about favorite media properties, posting and reviewing fan fiction stories), print fans perceived Net fandom as
threatening to obviate their bodies.
I do not claim that print fans were projecting fears inculcated in them
by fictional representations onto the actual Internet, but rather that print
fans’ reality and cyberpunk’s fantasies both partook of, and contributed to,
the same “cultural imaginary” of advanced networked technologies that
circulated in the last two decades of the twentieth century.
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I am using the concept of “cultural imaginary” that was formulated by
literary theorist Winfried Fluck in his book Das kulturelle Imaginäre (1997).
Susanne Hamscha (2013) summarizes Fluck’s concept: “Fluck employs the
notion of the ‘cultural imaginary’ to describe the ‘inventory,’ as he calls it,
of images, affects, and desires that both determines and challenges one’s
perception of reality” (44, citing Fluck 1997, 21). Hamscha points out that
Fluck’s “cultural imaginary” functions much like Jan Assmann’s “cultural
memory.” Writes Hamscha, “Assmann describes cultural memory as ‘that
body of reusable texts, images, and rituals specific to each society in each
epoch, whose “cultivation” serves to stabilize and convey that society’s self
image,’ and introduces the notion of an ‘inventory’ or ‘archive’ in which
legitimate performances, articulations, and cultural texts are stored for reactivation” (Hamscha 2013, 47; citing Assmann 1995, 132). Fluck’s “cultural
imaginary” and Assmann’s “cultural memory,” as interpreted and brought
into correspondence by Hamscha, function much like my notion of the
archontic in fiction. Fluck and Assmann see “archives” of “texts, images,
and rituals” being used by social actors to give shape, character, and meaning to the events transpiring around them, and I see similar “archives” of
textual elements (characters, settings, storylines) being used by media fans
to generate interpretations and new versions of favorite narratives. What is
common to all of these theories is a view that cultural artifacts and performances do not directly impose their logics on their audiences; rather, mass
cultural productions are raw materials for ordinary individuals’ transformations, reenactments, and alterations. People engage with culture as archive
because cultural productions and discourses provide resources for meaningmaking activities. Fluck and Assmann propose that reality and fiction often
feed into one another to give definition, a kind of “identity,” to a society in
a specific era or “epoch.” That is, the operation of “fanficcing”—extracting
specific elements of circulating discourses and renewing them through repetition and translation—is a method by which people reinforce and extend
certain perceptions of reality, not only fictional worlds.
Moreover, as with my idea of archontic production, when people enter
the archive of a cultural imaginary and transform its elements, their productions add to and expand that cultural imaginary. Hamscha describes
the perpetuation of the American cultural imaginary through individual
and collective embodied practices as “performances.” Americans, Hamscha
claims, constantly reenact “foundational scenarios” that “produce fantasies of national unity and integration, fantasies of an indivisible ‘America’”
(2013, 43). Hamscha takes up Lauren Berlant’s work on how the American flag, Uncle Sam, Mount Rushmore, the Pledge of Allegiance and other
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“aesthetic and discursive ‘national’ objects” form an “archive of hieroglyphic images” that works to “create a national ‘public’” (Berlant 1997,
103); in other words, this archive of images, places, and words holds out
a promise of national wholeness for Americans. Hamscha wishes to consider how, in addition to nationalistic symbols, “literature and popular culture” are also used as archives that people plunder for the “construction of
national identities” (Hamscha 2013, 44).
The identity of “fan,” like the identity of “American,” is a collective identity that must be perpetuated through archontic uses of a shared cultural
imaginary; the archive of a cultural imaginary consists largely of “foundational scenarios” that must be constantly reperformed in order to give
definition and a sense of cohesion to the group. Media fans’ cultural imaginary from the 1960s through the 1980s drew on utopian sci-fi discourses,
such as those promulgated by Star Trek: The Original Series, that emphasized
fellowship and friendship among individuals from diverse backgrounds
who found themselves sharing common spaces in the joint pursuit of one
enterprise—fannish enjoyment, pleasure, and community. Fans’ traditions,
as described in the testimonies of the Jenkinses and the Comlink contributors above, included many varieties of in-person meet-ups, ranging from
local fan group sessions to conventions, and they also included participation in print publications, such as zines, APAs, and letterzines. However,
as the Internet became an increasingly prominent site of fandom in the
1990s, print fans started to draw on, translate, and augment a different cultural imaginary: the cyberdystopian scenarios of the ’80s and ’90s, which
depicted computer networks as oppressive to humankind in general, and
alienating of women in particular (an alienation that, as stated above, was
not always viewed by fans as an exclusion, but sometimes as an advantage).
References to Net fandom taking place on a different time scale than
print fandom—Henry and Cynthia Jenkins (2012) compare the “interacting … all the time” of online fandom to the “[getting] together a handful
of times a year” of print fandom, and one letter in Comlink notes that “a
conversation that, in Comlink, for example, spans a year, lasts only a week
on the bulletin board” (Fanlore, “Fandom and the Internet”)—call to mind
the moments in the Matrix films when the AIs in the Matrix move at “bullet time” speeds, much more rapidly than the human protagonists’ avatars
(only Neo, the only human who seemingly has the ability to manipulate
the Matrix, can match the machines’ speed).
For print fans, as for the human characters in 1990s science fictions,
faster was not better. The Internet seemed to operate on machinic time
rather than on human time, but machinic time seemed inimical to human
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modes of movement, expression, and relating. In (what they perceived to
be) the poor quality of online discourse, print fans found evidence that
humans could not communicate at the speed of machines without their
communication suffering. The Internet not only compressed the temporality of fannish interactions, it also collapsed the space that used to separate
fans. Henry Jenkins points out that the “real-time” interactions of Net fans
took place “despite geographic distances” (Jenkins and Jenkins 2012). In
her oral history interview, Rachael Sabotini (2012) describes print fandom,
or “early fandom,” as “like a giant house party. Since you tended to participate together either at cons, or in local gatherings, you know, or in writing
letters and stuff. … Extraversion was required for that initial stuff …; there
was a lot of activity that required you to go outside of yourself.” New media
changed that spatial relation of the individual fan to other fans, and to
fandom at large, says Sabotini. “The technology of having your phone, …
having the computer, just brings a different aspect. … It’s much more—
you’re carrying fandom in your head all the time now. … It’s in your head,
it’s in your pocket, it’s—you’re constantly immersed. Whereas there was
much more space in that original environment. And other people tended
to fill that space, and it wasn’t so much in your head” (Sabotini 2012). The
language that Sabotini uses characterizes the onset of Net fandom as a transition that individual fans made from body to mind, from physicality to
virtuality. Sabotini herself was a full participant in both print fandom and
online fandom during these transitional years—hence her unwillingness to
establish a hierarchy between them—but she acknowledges that other print
fans had difficulty with the shift to Net fandom. “It [was] a little unsettling
to the very early fans, because it [was] so different from what they were used
to and how they were used to thinking of fandom,” she states.
I argue that the sweeping change that was “unsettling” to print fans in
the 1990s was, in essence, the same sweeping change that was unsettling to
readers and viewers of dystopian cyberpunk fictions in the same time period:
the change from the body to the mind as the primary agent for meaningful interaction, as the Internet and other new media became increasingly
integrated into millions of people’s lives. Cyberpunk announced and articulated, in exaggerated visual, sonic, and narrative vocabularies, the frightening consequences of digital technologies’ relegation of the body to the
status of insignificant, irrelevant “meat.”
Against the threat that humans would soon become immaterial (meaning both nonmaterial or virtual beings and not mattering or being irrelevant to machinic processing), cyberpunk posited women as the repositories
and guardians of the human body and of the defining essence of human
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society. Rather than characterizing female fans as resistant to new technologies because of some irrational inertia and distrust of the new, or as
excluded from online participation purely because of economic circumstances,6 I perceive print fans as a group that experienced, in a visceral way
that had direct ramifications for their communities, the dread of bodily
“deletion” that permeated US culture in the last decades of the twentieth
century.
The Female Body Always Remains
One reason that print fans may have resisted networked “connection” was
that they understood, or rapidly learned either from their own or other
fans’ initial engagements with the Internet, that the female body does not
actually ever go unmarked, even in purely text-based virtual encounters.
Morgan Dawn (2012) recalls, in her oral history interview, that in the early
’90s, women were frequently harassed online. Morgan Dawn states, “We
[female fans] were concerned with what was happening to women who
were online in the early ’90s. Which were, ‘Hi! I’m a woman.’ ‘Hey, wanna
have sex with me?’ You know, literally, that’s what we were constantly getting hit with, when you identified yourself as a woman. And God forbid
you identified yourself as a geek woman, because you would get hit on even
harder” (Dawn 2012). This accords with Rose Allucquère Stone’s assertion
in 1991 that online communications “maintain the preexisting codes” (14)
of gender: “Bodies in cyberspace are … constituted by descriptive codes
that ‘embody’ expectations of appearance. Many of the engineers currently
debating the form and nature of cyberspace are the young turks of computer engineering, men in their late teens and twenties, and they are preoccupied with the things with which postpubescent men have always been
preoccupied. This rather steamy group will generate the codes and descriptors by which bodies in cyberspace are represented” (Stone 1991, 14–15).
In other words, given that the majority of computer scientists in the early
years of the public Internet were (and are today) male, bodies in cyberspace
will be described, represented, and recognized—and, one can extrapolate,
addressed—according to “the preexisting codes for body” (14), that is, for
gendered bodies, that proliferate in real-world spaces.
The alienation from the Internet that female fans experienced when they
began to take part in online fan discussions had to do not only with their
being women, but with their reading and interpreting source texts in ways
that are frequently gendered as female. In their oral history interview, the
Jenkinses share recollections that echo Morgan Dawn’s, discussing how, on
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the Internet in the late ’80s and early ’90s, “women [were] feeling unsafe …
going into a space [where] they were going to be picked on, harassed” (Jenkins and Jenkins 2012). They locate the cause of women’s “feeling unsafe,”
being “picked on” and “harassed,” in the clash between how men tended
to define fandom and how women tended to define fandom, a clash that
took place openly for the first time on the Internet.
HJ: You had all these different fandoms. If you go back to my fandom as a male
experience versus Cynthia’s experience, those conversations [between male and
female fans] hadn’t happened before. So to be a … male Star Trek fan [meant that
you] lived in a world where you knew how to read Star Trek, what to talk about, what
episodes mattered. And women lived in a totally different world. And you created a
discussion list, and you brought them together, and, “What?!”
CJ: You knew a male Star Trek fan who could tell you specs on every kind of ship. It
[male fandom] is, like, totally hardware centered.
HJ: [Male fans] knew the command structures, the uniforms and the badges, the
ships and the technology. And had a totally different sense of what episodes were
good and bad than those [female fans] who were into the characters. And so flame
wars were everywhere. … Flame wars that were leaving women unwilling to talk
online.
(Jenkins and Jenkins 2012)
Morgan Dawn also has memories of the content of female fans’ interests—
in “characters” rather than “hardware”—making them feel targeted when
they tried to participate in early online fan communities: “There we were
talking about slash [fanfic], or wanting to talk about slash, which was not
very well accepted in fandom at the time, or at least online. And so we had
all this vulnerability.” The Jenkinses and Morgan Dawn recall that female
fans, in order protect themselves from the “flame wars,” “feeling unsafe,”
feeling “vulnerable,” being “picked on” and “harassed” in mixed-gender
Internet communities, founded majority-female and exclusively female
online groups. Morgan Dawn (2012) recalls that in order to sign up for
Virgule-L, which was likely the first slash mailing list opened and “was all
run for women, by women,” a newcomer had to “give them your real full
name,” had to “sign a statement that no one but you would be reading your
email,” and had to “promise not to advertise or talk about the mailing list
in open areas.” Says Morgan Dawn, “You couldn’t even mention [Virgule-L]
online. […] It was extremely restrictive, but ultimately, [that was] what we
needed to get [it] off the ground.” Eventually, as “more and more people
were joining online—in various CompuServe and AOL and GEnie communities,” Morgan Dawn remembers, “it became less of an issue to be open
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and talking online about slash.” But the opening years of the Internet were
difficult for, and sometimes openly hostile to, women fans and their interests in slash fan fiction.
Morgan Dawn successfully overcame the barriers to online participation
that female fans faced at the start of the 1990s; other women in fandom
either could not or did not want to fight to push past those barriers of
shaming and flaming. Women’s bodies as objects of male desire, women’s
bodies as targets of men’s sexual come-ons, women fans as preoccupied
with men’s bodies and overly invested in fantasies of male/male sexual
intercourse: these were the stereotypes and predominant conceptions of
female bodies that, as Stone argues, “generated the codes” of male fans’
interactions with female fans in the opening years of Net fandom. As stated
above, many cyberpunk fictions and nonfictions establish an unbreakable
link of femaleness to flesh, even in worlds dominated by digital environments; this equation of “woman” with “body” is also highlighted in the
recollections of early Net fans. The fact that female fans could not be decoupled from female embodiment as they ventured online did not invite their
mass migration to the Internet in the late 1980s and early 1990s.
Fan Cultural Memory as Repertoire
What weighed even more heavily against the prospect of “going online”
than the targeting of female bodies online in this timeframe was the expectation that print fandom’s collective memory would be erased if Net fandom became dominant. For print fans, the fear of the body’s “deletion” that
numerous cyberdystopianists expressed was more than a vague anxiety for
humankind’s future—fans quickly became pessimistic about their own culture’s future. A transition of fandom from the body to the network meant
that the institutional memory modalities that fans had developed would
possibly dissolve. These memory modalities were embodied: print fans’
cultural memory was constituted through repertoire rather than through
archive. In the quotations above, one can sense the great significance that
print fans placed on meet-ups, and the idea that face-to-face connections
among fans might be replaced by virtual interactions haunted print fans.
If fans’ bodies never occupied the same spaces, and if the timescale of fan
interactions sped up to match machine time rather than human time, how
would generations of fans understand one another, and how would the
traditions, rituals, and concepts of fandom be passed down from one generation to another?
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Practices such as new fans seeking out more experienced fans at conventions, talking zine dealers into showing their fanfic zines (which many kept
separate from general content zines), and exchanging videocassettes with
fan friends by mail constituted the repertoire of print fandom. Through
experienced fans’ acts of initiating and guiding newcomers, acts that were
primarily performed face to face, print fandom perpetuated itself. Before
the Internet, fans preserved and transmitted their shared cultural memory
through a well-established repertoire that was not written down in a manual or widely publicized in any press, even the zine press.
The lack of documentation of fandom and its repertoire—that fact that
nowhere could new fans find written instructions that spelled out how to
acquire fanfic—is attributable to fans’ strong desire to not draw attention
to themselves and their activities, particularly the writing and dissemination of fan fiction. Fans wished to escape the notice of copyright holders of the source texts on which fans based their unauthorized fiction, as
they felt that copyright holders could claim that fanfic was infringement
and issue cease-and-desist orders, or even sue fans who published zines.
Fans also sought to avoid pinging the radar of “mainstream” society, which
fans suspected would mock and condemn fanfic and its writers. By limiting
knowledge of its customs, traditions, and transactional methods to faceto-face encounters (or requiring some face-to-face, personal, full-real-name
familiarity as the basis for the transmission of fannish knowledge), fandom
was able to keep its workings relatively secret; at the least, fandom was able
to believe that its workings remained secret. Fandom chose repertoire—that
is, it chose embodied methods for keeping its culture alive and growing—in
the years before the Internet, as a defense against discovery. But once fandom entered the arena of the Internet, and the majority of fannish meetings and transactions began to take place online rather than in-person at
conventions, print fans forecasted that the “deletion” of the body from
fandom might mean the deletion of the entirety of fandom. Fan culture
had endured only through repertoire; if the repertoire was forgotten and
left unrepeated by Net fans, would the culture as a whole perish?
The thread of continuity that had run through media fandom and connected different generations of fans since the mid-1960s, comprising fannish customs and rituals that was handed over from fan to fan via embodied
practices, appeared to breaking in the face of Net fandom’s rising popularity
in the 1990s. When print fans tried to peer into the future of Net fandom,
past the breaking of their thread of tradition, they could see … nothing. If
Net fandom did not care to archive itself, and if it did not require new fans
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to know anything about its past, then it would be a fandom that might
endure for many years, but it would be a collective without memory.
The Body + the Book
But how can I claim that the primary memory modality of print fandom
was repertoire rather than archive, when print fandom defined itself largely
by its archival component—printed zines, which were compiled, edited,
reproduced, and sold by fans? It is clear that print fans regarded zines as
artifacts of cultural memory that held the promise of duration, in contrast
to online fan fiction, which they perceived to be extremely ephemeral. For
example, one fan, the-other-sandy, posted a piece on her LiveJournal in
2007 called “No More Zines? :-(” in which she compares the short life of
online fic with the endurance of zine-published fic, stating, “Electronic fic
is highly perishable. … Yet, no matter how old my zines get (and some of
them are over twenty-five years old), I’ve never opened one up and gotten
a 404 File Not Found error.”
Print fans conceived of their embodied routines and rituals as constitutive of what Aleida Assmann (2008), in her essay “Canon and Archive,”
calls “working memory,” which she defines as the “active dimension of
cultural memory” (100), which operates through “repeated performance,”
attracting “continued individual and public attention” (101) to the religion, art, and history of a society. The Catholic church’s “continuously and
periodically repeated liturgical rites and practices” (100) are an example of
working memory; another example can be found in the Western world’s
“canon of classical texts” being “performed on the stages of theaters and in
the concert halls” (101). Assmann makes direct reference to Diana Taylor’s
writings on indigenous performance as “nonarchival system[s] of transfer”
(Taylor 2003, xvii) and links her own concept of working memory to Taylor’s idea of repertoire, equating “active cultural memory” with “embodied
repertoires that are performed in festive rites and repeated practices” (Assmann 2008, 105).
Fans coming together in real-world spaces to celebrate their “canonical”
texts, in local groups and at large conventions; experienced fans tutoring
new fans one on one; fans physically exchanging treasured goods: these
formed the repertoire, the working cultural memory, of print fandom. Zines
served a different function in the worldview of print fandom, the function
of what Assmann calls “passive memory,” which is made up of the “objects
in the historical archive” (103) of a society. The written documents of a
nation or a community are “not trashed, because they are considered to be
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of historical or scholarly interest” (103); therefore they are “stored in the
archive” as “inert” and “potentially available” knowledge, giving them “the
chance of a second life that considerably prolongs their existence” (103).
The embodied modes for the passing-on of fannish knowledge were print
fandom’s working memory, or repertoire, and zines were print fandom’s
passive memory, or archive.
But there is another way to view the role of zines in print fandom. In
the published remarks of print fans who sought to defend their way of fandom from being decimated or swallowed up by the growing Internet in the
1980s and 1990s, as well as the statements of print fans in the 2000s who
wished to keep alive the memory of print fandom, I find that printed zines
are discussed more as repertoire than as archive. In other words, at the historical moment when printed matter began to be threatened with obsolescence, fans started to characterize their material publications as important
because they gave onto specific acts of reading. Here are some descriptions
by print fans of zine reading, as a meaningful experience, published in zines
and online between the 1984 and 2010:
First, I just sit a minute with the zine in my lap and feel its weight. I turn [to] the
table of contents and read that, plus any comments, notes, etc. that the editors
might have put in. Then I page through the entire zine, not reading any of the stories, but just looking at the illos [illustrations] and imagining the stories that they are
illustrating. Only then comes the serious business: THE FIRST READING. I read right
through each page in order from the first to the last. I like to get the feel of a zine, the
momentum, because I feel that every editor puts a lot of thought and energy into the
distribution and order of the material. (from the letterzine Not Tonight, Spock!, Issue
2, March 1984; Fanlore, “Zines and the Internet”)
There is something very tactile about holding [a zine] in your hands that cannot be
duplicated by downloading fiction off the ’Net. (from the editorial of the Starsky &
Hutch printed slash anthology Leave a Light On for Me, October 2002; Fanlore, “Leave
a Light On for Me”)
If you were “raised” on zines, even with all the great things to enjoy on the web, on
the Kindle or other ebook reader, there’s still nothing quite like holding a zine in
your hands. Especially a zine that has the tactile pleasure of fine papers, interesting
textures. That was one of my favorite things about the early B7 Complexes7—portfolios were printed on lovely parchment paper that not only looked great, they were a
treat to touch and hold. (Walsh 2010)
These odes to zine culture contain numerous references to the human
body’s contact and interaction with the printed zine: the “tactile pleasure”
of feeling the textures of the paper on which a zine is printed; the physical
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and durational act of plucking a new zine out of a mailbox, sitting down
with it, weighing it in one’s hands, and flipping through its pages twice,
first speedily and then carefully; the ritual of ensconcing oneself on one’s
couch or in one’s bed, preparing to read a zine intensively, in the same
manner that one reads novels. In these fans’ accounts, the zine is not
valued as a textual repository or archival document; it is not defined as a
printed form intended to preserve fans’ cultural productions for posterity.
Rather, for these fans, the zine is a prop that is integral to (what were in the
heyday of print fandom) routine experiences of physical joy. The zine is the
fetish object for the print fan, and the fan’s engagement with that object is
a highly pleasurable and personal embodied performance. Let us also recall
Henry Jenkins’s observations of the Beauty and the Beast fan club passing
around printouts of Internet discussions and fan fiction in 1989, which
show that even when printed matter was not fetishized for its rich textures
or fine illustrations, or for the difficulty of its acquisition, printed text was
still a prop for ritual—and in this case, social—experiences. Printed material
played a crucial part in fans’ repertoires.
Thus, the repertoire of print fandom, the working cultural memory of
pre-Internet fandom, consisted of both body and book. There were many
physical practices through which fans communicated their specialized
knowledges to one another, and there were also embodied rituals that
centered on printed artifacts, such as zines and printouts of online communications. These rituals of finding, buying, trading, touching, handling,
holding, sitting with, scanning, passing around, reading quietly in private,
reading aloud to a group, and other physical interactions with zines were
highly affectively charged for fans, and became even more meaningful
when fans had cause to mourn their fading away, as zine culture became
displaced by Internet culture. Although zines did fulfill the function of passive memory in print fandom, fixing the textual productions of fans in an
archival format that would allow them to be accessed long after their initial
printing, at the close of print fandom it was clear that the more significant function of zines was as a key component of print fandom’s working
memory. In the end, what print fans did with zines loomed larger in their
cultural memory than the printed matter itself.
Uncertain Surrogacy
At the heart of these widespread anxieties about sophisticated digital technologies in the last decades of the twentieth century, I perceive a deep
concern with replacement and uncanny repetition, or what performance
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theorist Joseph Roach calls “surrogation.” In Cities of the Dead, Roach
(1996) explores “the three-sided relationship of memory, performance, and
substitution,” and proposes that “culture reproduces and re-creates itself by
a process that can be best described by the word surrogation” (2). Surrogates
step into roles vacated, by death or other kinds of attrition, attempting to
perform those roles in ways that imitate the departed predecessors. However, Roach claims, “because collective memory works selectively, imaginatively, and often perversely, surrogation rarely if ever succeeds” (2). Roach
offers a number of scenarios in which substitutes are found wanting or are
rejected outright, such as the surrogate either failing expectations (“creating a deficit”) or exceeding expectations (“creating a surplus”); the surrogate polarizing their audience and causing the group to divide into camps;
or the surrogate tapping into fears of “uncanniness,” which “may provoke
many unbidden emotions, ranging from mildly incontinent sentimentalism to raging paranoia” (2).
Although Roach’s examples of surrogates in Cities of the Dead do not
include cyborgs or automata, they do include other categories of objects
that breach the life–nonlife divide, such as effigies and puppets, and it is
the question of whether these objects should be accepted as if they were
living that disturbs audiences and interlocutors: the puppet, automaton,
or cyborg is not—or not fully—a living human, but should it be taken for a
fully alive person? Is the cyborg an acceptable substitute for a human? As I have
argued, this question is especially fraught when the cyborg purports to be a
substitute for the female body, as Western epistemologies from the Enlightenment through cyberdystopianism have so closely tethered femaleness
and human embodiment. From E. T. A. Hoffmann’s Olympia to Metropolis’s
Robot Maria to the operating system vocalized by Scarlett Johanssen in Her,
the hypothetical female mechanical surrogate is repeatedly presented as a
deeply unsettling figure. Fans, as a majority-female subculture—a subculture that learned when they first went online in the 1980s and ’90s that
their gender would not be forgotten, overlooked, or made welcome in the
new media but would bear the weight of many of the same stereotypes and
subject positions in cyberspace that it did in meatspace—had much to consider as they found themselves transitioning into a female collective sited
primarily in digital networks.
Could a fan culture that was digitally embodied be an effective surrogate for a fan culture lived through human bodies? This was the question
for fandom in the late years of the twentieth century, the early years of
the Internet. Were human transactions and interactions that transpired
online, through avatars and marionettes (defined in chapter 6), acceptable
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substitutes for the embodied human practices that they were attempting
to replace? A core function of “in-person fandom” was the transmission
of fannish culture, comprising traditions, knowledge, and cultural objects
such as zines. If cyborg, networked fans—fans who were “half-digital, halfnot,” and who “lived” and “talked” and “met” online, but never or rarely
in person—were not going to transmit their culture through techniques of
repertoire, would they do it through technologies of archive? To some print
fans in the 1990s, it seemed that the cyborg version of themselves would
have neither repertoire nor archive. The cyborg would have no memory.
Print fandom feared that Net fandom would become a substitute for print
fandom without any knowledge of its predigital past, and would also be
devoid of any capacity for recording its own digital history as it unfolded.
The Other Cyborg
At precisely the same time that the cyberdystopian thinkers, writers, and
producers developed the cyborg as the totem of a possible future, a future
of frenzied networked production taking place in compressed machinic
time, in limitless virtual space, without human physicality to restrain it or
cultural memory to track it, feminist theorist Donna Haraway generated a
very different cyborg figure. Haraway’s 1985 “Cyborg Manifesto” posited
the cyborg as “an ironic political myth faithful to feminism, socialism, and
materialism” (Haraway [1985] 2000, 291), a hybrid being “resolutely committed to partiality, irony, intimacy, and perversity” (293). Breaking with
feminists (and antifeminists) invested in equating women with the human
body and with nature and in dividing womanhood from technology and
from machines, Haraway calls for a new, cyborg feminism, a feminism that
aligns itself with “the breached boundary,” “the leaky distinction.” Haraway’s cyborg “would not recognize the Garden of Eden” and is “wary of
holism” (Haraway [1985] 2000, 293). At the point where body and machine
touch and merge; where nature and culture fuse or become confused for
and with one another; where genders and sexualities multiply and binaristic identities and relations dissolve; where “the boundary between physical
and non-physical” becomes “imprecise” (294)—there, Haraway’s feminist
cyborg arises.
Anne Balsamo, in her history of postmodern feminist thought, reads
Haraway’s cyborg feminism as “based on affinities rather than essentialist
identities” and “rooted in fragmented identities” (Balsamo 1987, 68–69).
She emphasizes Haraway’s recognition that technoscientific postindustrialism is a “matrix of complex dominations,” but that that matrix is also
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“a polymorphous information system” that is a “possible means of great
human satisfaction” (68). As interpreted by Balsamo, Haraway acknowledges and affirms Jean Baudrillard’s, Frederic Jameson’s, and Jean-François
Lyotard’s observations about the shifting conditions of cultural production
in the information age, but reserves a space for the birth of a new feminism
amid the traffic of massive technocultural change, a feminism rooted in
“fragmented identities” and “permanent partiality” (69). Balsamo quotes
Haraway: “We do not need a totality in order to work well” (69). Haraway
suggests that at the millennial moment, as new media shift relations and
flows between global actors, feminists have the opportunity to declare
themselves cyborg, to use the technoscientific “matrix” for their own “satisfaction” even as they understand that matrix tries to absorb and control
them, and to form alliances that cross all previously established boundaries
associated with body-based identifiers.
My position is that one instantiation of Haraway’s mythical cyborg is the
female fan online. Women fans blurred the boundaries between the body
and the digital, not only individually but in the thousands, then the millions. They organized and formed associations based on voluntary affinities, and in doing so, they created spaces for the circulation and exchange
of female and queer information and production. Internet fandom is
irreverent and ironic, intimate and perverse, revealing of the multiplicity
of female desire and uncovering the lie of “natural” gender-specific preferences. Online fandom brings women into close communion with new
technologies, as fans function as users, writers, beta readers, moderators,
list owners, archivists, coders, site designers, recommenders, historians,
vidders, editors, challenge organizers, fundraisers, and other roles covering
the entire producer–consumer spectrum. Fans created a digital surrogate for
print fandom on the Internet, and went to great lengths to endow online
fandom with cultural memory, as well as community, rituals, routines, and
the other meaningful components of print fandom’s repertoire. Fans have
built a culture of both archive and repertoire on the Internet, a collective
project that has often had political aims—in sum, a project that, in many
ways, has proven print fandom’s most cyberdystopian fears to be fictions.
And yet, even as online fans have attempted to realize the potential of
cyborg feminism, the power and force of the cultural imaginary of cyberdystopianism cannot be discounted, not just in fandom but in Western
culture more broadly. Print fandom’s pessimistic prognostications that the
Internet would marginalize the human body, would force humans to ramp
up the volume and speed of their production to match the instantaneity
and ceaselessness of machines, would reduce humans’ physical contact
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(and as a result, the depth of their connections) with one another, would
attempt to assimilate all forms of labor and recreation, and would threaten
to extinguish printed matter—all seem like early expressions of anxieties
about digital culture that are widespread today. The darkest fantasies of the
1980s and ’90s about cyborg culture cast a shadow that is currently growing, not diminishing. The two cyborg figures from the dawn of the Internet era—the cyborg that annihilates and the cyborg that liberates—remain
operative metaphors in fandom and beyond.
Break 5 A Femslash Parable of the Print-to-Digital
Transition
Break
A
Femslash
5
Parable
Femslash as Reconciliation Fic
Between the extremes of the dystopian and utopian cyborg myths that I
explained in the previous chapter, fan fiction in the late 1990s suggested
a third fantasy, one of a loving union between a human female and a
cyborg female. One of the most popular character pairings in fan fiction
from this period was the “femslash” (female/female) pairing of Star Trek:
Voyager’s Captain Janeway, a human, and Seven of Nine, who was born
human but is, in the timeframe of the series, a de-assimilated Borg drone
that retains some Borg characteristics (nanoprobes and various cybernetic
implants); Seven, as she is called, is permanently part machine. Janeway/
Seven stories are about a romantic and/or sexual relationship between an
middle-aged woman and a twenty-something cyborg, and many Janeway/
Seven fics from the late ’90s are of the “first-time” genre, in which Janeway
and Seven have their first sexual encounter and Janeway must teach Seven
about human communication and emotional and physical intimacy. Janeway helps Seven understand how to express her own desires and guides
Seven in how to be sensitive and responsive to Janeway’s desires.
Janeway/Seven fics are about two different generations of powerful
females coming together, the older woman drawing on her leadership
abilities and years of experience to mentor, teach, coach, and nurture
the younger woman, while the younger one is able to excite and arouse
the older woman’s interest—in every possible way—with her machineenhanced strength, intellect, and self-assuredness.
I argue that one reason for the popularity of Janeway/Seven femslash fan
fiction at the turn of the twenty-first century was Janeway/Seven’s usefulness as an analogue for the reconciliation of print fandom and Net fandom after 1998. While one might readily agree with oral history participant
Morgan Dawn (2012) that after 1998, “literally everybody was overrun by
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the Internet,” and can easily interpret the history of fandom as being completely dominated by net fans beginning in the late 1990s, the surge in
fannish interest in Janeway/Seven, following Seven of Nine’s 1998 introduction on Star Trek: Voyager, inspires me to read what occurred in fandom
at the turn of the millennium differently.
Janeway/Seven fic is about “crossing the line”: the generational line
and the technological line. In the diegesis of Star Trek: Voyager, Janeway
and Seven not only differ in age, they also occupy different places on the
human–machine spectrum (Janeway is a human who is proficient at using
technology, but who wars against the Borg that seek to wholly assimilate
humankind; Seven was assimilated by the Borg at age six, and after Janeway
effectively severs her connection to the Borg collective, Seven must learn to
exist as a human–machine hybrid). Janeway/Seven fic, then, is concerned
with the question of how two such different women can join together.
Cyborg–Human Connection
Most J/7 (as Janeway/Seven is often abbreviated) fic begins with the premise that the two women want one another—their felt need to join is not
in question. But how the two can bridge their differences, and create
unity out of apparent disparity, is at issue. Although I am sure some J/7
fanfic includes descriptions of the techno-erotics of a human woman coupling with a cyborg woman, it is not the mechanics, so to speak, of J/7
sex that seems to interest most J/7 authors; rather, the main question at
the heart of many J/7 stories is how the two females manage to connect
with one another despite each being deeply intimidated by the other. In
other words, the coming-together of two extremely powerful women, who
mutually desire, respect, and even fear one another, drives much J/7 storytelling. Here is an excerpt from a 1998 J/7 fic, “Just Between Us” by G.
L. Dartt, which was the first of a fifty-story series, one of the most highly
recommended bodies of work in the J/7 fanfic corpus.1 In this scene, Janeway and Seven are on the brink of their first sexual encounter, Seven lying
naked on Janeway’s bed:
Oh my, Janeway considered as she slipped the robe from her shoulders, letting it drop
to the floor. This might be more difficult than she had originally thought. Somehow,
in her fantasies, everything had been rose petals and soft touches, straightforward
with an instinctive knowledge of what to do. No hesitation, no confusion and certainly not the six foot reality of powerful Borg in full, splendidly healthy womanhood. It occurred to her suddenly that there might be a certain amount of logistics
to this. … She’ll expect a lot more than any man would, you know. …
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Seven of Nine watched as Janeway slid onto the bed beside her. … It was hard for
her to think clearly. She wondered if there were something wrong with her implants,
a feedback loop perhaps. She was also confused by how swiftly and easily Janeway
had taken complete command of the situation, and now Seven found that she could
only follow the older woman’s lead. (Dartt 1998)
In this scene, Janeway and Seven appear equally uncertain of themselves.
Each is simultaneously impressed and daunted by the other’s confidence.
Janeway is awed by the alluring hybrid female before her, as indicated by
Janeway’s (mental) description of Seven: “the six foot reality of powerful
Borg in full, splendidly healthy womanhood” (the combination of “Borg”
and “full womanhood” seems to double Seven’s appeal to Janeway, rather
than making Janeway uneasy at the uncanniness of a cyborg body). Seven
is more than a woman, being part machine, and therefore, Janeway predicts,
Seven will expect “more than any man would.” Seven is literally a superhuman being, a more-than-human cyborg, and Janeway infers that this means
that Seven will place superhuman demands on Janeway as a lover, as a partner. For her part, Seven is stunned—unable to “think clearly,” “confused,”
wondering if there is a technical failing in her Borg neural implants—by
Janeway’s quickly “taking complete command” of their lovemaking session, such that Seven can “only follow the older woman’s lead.” Janeway
is the commanding officer of the Voyager, so Seven may be intimidated by
Janeway’s standing and authority as much as by anything that Janeway
does as a lover, but Janeway’s innate leadership skills are such that she may
be asserting them just as strongly in her bed as she does on the bridge of
her ship.
In my reading, Janeway is an incarnation, in the figure of a single character, of print fandom, while Seven represents Net fandom. Print fandom
in the ’90s was made up of an older generation of female fans, women
who regarded the Internet as a supplement to embodied fannish practices
and print-based fannish objects, but not as a primary or central site and
medium of fannish communication and publishing. Janeway can be seen
as a highly positive symbol of print fandom, as her accumulated years of
experience, her willingness to use advanced technologies combined with
a firm resistance to being incorporated by a networked collective, and her
history of command are all portrayed as strengths, for both herself and her
crew, in both the television series and in fan fiction based on that series.
Net fandom in the ’90s had younger female fans as members, women
who regarded the Internet as the core arena of fannish being and doing,
women who readily “merged” with networking technologies and did
not necessarily regard in-person or print fandom as more special or more
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important than Internet fandom. Seven positively represents this group in
her advanced technical knowledge and her sophisticated capacity to interface with, and manipulate, complex machine-based systems, her supreme
air of self-confidence (arising from her youthful beauty in addition to her
technological skills), and in her ability to repeatedly demonstrate to the
noncyborg crew members of Voyager the advantages of being “half-digital.”
The pairing of Janeway/Seven therefore is a fantasy about print fandom and
Net fandom joining and combining, not exactly easily, but in a way that
brings pleasure and excitement to both parties. In both the text of Voyager
and the “Just Between Us” fan story, Janeway is impressed with Seven’s
more-than-humanness, but is not afraid to lead and teach the younger
cyborg; Seven is overwhelmed by Janeway’s surety and authority, but that
does not stop her from being assertive, forthright, and direct with Janeway
in their ordinary communications and in their lovemaking.
Understanding Janeway as an incarnation of print fandom and Seven
as a stand-in for Net fandom, we can read Janeway/Seven fanfics as expressive of a strong wish in late-1990s fandom that print fans and Net fans,
older female fans and younger female fans, will respect and learn from one
another’s skills and abilities, each one bringing their own unique attitudes
toward human/machine identities and practices to their relationship. This
female and queer bond between Janeway and Seven is a romanticization
of the possible unity among different categories of female and queer fans,
which has the potential to deliver to women fans “more than any man
would,” or, at least, something very different than any man can: the continuity, the perpetuation, of a female and queer tradition across generations,
even as new media radically alter how that tradition is routinely performed.
Janeway/Seven fic reframes “print fandom versus net fandom” as “print
fandom/net fandom,” the slash, as always in fandom, signifying pairing,
partnership, eroticism, longing, lust. Janeway loving Seven is a fantasy of
print fans loving Net fans for their easy relationship with the technical, their
understanding of the human–technological relation as fluid and dynamic
and not as a strict opposition; this love of Net fans can overlook or forgive
Net fans’ impoliteness (most Voyager crewmembers find Seven to be quite
rude), brashness, and occasional disdain for the “purely” human. Seven
loving Janeway is a fantasy of Net fans loving print fans for their maturity, their experience, their authoritative knowledge, and their passionate
defense of human being and human doing, despite print fans’ inability
to fully understand the benefits of human–technical hybridity, and their
stubborn prioritization of all things human over anything cyborg. To my
thinking, Janeway/Seven fic rose to popularity in the late 1990s because
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fans wanted reassurance that print fandom and Net fandom were uniting
of their own volition, motivated by mutual admiration and desire, rather
than because the Internet “assimilated” all of fandom into its totalizing
collective.
Cyborg versus Human Cultural Memory
In the Voyager series, though Janeway and Seven’s relationship never takes
an explicitly sexual turn, the two characters develop a warm friendship and
deep trust. Janeway and Seven’s bond may have stood for a rapprochement
between those who resisted the invasion of everyday life by digital technologies, and those who welcomed the wave of new media, for many of Voyager’s viewers in the late ’90s and early ’00s, not only for fanfic writers and
readers. But, however close Janeway and Seven became in the series and in
fan fiction, they remained complete opposites in one respect: their preferences with regard to practices of cultural memory. On Voyager, Janeway’s
memory modes are embodied. She verbally narrates her “Captain’s Log,”
presumably recording entries regularly (the viewer hears excerpts from
Janeway’s log as the framing narration of each episode), and on one memorable occasion, at the close of episode 4.01, in which Voyager tangles with
both the Borg and another highly technologically advanced race, Janeway
opts to situate herself in a holodeck simulation of Renaissance-era Italy,
and to handwrite her log entry with an inked quill on parchment paper,
by candlelight. When her First Officer finds her in the holodeck, hunched
over a fifteenth-century desk, he remarks that she is writing her log “the
old-fashioned way.” Janeway explains, “I wanted to get as far away from
bio-implants and fluidic space and … and this feels more human, somehow.” Janeway, like print fans, thinks of memory as an embodied practice
(her logs are either spoken aloud or handwritten). For Janeway, the physical
performance of record-keeping is a reinforcement of human culture, and a
refusal of machine culture.
Seven, on the other hand, relates to memory very differently than Janeway. Seven is proud of the fact that all the memories of her early life have
been uploaded to, and stored in, the Borg’s cloud-like shared memory, and
that therefore a part of her will live forever. She frequently shows that she
possesses a remarkably wide-ranging, detailed, digitally enhanced, eidetic
memory—she can access all of the Borg’s knowledge that she “downloaded” before she was disconnected from the collective, and she informs
her fellow crewmates that she “requires only seconds to commit what I see
to memory” (episode 4.20). Seven’s interest in her own past, and in the
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past of Earth and of Starfleet, is selective. She understands that voluminous
records are stored in Voyager’s central computer, but she does not delve into
them as deeply or as often as she is advised to. For example, when Janeway
discovers some data on Seven’s birth parents, and suggests that Seven scan
the information, Seven replies that she “may do that someday” (episode
4.06); in another episode, when Seven is asked if she is familiar with the
Earth event known as World War II, Seven answers that she “knows nothing” about it (episode 4.18).
Seven, like Net fans, assumes that any and all cultural memory will be
available to her when she requires it, and thus she is not overly concerned
with making an effort to record new memories or to recover older memories. Seven, the cyborg, seems to absolutely trust that the complex technological structures that have always surrounded and supported her—the Borg
collective, Voyager’s intranet, and her own neural implants—are constantly,
consistently, keeping perfect records of everything that she, the human
race, and many other species have experienced. For this reason, she takes an
almost casual approach to cultural memory, not valuing it very highly, and
only utilizing archives when she has a pressing need, rather than to learn
about any traditions that preceded her. In the matter of cultural memory,
then, Seven is an excellent representative of the fan who relies entirely on
digital cultural memory, trusting that its infrastructure can be relied upon
to fill in any gaps, whenever necessary.
6 The Default Body and the Composed Body: Performance
through New Media
Chapter
The
Default
Body
and
the
Composed
6
Body
The Body in New Media
Digital networked culture is intensely concerned with bodies and embodiment. In this chapter, I will characterize fan fiction as a body medium, that
is, a means of porting bodies from one medium to another. The bodies with
which online fandom works are what I call composed bodies, that is, bodies
that online users make and maneuver in networked spaces. In some cases,
composed bodies are avatars of their makers/users, but in many fan practices, composed bodies are appropriated from media culture, and are marionettes rather than avatars—that is, rather than representing users’ selves,
composed bodies often represent characters.
Composed bodies are used by fans to interact with one another, and to
enact narratives for one another, in the “global theater” (McLuhan 1970). I
will build on the avatar theories of B. Coleman, E. Gordon Craig’s concept
of the “über-marionette,” Diana Taylor’s idea of repertoire as “downloading
media,” and articulations of the collaborative and performative nature of
fan production by Francesca Coppa, Karen Hellekson, and Rebecca Tushnet. I will also analyze both texts and paratexts of fan fiction stories, and
cite a number of fan participants in my oral history project, in order to
think about how writing and embodiment are reconfigured by new media.
A Mystery of Paratext
Throughout this chapter, I will be discussing a mystery that arose for me
recently, concerning the paratext of a fan fiction story.
Searching for a story that I could include in this chapter as a representative work of fan fiction, I read through a portion of my own archives of
fan fiction, collected over the past decade and a half, culled from a variety
of fic archives, representing a wide array of fandoms. My eye was drawn
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to an X-Files fic from June 2000, “Night Giving Off Flames,” by Jesemie’s
Evil Twin (JET). I consider JET to be one of the towering authors of the
X-Files fandom, and many of her stories to be classic X-Files fics. I have read
“Night” several times, but when I reviewed it for this book, I was surprised
to realize that there was a portion of the text, or rather, the paratext, that
I had never seen before, a section that I overlooked during all my previous
readings.
“Night” is a mournful tale that takes place in an alternative universe
(AU) to the universe of the X-Files television show, an AU in which the
Earth has been colonized by hostile aliens, some of them shape shifters.1
The premise of “Night” is that the series’ protagonists, FBI agents Dana
Scully and Fox Mulder, partners and close friends, have been separated in
the colonization and Scully has been taken prisoner by the shifters. At the
start of the story, Mulder rescues Scully from captivity and takes her to a
lakeside cabin to recover from her trauma. We learn that, during her imprisonment, Scully was convinced by the aliens that Mulder was killed; then
she was subjected to a nonstop series of interrogations and torture sessions
by numerous shifters who all chose to take the form and voice of Mulder,
in order to maximize her psychological anguish. Scully learned to hate the
face of the man she most trusted. Thus, when she is alone with the real
Mulder in the cabin, she is convinced that Mulder is simply another shifter,
and that he will turn on her at any moment and dispel what she thinks is
the illusion of having been freed—that the entire scenario of her escape
from captivity is a cruel joke designed to deepen her pain.
Mulder, who has been searching for Scully since the start of colonization, is devastated to see that Scully does not believe he is himself. Scully
thinks of Mulder as “it” (a shifter) rather than “him” (a person), avoids
“it” as much as possible, and continually expresses her wish to run from
the cabin. All Mulder wants is to reconnect with Scully, and to revive their
friendship and partnership, but he cannot penetrate Scully’s thick defenses
of disbelief and doubt. One night, after several weeks of cohabitating in
the cabin but barely speaking to one another, the standoff between Mulder
and Scully comes to a head when Scully chooses to briefly speak with “it”
about Mulder as they sit before the fireplace. Scully is nostalgic and reminisces about her partner, talking to Mulder as if he is a stranger who did not
participate in the original conversation she is recalling, but since Mulder is
Mulder, he remembers the conversation she references and supplies his line
in the dialogue, which sends Scully into a rage, as she thinks the shifter is
using Mulder’s appropriated memories to imitate him:
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“We had a discussion once, he and I,” she says. It nods for her to continue. “I asked
him what divination by flame was called.”
“Lampadomany,” it replies flatly.
“Do you have all his memories? Is that one of the things you can do? Did you
steal _everything_?” she asks, feeling breathless and hysterical and missing Mulder
so much she’s almost weeping.
It shakes its head feebly, and its eyes are bright and sorrowful. “No,” it whispers.
“No.”
“Why should I believe you’re him? Tell me. Give me some definitive proof. Give
me something they couldn’t have tainted.”
But it shakes its head again, and closes its eyes, and takes a shuddering breath. “I
can’t,” it says. As it stands and pushes in the table chair, it says, softly, “But he loved
you more than you will ever know. I can’t pervert that. Nothing can.”
Scully does not sleep this night. And she doesn’t think it does either. (JET 2000)
Mulder confesses his deepest feelings for Scully at the moment when he
realizes that even his love will not break through her wall of disbelief; in
that instant, he knows that, tragically, he has found her only to lose her
again. Scully leaves the cabin the morning after their fireside confrontation, intending to strike out on her own. Mulder sinks into despair. He
allows the fire to go out and sits on the floor in darkness, utterly lost. But
that evening, Scully decides to return to the cabin. When she finds Mulder
hunched into himself on the floor, she touches him on the shoulder and
looks into his eyes. The fear and sadness she sees there prompts her to
think, for the first time, that maybe he is Mulder:
Oh God, she thinks. Oh my God.
He whispers, over and over, “It’s me, Scully. It’s _me_,” and his voice is so soft
and frightened the words seem dissolved by tears. …
“Mulder, it’s me,” she whispers brokenly. “It’s me, too.” (JET 2000)
JET concludes “Night” here, with the words, “An end,” the same line with
which she closes all of her stories.
But, when I reread “Night” a few weeks ago, the mystery arose: after
reaching “An end,” I noticed for the first time that there was additional
text, at the foot of the web page. Here is that additional text, which I had
ignored in all my previous encounters with this story:
Improv Elements (Thanks, guys. <g>)
* Mulder losing his gun (again) on a case somewhere snowy, and defending himself with snowballs instead. From: Lori Daul
* A tango. From: Ambress
* Scully wearing a pair of Frohike’s fingerless gloves. From: Maria Nicole
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* Scully having a call waiting and it turns out to be Richard Gere who she met
while on set. From: X-File_Addict
* Mulder getting a pedicure. From: Prianka Nandy
* Mulder, Scully and Skinner in a hot tub. Suits are optional. From: dksm
(Hey, they said I could use the elements any way I chose. ::blinking innocently::)
(JET 2000)
What this list of “Improv Elements” told me is that “Night Giving Off
Flames” was specifically written in response to a writing challenge put
forth by some X-Files fan friends of JET’s. Evidently, the challenge was for
JET to write a story, as an “improv” or “improvisation,” incorporating a
number of seemingly random story elements, each suggested by a different
fan. After seeing the “Improv Elements” items, I glanced up to the story
“headers,” the text that precedes the story, at the top of the web page; in the
headers, authors usually place all information that they think is relevant to
orienting the reader. I quickly scanned the headers for “Night,” which read
as follows:
Night Giving Off Flames
By Jesemie’s Evil Twin
[JET’s email addresses]
Summary: “Yet from those flames no light, but rather darkness visible.”
—John Milton
Disclaimer:2 Not mine. Grr.
Category: Angst, Oddness, M/S [Mulder/Scully].
Quasi-Post-Colonization AU that occurs sometime after “Hollywood AD.” Oddness.
One wee-tiny spoiler for “HAD” and hardly any others whatsoever. Did I mention
it’s Odd?
Thank You: Shari and Liza. Mwa! You rock.
Feedback: Would be lovely, please and thank you. [author’s email addresses] (JET
2000)
Then I read the final lines of the headers:
Scullyfic Improv (elements given at end)
June 2000 (JET 2000)
I had never before read these lines in the headers for “Night,” just as I had
never read the list of “Improv Elements” at the foot of the story. The words
“Scullyfic Improv” refer to an event that occurred weekly on Scullyfic, a
popular mailing list focusing on the Dana Scully character, founded in 1998
by renowned X-Files fan author Jill Selby (Fanlore, “Scullyfic”). Because I
had overlooked the last line of the headers and the entire last section of
text of “Night Giving Off Flames,” I had never realized that the story was
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231
written when JET was selected as the Scullyfic Improv author-of-the-week,
a selection that came with the task of weaving the story elements suggested
by other mailing list members into a new story, to be completed and posted
the following week.
It surprised me greatly to learn that “Night” was a Scullyfic Improv story,
for three reasons. First, “Night” seems so well-crafted to me that I find it
hard to believe that JET composed the piece in a single week. Of course,
many fan authors write quickly, but it is difficult for most writers to achieve
the refinement and depth that I think JET achieves in “Night” in seven
days. Second, the list of Improv Elements that JET received from other fans,
and which she had to place somewhere in her story, seem either comical
(Mulder defending himself with snowballs, Richard Gere calling Scully) or
kinky (Mulder and Scully in a hot tub with their supervisor, Agent Skinner),
and thus completely antithetical to the tone of “Night,” which is a somber
story about wartime captivity, psychological torture, post-traumatic stress,
and grief.
The final reason that I was shocked to read that “Night” was written as
an Improv is that I cannot believe how thoroughly I ignored the author’s
clear indications, in the story headers and “footers,” that this was the case.
Why did I never attend to these sections of paratext before? Gerard Genette
(1997) argues that “the main issue for the paratext is … to ensure for the text
a destiny consistent with the author’s purpose” (407), this purpose being
“to ensure that the text is read properly” (197), however the author would
define a “proper” reading. And thus, by overlooking all references to the
improvisatory nature of “Night” contained in JET’s preface and postface,
I have to acknowledge the likelihood that for many years, I have read this
story improperly. I must not have correctly or adequately understood what
“Night Giving Off Flames” is, which is a story that emerged from a structured, regularly recurring group writing ritual in a fan community, a ritual
that its founders chose to name after a type of live performance: improvisation. JET marks the story, in two places, as bearing a specific relation to
improvisational theater, and so to read the story “properly” would mean to
take this relation to theater, to embodied performance, into account.
What would it mean to take into account, that is, to take seriously, to
count as noteworthy and significant, that this fan fiction story links itself to
improv theater? It would mean, first of all, recognizing that some key characteristics of improvised performance can be found in the online improv
challenge that gave rise to “Night.” Hazel Smith and Roger Dean (1997)
state, “Improvisation … provides a tool for collaboration between several
individuals, be they creators, performers or audience/participants” (4). In a
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live improv show, there is typically collaboration between the performers
and the audience when audience members call out themes, phrases, characters, or scenarios to the stage, and the improv artists work to spontaneously weave these suggestions into their sketches.3 Similarly, JET received
suggestions from her fellow X-Files fans and incorporated all of them into
the fic she wrote in one week. Although the seven days that JET was given
to write “Night” makes her experience far different than that of a stage
improv performance troupe, which must respond to audiences’ prompts
within minutes, the fact that the Scullyfic site chose to title its time-limited
writing assignments “Improv Challenges” speaks to the desire of online
fans to create group experiences of immediacy, spontaneity, and urgency,
experiences similar to live and in-person improvisatory performances.
Many of the “Improv Elements” given for “Night” make their appearances in the story as flashbacks, when Scully or Mulder recall the adventures they had, before the alien colonization, investigating weird and
strange phenomena as FBI agents. At one point in the story, Scully remembers “Mulder defending himself with snowballs” as they were both being
chased by vampires in Vermont; at another point, Mulder flips through his
old journal and finds a note that was once passed to Scully in a meeting,
stating “Richard Gere’s on line two,” which was a coded message informing
her that their supervisor, Skinner, was calling regarding an urgent matter. In
the same journal, Mulder spies a photograph taken of him, Scully, and Skinner standing (clothed) in an empty hot tub in the middle of a showroom,
all three examining a huge cocoon containing an unknown creature hanging from the ceiling. Thus, by liberally using the device of flashbacks, JET
managed to integrate the highly disparate, and mostly very lighthearted,
elements provided to her by her “audience”—the fans who were eager to
read the story that she would create from their suggestions—into her fic,
relegating these humorous moments to Mulder and Scully’s past, while the
narrative present, the time in which “Night” takes place, is permeated by
sorrow and despair for the protagonists.
Another characteristic of improvisational performance, according to
Smith and Dean (1997, 4), is that “an audience can often recognise that
improvisation is taking place. This knowledge … encourages an enthusiastic
response which is otherwise sometimes lacking. An audience sympathetic
to the risk-taking of performers is a supportive one.” Here, too, a relation
between improvisational theater and JET’s writing “Night” as an “improv
fic” can be inferred: we can assume that the Scullyfic mailing list members,
those who contributed story suggestions to JET and those who simply read
the improv challenge as it was launched on the mailing list, understood
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233
the “risk” that JET undertook when she accepted the challenge. JET did not
know what elements would be suggested to her, and so she did not know
what she would have to incorporate into her story. Like the audience of a
live improv performance, JET’s readers were probably highly appreciative of
JET’s willingness to have story requirements imposed on her by others, and
of her attempt to write a viable story under strict time constraints.
The Scullyfic mailing list is no longer accessible, so I have no evidence as
to whether JET’s improvisational effort met with “an enthusiastic response”
from a “sympathetic” and “supportive” audience. However, we do have evidence that the author felt a connection with the fans who gave her suggestions (requirements) for her improv, as she addresses them with gratitude
(which may or may not be sarcastic) and a grin (“Thanks guys. <g>”) in her
postface. She also addresses members of her audience who were not a part
of the group that proposed the “Improv Elements”: “Hey, they said I could
use the elements any way I chose. ::blinking innocently::”. And she thanks
a pair of individuals (“Shari and Liza”) who may have helped her in some
way with the story, perhaps by beta reading;4 she blows them a kiss in text:
“Mwa!”
Thus, in addition to the structural resemblances between live improv
and the online Scullyfic Improv challenge (the artist/audience collaboration and the enthusiasm of the audience for the improviser), we have analogues of physical gestures included in the paratexts of “Night”—the author
grins and blinks and blows kisses at her readers. She also growls at them, in
humorously expressing her unhappiness at not being the legal owner of
The X-Files in her disclaimer: “Not mine. Grr.” There is thus a reference to
a body in these paratexts, the author’s body, or rather, the author’s face, a
face that communicates the author’s feelings, intentions, and moods to the
reader through economical combinations of text and punctuation.
What are we to make of these allusions to, and explicit invocations of,
live performance and physical expression in the paratexts surrounding this
Internet fan fiction story? Should we think of JET’s, and her fellow fans’,
collaborative participation in the Scullyfic Improv challenge as like improv
theater, but not really improv theater, since obviously JET’s story consists of
HTML read as words by her geospatially diffused readers on their screens,
and not a set of physical and vocal actions executed in front of her audience’s seated bodies? Should we discount the expressions communicated by
JET’s virtual face because the grin and kiss and growl are not made by a
mouth that readers can see or hear, and the blinking is not performed by
eyes that readers can meet with their own gazes?
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It is probable that the body of the Internet fan author and the bodies of
her readers do not physically interact in an event such as an improv writing
challenge like the Scullyfic Improv. Nevertheless, I am certain that there
is embodied interaction between the writer and the readers. In fact, I would
say that Internet fan fiction, a genre comprising narrative texts distributed
via digital networks and accessed on computer screens, is a body medium. A
body medium mediates between physical bodies that are remote from one
another. My thinking on body mediums/media builds on Beth Coleman’s
(2011) theory of avatar communication in “X-reality.”
The Body in X-Reality
“My assessment is that networked media, as a whole, simulates presence.
… Being here does not rely exclusively on a physical instantiation. In other
words, neither geographic territory nor corporeal embodiment stand as the
exclusive indication of being somewhere, or being present. I am not arguing for an equivalence of lived, bodily experience with our experience of
being filtered through an avatar (our networked proxies). I am arguing for
recognition of porous spheres of engagement that meet across a continuum
of the actual” (Coleman 2011, 36). In this quote, Beth Coleman lays out the
major claim of her book, Hello Avatar: that “reality,” inclusive of phenomena bearing names such as the “real world,” “real life,” and “really there,”
is now mixed.5 Since at least the advent of networked computing, humans
have become accustomed to repeatedly having “the sense of being in two
places at once,” experiencing “an interlacing of virtual and real experiences” (19). Coleman calls the crossing between virtual and real presence,
and the uncertainty of what is produced at that crossing, “X-reality.” She
writes, “X-reality describes a world that is no longer distinctly virtual or real
but, instead, representative of a diversity of network combinations. … With
the concept of X-reality, I see … an end of the binary logic of virtual and
real. What has emerged from our collective use of networked technologies
is an engagement that moves across sites that are real, simulated, and variously augmented” (19–20).
Many of Coleman’s examples of “the sensation of being together across
lines of mediation, which is called ‘copresence’” (25), consist of real-time,
avatar-based interactions, such as two Second Life users waving to one
another through their designated digital forms. But I extend “X-reality”
to instances that are asynchronous, and not avatar-based in the way that
Second Life is. I argue that online improvisatory writing challenges, such
as the weekly Scullyfic Improvs from the late 1990s and early 2000s, were
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just as much examples of people coming together, being together, and doing
together, as any event that transpired in Second Life. In fact, given Second
Life’s clunkiness, its frequent lag times, and its plastic-looking avatars with
their jerky motions, I would say that the networked text-based collaborations of the 1990s, beginning with collaborative text-based game spaces such
as MUDs (multi-user dungeons) and MOOs (MUDs, object oriented) and
ending with online fan fiction communities such as Scullyfic, were equally
or more convincing to users as a mixed reality than Second Life and other
visually rendered, real-time virtual spaces from the early-to-mid-2000s.
Coleman acknowledges that, while she, as a Second Life participant,
could ignore that platform’s “hitches and glitches” (22) and feel immersed
in the communities that sprung up there, “perfect simulation is not a
baseline requirement for meaningful communication” (31). Even when
Internet users have been limited to quite slow and low-resolution forms
of networked communication, they have “seize[d] upon the opportunities
to extend sites of connectivity and bring, with all manner of resourcefulness, a great capacity to weed through the noisiness of a media signal to
find the message being sent” (31). On the one hand, we can interpret JET’s
laconic “facial” expressions, her <g> and her ::blinking innocently::, as digital gestures that her readers did not need any visual cues to comprehend—
JET found a way to send visual, physical messages through a nonvisual
medium, and her readers figured out how to decode, how to “see,” the
faces that JET was making. On the other hand, I would say JET’s delivering a
facial performance through text in 2000 was a faster, crisper way of communicating “physically” than most of today’s synchronous video-based applications permit—there is an ease and speed of expressiveness, even physical
expressiveness, that text can achieve that networked video still cannot.
Until Skype, Google Hangout, FaceTime, and other video chat software can
represent human faces and bodies to one another with a clarity and instantaneity that replicates that experienced in the “real world,” where people
are “face to face” with one another, networked text (or voice—let us not
forget the benefits of clear telephonic connections) may be preferable to
video as a body medium.
Networked text functions as a body medium in that it brings bodies
together in a mixed reality (X-reality) space and represents them to one
another. JET’s grinning and blinking to her readers is an example of one
user communicating bodily gestures to many users. Another, more contemporary example is the use of emoticons and “emoji” (the Japanese term for
ideograms of “smileys” or smiley faces) in SMS (Short Message Service) or
mobile texting, in which users convey their feelings to one another using
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digital faces or other body-representing icons. Through abbreviations such
as “LOL,” “LMAO,” and “ROTFL,” commonly used in email and texting
and first popularized in early online Usenet newsgroups, users indicate
to one another that they are laughing, perhaps loudly, perhaps so loudly
that the force of their laughter has sent them proverbially tumbling to the
floor, where they are still rolling around, laughing. The mental images of
bodily movements and actions conjured by electronic text are crucial to
networked communication; body representations permeate all manner of
Internet writing.
When a person “is online,” or “on email,” or “on their phone,” she is
experiencing what it is to be in X-reality. What defines this mode of being
is the simultaneous use of two bodies. In the “real” world, the user has a
visible, physical body that is largely un(der)utilized, used only for the purpose of remaining still, often reduced to eyes, wrists, thumbs, and fingers,
which we might call her default body. In the “virtual” world, the user has a
body composed of letters, punctuation marks, icons, photos, animations,
graphically rendered humanoid figures, or video of physical bodies, which
we might call her composed body.
I choose the term “default” for the physical human body for an intuitive
reason: the body into which each person is born is the body that they cannot escape, and into that body, no one else can enter; it is hers, and hers
alone, by default. My use of “default” also stems from Bernard Stiegler’s
(1998) use of “default” in his essay “The Fault of Epimetheus” (in Technics
and Time, vol. 1). The essay focuses on the myth of Prometheus, the Greek
Titan who brought fire from the realm of the gods to humankind and was
severely punished by for this crime. Stiegler, interpreting Plato’s Protagoras,
which offers one version of the Prometheus story, relates that, at the dawn
of creation, Prometheus (meaning: forethought) had to give humans the
gift of fire to remedy a mistake made by his brother, Epimetheus (meaning:
afterthought): Epimetheus had been charged with distributing all possible
talents and abilities to all of the creatures of the world, but after Epimetheus
had given out all powers to the various animals, he realized he had forgotten to save anything to give to humans. Writes Stiegler (1998, 114), “Man
arrives because of something forgotten by Epimetheus, who had distributed
‘all the qualities,’ leaving man naked, in default of being, having yet to
begin being: his condition will be to supplement this default of origin by
procuring for himself prostheses, instruments.” Stiegler regards the state of
human being as a state of inherent default, of always needing technics, of
never being sufficient without tools, without prostheses, without instruments. The “originary default” that humans have always perceived in
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themselves (mythologized in the Prometheus/Epimetheus story of creation,
in which humans must “steal,” or have stolen for them, fire from the gods
in order to begin to be human) has driven humans to be technical, to produce and hybridize with technics from the start of human history.
Thus, by calling the physical human body “the default body,” I mean
that the human body is always, and has always been, searching for technological supplements, augmentations, alternate incarnations, mediations.
The default body yearns for composed bodies. Humans require both bodies
of nature and bodies of techne for their being human. This is in opposition
to a view of human being that rejects the necessity of mediation, which
was thoroughly articulated by Jean-Jacques Rousseau and still thrives today:
“Rousseau, precisely, wants to show that there is no originary default, no
prostheses, that the claws missing in man … [are] not inscribed in any
process of mediation. The man of nature, without prostheses, is robust, as
robust as man can be—and it is civilization that will weaken him” (Stiegler
1998, 115). If humans are not in default, then technics only weaken them;
but by conceptualizing the sense of being-in-default as the defining feature
of human being, we can embrace the drive for technical augmentation and
transformation that humans have always sought.
Just prior to the rise of digital technologies, John Fiske took note of
humans’ enthusiasm for the multiplication of their bodies via media:
observing a 1994 live televised news event featuring massive crowds of
people,6 Fiske (1996) wrote, “On seeing themselves on their own TVs, they
waved to themselves, for postmodern people have no problem in being
simultaneously and indistinguishably livepeople and mediapeople” (264).
Composed bodies are not exclusive to television or digital media, but in
electronic media spaces, composed bodies proliferate, and the plurality of
embodiment becomes a norm.
Even though only “mediapeople,” that is, users’ composed bodies, meet
in X-reality, they do meet, often, and do things together, such as prod one
another to write fan fiction stories at certain times, and demand that certain semiabsurd and seemingly incompatible elements be incorporated into
them. And who, or what body, performs these tasks put to them in the
electronic spaces and events where composed bodies gather and hang out?
The default bodies must apply fingers to keyboards and actually write the
stories, but it is the composed bodies that “present” the finished stories to
their comrades and followers—their audiences—on the mailing list or in
the archive. It is JET’s composed body that announces, in the preface to
“Night,” that “Night” is the result of an improv writing challenge, and it
is JET’s composed body that, in the postface to the story, expresses thanks,
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and grins, and blinks innocently. It is the composed body that rolls on the
floor, laughing out loud. The default body may be sitting, expressionless,
while the composed body guffaws, howls, and tumbles about in such a way
that its addressees in X-reality can “hear” and “see” it.
Sometimes, the composed body strongly evokes and echoes the default
body: legions of posts on social media sites, blogs, and vlogs describe, sometimes in great detail, physical bodily events such as a baby’s diaper disasters,
a cancer victim’s illness, or a transgender person’s pre- and post-op experiences. Internet readers and viewers of these posts feel that they become
familiar with the default bodies of the posters by coming into contact with
their electronic representations, their composed bodies (which again, are
pixels on screens, whether the pixels form texts or images, whether the
pixels are taken from life or not). As I mentioned in break 0, a great deal
of scholarly literature on performance and new media concentrates on the
many ways that users “perform the self” online, through first-person postings or references to real-world events, and even though many of these selfpresentations can be quite far from the “reality” of posters’ default bodies
(both Stone [1991] and Waskul [2005] give examples of men “passing” as
women in online chat rooms), they can make other users believe in their
reality.
But the composed body that LOLs or blinks innocently at its readers
often does not evoke, in the imaginations of its audience, any body at all.
If the reader of an email personally knows the individual who includes
an LOL in their message, then perhaps he imagines the face of the sender
breaking out into laughter. But in the case of a fan author grinning at her
fellow fans, I imagine a blank face, something like a mask. And even in the
case of reading LOLs in messages from people whose faces I know well, I do
not imagine their default bodies laughing; I imagine that it is their online
persona who laughs, some face that exists only as a representation of their
mental state, or their moods, that is showing itself to me.
Or, a composed body may reference something that has actually taken
place in the default body, but in online communication, it is what happens to the composed body that holds significance for its interlocutors. For
example, in her interview, fan author Jacqueline (2012) recalls when she
wrote a fanfic for an online friend who asked Jacqueline to “stop bothering
me with all of this Stargate stuff, because I’m into House.” (Stargate refers to
a science fiction franchise about time-and-space travel that includes three
films, three live-action television series, and one animated television series;
House is a US television medical drama.) In response to this request, Jacqueline says, “I paid her back. I wrote a House/Stargate crossover with porn
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in it and turned her bright red, which I can tell over the Internet” (2012).
Jacqueline here indicates that she did not see her friend’s facial or bodily
reactions, but that she “can tell over the Internet,” despite the absence of
visual data, that Jacqueline’s erotic fiction turned her friend “bright red.”
I suspect that even though this blushing may have actually taken place
in Jacqueline’s friend’s physical body, what matters to Jacqueline is that
it definitely took place in her composed body. In other words, the friend
likely gave some information to Jacqueline, through text or emoticons, that
expressed a degree of embarrassment that Jacqueline interpreted as blushing, and this “facial” reaction is what so pleased Jacqueline.
Coleman declares that, given the proliferation of “new practices around
media engagement,” we must begin “trying to fathom what it means to
come face-to-face by way of mediation” (Coleman 2011, 28). Jacqueline’s
interaction with her friend is, to me, an instance of mediated face-to-face
communication. Jacqueline and her friend are “face to face,” but in a media
space, not in a physical space. Jacqueline “can tell over the Internet” that
her friend has turned “bright red” after reading a pornographic fanfic that
Jacqueline wrote for her, because the friend’s composed body makes this
reddening clear. And it was not important to Jacqueline whether or not the
physical body blushed; she did not need to see a photo of the friend’s face.
Jacqueline triumphed because she made her friend’s composed body, the
body she knows and comes into contact with, blush.
Then, there are many composed bodies that have little or nothing to do
with posters’ “real,” physical, default bodies at all. The fantastical creatures
of MMORPGs (massively multiplayer online role-playing games) such as
World of Warcraft come to mind. Any photos or icons of purely imaginary
beings, symbols, or animals used as online avatars are immediately understood by those who view them as being nonidentical to the users’ actual
embodied forms and appearances. And into this category of nonidentical
avatars I place Internet fans’ appropriations of bodies that are well-known
to them through mass media texts. I do not think that JET, or any fan
author, means for the fan reader to conflate the bodies of Gillian Anderson
or David Duchovny, the actors who portrayed Scully and Mulder in the
X-Files television series and films, with their own default bodies, even when
they write from Scully’s and/or Mulder’s point of view. Fans’ appropriations
of performers’ bodies as composed bodies are not executed for the purpose
of self-presentation, but for another purpose. I call it marionetting.
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Marionette versus Avatar
In break 0, I discussed a number of early new media theorists who framed
global communications networks and computer use as “global theater,”
including Marshall McLuhan, Brenda Laurel, Allucquére Rosanne Stone,
and Sherry Turkle. I also cited two theorists of fan practices, Kurt Lancaster
and Francesca Coppa, who propose that writing fan fiction is akin more to
producing performances than to producing literary texts. Coppa uses the
phrase “writing bodies in space” to describe what fans are undertaking when
they create fan fiction stories, which is the “appropriation and use of existing characters.” Coppa defines fan fiction “as a textual attempt to make certain characters ‘perform’ according to different behavioral strips” (Coppa
2006b, 230), citing Richard Schechner’s argument that “living behavior[s]”
are “strips of behavior” that, like film strips, “can be rearranged or reconstructed; they are independent of the casual systems (personal, social political, technological) that brought them into existence. They have a life of
their own” [Schechner 2013, 34]). Coppa takes up Schechner’s notion that
embodied behaviors have a “life of their own” and applies it to fictional
characters: “Perhaps the characters who populate fan fiction are themselves
the behavioral strips, able to walk out of one story and into another, acting independently of the works of art that brought them into existence.
… Characters are able to ‘walk’ not only from one artwork into another,
but from one genre into another; fan fiction articulates that characters are
neither constructed nor owned, but have, to use Schechner’s phrase, a life
of their own” (Coppa 2006b, 230).
McLuhan’s theory of the global theater invites us to conceive of online
content as performance. McLuhan and Nevitt (1972) postulate that electronic networks constitute a world-spanning site in which a “perpetual
happening” takes place, in which all users can take advantage of the affordances of network technology to be “actors.” Some of the performances
by users/actors are presentations of self, in a Goffmanian sense. Self-presentations online consist of users creating virtual selves to represent them,
which can take the form of an avatar, or what I call a composed body, in
textual, visual, or audiovisual form; in some cases, as I mentioned above,
users’ performances of self through their composed bodies need not bear
any resemblance to their default bodies or real-world personas.
But a different type of online performance is the performance of others,
the presentation of composed bodies that represent not users’ “selves,” but
characters. Fans and other remix artists appropriate the appearances, voices,
manners of speech, gestures, ways of walking and moving through space,
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and ways of making contact with other bodies, from characters whose performances they see in films, television programs, music videos, animated
films and anime, and other audiovisual media. Schechner states that “strips
of behavior” can be extracted from their sources and “rearranged and
reconstructed” like film strips, and fans do exactly this: they treat media
recordings as archives of bodies moving, and then “copy” those bodies and
extend their movements into spaces of their own design, following scripts
of their own devising.
Schechner anticipated Internet fan culture and remix culture when he
compared restored behavior in performance to film strips, for fan and remix
practices highlight human performance as the most crucial and usable parts
of film and other recorded media. Whether in fan fiction and fan videos,
or in image macros, GIFs, or memes such as rickrolling7 in which Internet
users deploy images or clips of actors, singers, and other performers (in or
out of character) to make a joke, express a feeling, or advocate for a social
or political cause, human performance is the important element in film, TV,
and video that gets ported into digital networks.
In the mixed reality of online communication, fans create a “mix” of
extracted behaviors with original scenarios, turning the actual bodies of
performers into composed bodies that act out the stories fans direct them
to, similar to the manner in which children use virtual action figures, dolls,
or puppets to “enact” (through the children’s manipulations) a wide scope
of adventures. One reason that I now call fans’ processes of extraction and
transformation archontic production (instead of archontic literature, a term I
used earlier) is because the content that fans produce for the Internet is as
much theater as it is literature, and fan authors are producers and directors
as much as they are writers. Marionetting is another term that can point to
the ways that performers’ bodies are virtualized and translated into networks; appropriated, replicated, and altered by multiple users in the network; and then made to play out a range of narratives for other users’
entertainment. While online users can perform themselves through digital
avatars, they can also make characters perform through digital marionettes.
My basis for the term “marionetting” is theater director E. Gordon Craig’s
idea of the “über-marionette,” which he proposed in a 1907 essay. New
media performance artist Christopher Maraffi states that Craig, influenced
by the stylized movements of his contemporaries, such as actor Henry
Irving and dancer Isadora Duncan, argued that for acting to move completely to a language of symbolic gesture, “all live actors should be replaced
by autonomous puppets” (Maraffi 2011, 1). In “The Actor and The ÜberMarionette,” Craig ([1907] 2002) writes, “The actor must go, and in his
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place comes the inanimate figure—the Über-marionette we may call him,
until he has won for himself a better name” (159). Craig’s objection to live
actors was their unreliability: live actors are inconsistent from performance
to performance, and therefore subject the audience to “emotional confessions of weakness”—uncertainty, forgetfulness, and other human foibles
that manifest as missteps in theatrical performances—“which are nightly
witnessed by the people” (161). In contrast, the puppet, wholly controllable by the puppet master and therefore capable of delivering identical
performances night after night, may “become the faithful medium for the
beautiful thoughts of the artist”; that is, the puppet can be entirely devoted
to the controller’s artistic vision, and can execute that vision perfectly,
while a live actor can never be perfect in their execution. Craig foresaw
the emergence of something more than a puppet, some performing agent
that would be realized through a new technology that he could not predict: “No longer content with a puppet, we must create an über-marionette.
The über-marionette will not compete with life—rather will it go beyond
it” (161).
Paul M. Malone’s historical research reveals that Craig borrowed the
term “über-marionette” from Heinrich von Kleist and Friedrich Nietzsche,
both of whom saw the marionette as “the symbol of an epiphany both aesthetic and spiritual,” an entity capable of enacting “the perfect relationship
between director and actor—or rather, artist and implement performing
subject and performing object” (Malone 2000, 58). The composed bodies
that fans use in X-reality achieve the relationship of which Craig dreamed,
the unity of artist and implement. The bodies visible in the mass media
archive, over which fans have little to no control, are transformed by fans
into bodies that they can script and direct as they choose. Fans’ appropriation of bodies from the archive of mass culture is often born of frustration
with the quality of the media industries’ products, or rather frustration at
the often-unrealized potential (whether for character/plot complexity, emotional depth, or explicit sexuality) that fans perceive in these products, and
this frustration is akin to Craig’s ire with the unreliable, imperfect actor, the
live actor who can never deliver exactly what the director wants. The digital
marionette can do what the live actor cannot: enact precisely the scenario
that the fan creator desires. Through the marionette, the audience member
seizes power over the media properties that the media industries sell to her,
and customizes the mass-manufactured product into an “implement” that
she, as artist, can use to make entertainment for herself and others—forms
of entertainment she longs for, but never receives from official media.
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The Workings of Digital Marionettes
Marionetting depends on its audiences being well situated in, and already
oriented to, the source texts that get “reconstructed” into new intertexts—
already familiar with the source bodies that get translated into new composed bodies, in the network. This is what Coppa means when she states
that “we know who these [mass media] characters are because we know
the actors who play them, and we bring our memories of their physicality to the text, so the reader is precharged” to encounter the characters
again in fan fiction (Coppa 2006b, 235–236). In JET’s “Night Giving Off
Flames,” as in all fan fiction stories, it is necessary for the reader to have
prior knowledge of the performances of Anderson-as-Scully and Duchovnyas-Mulder, individually and together. Without knowing how the characters
interrelate, verbally and physically—what conversations they have repeatedly, what conflicts continually arise between them, how they stand and
walk together, how they address one another—it is impossible to decipher
“Night,” to understand how it works.
To grasp “Night,” one must first know that a core feature of The X-Files,
reenacted over and over in the majority of the series’ episodes, is the divide
between Scully and Mulder along the lines of doubt and belief: Scully is a
medical doctor, a forensic specialist, and a skeptic about anything outside
the bounds of science; Mulder is a psychologist, a researcher of paranormal and occult phenomena, and someone who takes seriously reports of
alien abduction. Most episodes contain at least one scene in which Scully
balks at the notion that the underlying cause for a mystery she and Mulder are attempting to solve has anything to do with supernatural or alien
phenomena, and at least one scene in which Mulder fervently tries to convince Scully to believe that beneath the mystery-of-the-week are real aliens,
ghosts, magic, vampires, golems, or some other strange being or force.
“Belief” is one term that comes up again and again in Mulder and Scully’s
debates; Mulder has a poster of a UFO behind his desk with the phrase “I
Want to Believe” printed in bold white letters on it, and Scully doggedly
refuses to believe in extraterrestrial life. But, while the partners disagree
about whether or not to “believe,” they agree on another term: “trust.”
Trust also comes up repeatedly in Mulder and Scully’s talks, as they uncover
the invasion conspiracy piece by piece and reiterate to one another that
they can “trust no one,” and that the only person each can trust is the
other.
JET’s “Night” is thus a fan fiction story about the core axes on which
Mulder and Scully’s partnership and relationship turns: they are opposites
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in matters of “belief” (Mulder believes and Scully does not), and united in
matters of “trust” (they trust only each other). JET takes these two principles and plays them out to an extreme: What if Scully were definitively
stripped of her trust in Mulder? What if her innate skepticism were greatly
amplified by a terror-inducing period of captivity, and her disbelief coupled with radical distrust of her partner? In all of Scully’s declarations of
refusing to believe that Mulder is who he says he is in “Night,” we hear
the echo of Scully saying, “That’s impossible,” or “There’s no science to
back that up” to Mulder in the episodes of the series. And in all of Scully’s
avowals in “Night” that she cannot trust Mulder, not for a moment, we
can “see,” in our mind’s eye, Mulder’s pain at losing the one person whom
he trusted.
Our ability to envision Scully and Mulder’s suffering as they experience
a seemingly unbridgeable rift also depends on our having already seen,
on the television series and in the X-Files feature films, Scully and Mulder’s occasional forced separations, reunions, and reaffirmations of their
bond. One of the series’ recurring plot devices is that Mulder and Scully
are often “taken” from one another. Scully and Mulder are each abducted,
presumably by aliens and/or their human conspirators, over the course of
the series, and the psychological and physical well-being of each is often
endangered. Images of the protagonists running frantically when they have
been separated, searching for one another in the corridors of an alien spaceship, the backyard of an abandoned tract house, the hallways of a hospital’s
cancer unit, and a vast cornfield in Iowa fill the screens and memories of
X-Files viewers. “You’re the only one I trust,” and “You are my touchstone”
are phrases the partners tell one another earnestly, in soft voices, their gazes
locked onto one another’s, each time that they reconnect after rescuing
one another from some harrowing predicament. Scully and Mulder rarely
touch, but they do when one is physically injured or otherwise in distress,
usually just a brief clasping of hands or a touch on the shoulder. Typically,
they sit vigil at each other’s bedside when one is in the hospital. All of these
physicalized gestures of urgency, desperation, anxiety, and need when they
are apart, and of closeness, friendship, and emotional intimacy when they
are reunited, are recorded in viewers’ memories. JET calls up these visual
and emotional tropes in “Night,” distilling the entire relationship of Mulder and Scully down to their greatest fear, and the apparent realization of
that fear: their seemingly irrevocable loss of one another.
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He slips into her bedroom and tiptoes to her bedside. He brushes the inside of her
wrist with his fingers, feels the sweet-slow hot pulse there. He touches her only once,
and only for a second.
He tries not to think that he may lose her yet again, and permanently. His eyes
are dry and stinging. He is awake until dawn, her heat echoing across the nerves in
his palms as though he’s been scalded. (JET 2000)
These short paragraphs are poignant for the fan reader, as they invoke many
scenes that have played out in the series. These paragraphs’ effectiveness
depend on the reader previously having seen similar sequences of abduction, rescue, trauma, and the threat of separation and death played out
multiple times in the source text. And yet the scenario of threatened division between the partners that JET delivers is far more dire than anything
the television show or films depict—after all, The X-Files is fundamentally
an action/adventure/mystery series, not a series about aliens colonizing the
Earth, imprisoning and torturing law enforcement officers, and those individuals subsequently plummeting into post-traumatic stress disorder. An
alien invasion facilitated by human conspirators is the presumptive future
that Mulder and Scully work frantically to forestall, but the premise of the
series is that the heroes can and will succeed in exposing the conspiracy
and preventing this future from coming to pass. By resetting the show in
a fundamentally darker universe, JET is able to stage already familiar characters in a scenario in which they must play out what they most dread: an
alternate reality in which their quest to stop the conspiracy has failed, the
world is colonized by a hostile extraterrestrial force, Scully has been horribly victimized, and the bone-deep connection of Scully and Mulder is
broken.
At the end of the story, however, JET inserts a happy ending, when Scully’s realizes that “it,” whom she believes is a clone keeping her captive, is
actually Mulder, who has rescued her from captivity. When Scully returns
to the cabin and Mulder avers, “It’s me, Scully,” Scully responds, “Mulder,
it’s me. It’s me, too.” Here, JET invokes one of the most often-repeated,
and most mundane, exchanges of dialogue between the partners from the
series: anytime Mulder or Scully call one another on their mobile phones,
they announce their identity without stating their names, Scully usually
saying “Mulder, it’s me,” and Mulder saying, “It’s me, Scully.” JET knows
that these simple lines, heard so often in the source text, will resonate for
her readers when the readers come to them at the end of “Night Giving
Off Flames.” The “It’s me” that both characters speak at the end of “Night”
serve not as simple perfunctory telephone greetings but as a spoken solution to the mystery of the entire fan fiction story, which is: Will Scully ever
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believe, and trust, that “it” is Mulder? “It’s me” has tethered them, simply
and effectively, when they have been physically remote from each other in
the “past,” and at the end of the events of “Night,” “It’s me” binds them
together again, after a time when they have been close in physical proximity, yet distant and divided from one another emotionally.
Thus, the fan author translates or ports the embodied speech and actions
of the characters of an audiovisual source text into virtualized, composed
bodies that she can control and maneuver. The performances of Anderson and Duchovny as Scully and Mulder, their voices and gestures, how
they stand and sit in physical proximity to one another, how they look at
one another, their repeated—Schechner would say “restored”—behavior in
recurring situations, for example, situations of abduction/separation and
reunion/rescue, are all crucial to the fan author’s writing of the story, and
to the fan reader’s ability to make sense of the story. The fan author deliberately echoes dialogue and actions from the source text so that the reader
can understand the particular torque she is putting on the familiar characters and the universe in which they dwell. Without any prior knowledge
of the physicality and aurality of Mulder and Scully, as well as of the common themes and narrative arcs of the series, a reader of “Night Giving Off
Flames” could not grasp that the story actualizes two of the most terrifying
potential futures hinted at in the series—devastating global colonization by
aliens, and a rupturing of the Scully and Mulder partnership—to their logical but harrowing ends. (Is the story compromised by the sudden reunion
of the partners, which seems to pander to most fans’ refusal to tolerate any
permanent rift between the heroes? In my opinion, JET’s transformation
of the usually quotidian “It’s me” lines into magical, healing speech saves
the ending from being maudlin or incredulous, but other fan readers may
disagree.)
Fan fiction is therefore a body medium and a form of marionetting, in
that fan authors, in textual fictions, translate recorded performances by
live bodies into composed bodies represented by text, and stage new performances by those bodies. The network is the site of these virtual enactments; it is the performance space, a “global theater,” in which shows are
put on and received by any user who wishes to participate in the “perpetual
happening.”
Archival Bodies
Fan fiction, like theatrical restagings, incorporates translations and echoes
of the physicality and aurality of previous performers. The gestures,
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blocking, and manner of verbal delivery used in early stage productions
of any given play inform later productions of that play; these become the
conventional ways of staging the play, and even if later productions defy the
conventions established by the initial productions, they still must contend
with them. Similarly, the bodies and voices of actors who appear in mass
media texts are the models for the composed bodies placed by fan authors
in the global theater. This influence on, modeling of, and remembering of,
bodies by bodies is what Diana Taylor calls repertoire.
Taylor does not strictly oppose repertoire to archive. “The archive and the
repertoire exist in a constant of interaction,” Taylor writes. “They usually
work in tandem, and they work alongside other systems of transmission—
the digital and the visual, to name two” (2003, 21). One example that Taylor gives of archive and repertoire interacting is based on media scholar
Jesús Martín-Barbero’s research on Latin American soap opera fan cultures:
Taylor writes that Barbero “illustrates the uses that viewers make of mass
media, say, the soap opera. It’s not simply that the media impose structures of desire and appropriate behavior. How populations develop ways
of viewing, living with, and retelling or recycling the materials allows for
a broad range of responses. Mediations, he argues, not the media, provide
the key to understanding social behaviors. Those responses and behaviors,
in turn, are taken up and appropriated by the mass media in a dialogic,
rather than one-way, manner” (Taylor 2003, 21). Barbero’s essay, published
in English in 1995 (in Robert C. Allen’s influential edited essay collection
To Be Continued …: Soap Operas around the World) makes arguments about
media fans being active participants in their receptions of mass texts, arguments that resonate with those made by Stuart Hall, John Fiske, Dick Hebdige, and other prominent US and UK media and cultural studies scholars
at that time. What Taylor adds to the “active audience” line of thinking is
her focus on embodiment. Taylor claims that embodied behaviors (repertoire) and mass media (archive) engage in mutual appropriations, relating
“in a dialogic, rather than one-way, manner.” Taylor draws on Barbero to
advance the idea that repertoires emerge from audiences’ consumptions of
“archival”—that is, recorded—media, such as film and television.
Applying Taylor’s insights to fan fiction culture, I would say that fans
plunder archival media for bodies they can use. Fans appropriate the
repertoires of bodily performances that they see on screens, and reenact
those repertoires in different spaces. One perceives, in fans’ stories of the
myriad ways that they have converted mass media archive into repertoires
both embodied and textual, a fluidity of travel between the real world
and X-reality. This fluidity indicates that repertoire lends itself readily to
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transmediation. Repertoire migrates freely from medium to medium, from
physical space to media space and back again. Fans copy performers’ bodies
over and over again, using clothes and makeup and voices as well as text
and icons and videos. Repertoire is manifested through both default bodies
and composed bodies.
Writing is certainly a major component of fan fiction creation, but when
we seek to understand how a piece of fanfic works and how it should be
judged in terms of success or failure, virtuosity or banality, we would do better to look to performance cultures rather than literary cultures for models.
One question that a fan reader might ask in evaluating a fan fiction story,
for example, is, Did the new incarnations of the familiar characters seem
both true to their sources, and yet revelatory, showing some dimensions of
the characters that we never before suspected but that felt utterly believable
when we witnessed those previously unseen aspects displayed? This is a
question that theatergoers would ask of a contemporary production of any
classic play, any widely known cultural source material. Does the new Clytemnestra, Lady Macbeth, Hedda Gabler, Song Liling, or Walter Younger—
the one who appears before me now, at this moment, in this version—seem
recognizable as the one I know from the written texts of Aeschylus (1984),
Shakespeare (1997), Ibsen (2013), Hwang (1993), or Hansberry (1994), and/
or from prior productions of the source material, and yet also seem very
different? Does the new version take the character, and perhaps the entire
production, in an unexpected direction, unearthing buried facets that may
have lain dormant in the source, or adding surprising twists that make of
the originary piece something entirely fresh? In other words, does the new
version make good use of the archive of source text elements, and does
it also make an interesting, unique, or otherwise valuable contribution to
that archive?
Global Media, Local Uses
Composed bodies based on fictional characters are not the only bodies that
perform fan repertoires. Fans also perform their constructed selves in the
global theater. We can elaborate on Taylor’s argument that fans build repertoire from their receptions of archival media, and propose that founding
and participating in fan communities are among the forms of repertoire
that emerge from active audiences’ interactions with mass media texts. Taylor writes that the media event of Princess Diana’s funeral in 1997 sparked
a number of appropriations by Latin Americans, South Americans, and
people of color in the United States, including murals that depicted Diana
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as a “saint, victim, and media object”; Taylor (2003) asks, “How did these
global images get downloaded onto these neighborhood walls?” (135).
Taylor expresses surprise at how quickly, and how widely, the “downloading” of images of the much-photographed and much-televised UK princess
occurred after her death; Taylor is especially struck by how many minorities
in the United States and people in the Global South identified with, and
mourned, Diana. But the “downloading” of useful iconography from the
archive of images and sounds constituted by mass media is the exemplary
operation of repertoire on the Internet. In other words, it is appropriate
that Taylor uses a networking metaphor (“downloading”) in her discussion
of Diana’s fans’ appropriating Diana’s image and porting it from their television screens into their own wall murals, for this creation of repertoire
from archive is precisely what Internet fans do when they appropriate the
images and voices of any performer who appears in a media text and transmediate it into fan fiction, video, or art.
Acts of “downloading” popular media culture can be seen as instances
of repertoire partly because they are made for specific local audiences. These
downloadings are responses to global media by members of the global
media audience for one another. Although the Diana wall mural artists may
have enjoyed the opportunity to have their art “taken up and appropriated
by the mass media in a dialogic manner” (Taylor 2003, 21), their murals
were repertoire rather than archive (or rather, were archive-based repertoire)
because they were communications by fans to fellow fans, by mourners
to fellow mourners. These murals were not broadcasts, but “narrowcasts,”
community-casts. And the majority of people who saw the murals and
understood them, their meanings, and crucially, their affective power—that
is, the people who were affected by the murals as the artists intended—were
the people who had been affected by Diana’s death in the same or similar
ways as the artists. Taylor offers a powerful analysis of how the repertoire
of mural making, and other mourning rituals, in the wake of Diana’s death
was, in some ways, mandated by the ubiquity of global media, and in other
ways, manifested the capacity of active audiences to make their own meanings from media events:
Because we are all caught in transnational economic and iconographic systems, we
have no choice, it seems, but to participate in the circulation of capital, symbolic as
well as economic. How we download these images and engage with them, however,
reflects the power of the local community in framing the terms of the debates. … If
we must engage, as it seems we must, these muralists show that people will establish
the terms of the conversation. Rather than constitute one more space for a downloading of the global, it opens one more strategic site for the negotiation of the local.
(2003, 157–158)
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Taylor’s claims here strongly resonate with McLuhan’s understanding of
global telecommunications: we are all now encompassed in a single theater,
meaning that we cannot escape the media networks that span the world.
However, unlike in a broadcast model, no group of users is permanently relegated to the position of receiver; any user can put out their own signals for
other users to receive. Taylor suggests that the global theater can be made
to function like a community theater. Fan “downloadings,” appropriations
and transmediations of performers and performances found in mass media
are practices by which media users make global archives into “local,” that
is, community-specific, repertoires.
The Event-ness of Fan Fiction
At the beginning of this chapter, I related that I was surprised when I realized
that JET had written the fanfic story “Night Giving Off Flames” in response
to a Scullyfic Improv challenge in 2000. As soon as I read the paratexts
that indicated the story’s emergence from a structured challenge, I haphazardly opened a number of other fanfics stored in my personal archives,
and noticed that many stories had comparable paratexts, marking them as
having resulted from specific structured interactions between authors and
readers. For example, a Firefly fic in my collection, “Not One to Settle” by
Jedi Buttercup (2006), begins with an author note: “This was written for
spacesantafic a couple of weeks ago; when I found this community today,
I knew I had to post it here as well.” “spacesantafic,” or “SpaceSanta,” was
the name of a LiveJournal community active in the mid-2000s that organized a Firefly-themed holiday fanfic exchange, in which fan authors were
secretly assigned to one another (as in a Secret Santa gift exchange) and
each wrote stories about Firefly characters to please their designated recipients. I found “Not One” on a different LJ community dedicated to Firefly
fic, when Jedi Buttercup cross-posted it there, and had never before noticed
that it had been written for SpaceSanta. Another story, a Battlestar Galactica
fanfic, “The Way It Should Be” by embolalia (2014), contains the following author’s notes: “Written for workerbee73 for the song prompt ‘Box Full
of Letters’ and the lyrics I wish I had a lotta answers/’Cause that’s the way it
should be/All these questions/Being directed at me … Also for the comment
that you don’t mind AUs [alternative universe stories].” So, this story, like
“Not One,” was a fanfic created as a gift for a particular reader. Yet another
story in my personal archives, a 2005 X-Men fanfic by brynnmck called
“Brightly Shone the Moon,” is a birthday wish: “Happiest of birthdays to
the sweet, adorable bandgeek. […] Also, since you requested ‘holiday-ish
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Logan/Rogue’ for Christmas, I thought it would work out well to have it
done by today … I know it’s uncool to do the combo birthday/Christmas
present, so just consider this a Christmas present that happened to arrive on
your birthday.” Here was another fanfic-as-gift.
I also noticed stories in my archives that had been written for the Porn
Battle, an annual fan fiction challenge founded by oxoniensis in 2006 in
which fans post prompts (content that they wish to see in a fanfic), and
authors write stories that “fill” those prompts (incorporating the requested
content elements), within a specified time frame—a somewhat similar format to that of the Scullyfic Improv challenge. For example, a 2013 Dark
Knight Rises fanfic in my collection, “Identity” by purple_cube, includes an
author’s note that reads, “Written for Porn Battle XIV, for the prompt ‘start
over.’” I also found stories written for prompts but in a less structured way,
such as one of the Doctor Who fics that I saved, “Incense and Peppermints”
by Skylar (2007). “Incense” tells the tale of what happened when the timetraveling Tenth Doctor (or “Ten”) and his companion Martha Jones were
trapped for several months in 1969, an event that was alluded to on Doctor
Who but never shown. The author’s note at the top of “Incense” states,
“I so love Ten/Martha/1969 stories but there aren’t many of them, and at
smith_n_jones [a LiveJournal community for fans of Ten and Martha] someone suggested there should be a ‘what happens in 69 stays in 69’ prompt.
So this is an answer to that ghost prompt.” In this case, there was no timesensitive “challenge” or “battle” to motivate the author, nor did a friendship with the prompt-giver inspire Skylar to write the fic, as was the case
for other authors who wrote fics as gifts. Skylar states that she has written
in response to “someone” posting that there “should” be this prompt, and
so she is filling this hypothetical prompt, which she calls a “ghost prompt.”
Another prompt-driven format I found among my archived fanfics was
the “comment ficathon,” such as “At the Close,” a Harry Potter Comment
Ficathon organized by anythingbutgrey to coincide with the July 2011
release of the seventh and final Harry Potter film. The directions are as
follows:
How do I prompt?
Prompts should contain the following format:
Characters/Ship (optional)—Timeline (optional)—Prompt (which may be a song
lyric, quote, etc., but is not optional. …
How do I respond?
There are no restrictions in terms of word count, format, tense, point of view, etc.
Please title all of your response fics as such in the comment title box:
Title—Character/Ship—Timeline. …
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You can fill prompts that have already been filled. If something speaks to you, as
it were, it doesn’t matter if there’s already fic for it. You can write your own. (anythingbutgrey 2011)
“At the Close” consists of over 2,500 comments; some of these are prompts,
others are fanfics written in response to those prompts, and others are
reviews of those fanfics. Although there was no closing date announced
for the ficathon, “At the Close” appears to have taken place over the course
of three and a half months, from July 16, 2011, when anythingbutgrey
launched it, through October 29, 2011, when the 2,572nd comment was
posted.
I certainly recognized that “At the Close” was a comment ficathon
when I first came across it in 2011, but what I did not realize until this
recent scan of my archives was that “At the Close” was typical of the fics
that I had collected. Rather than being the exception in my archives—the
one ficathon that I had saved in its entirety—“At the Close” was simply
one of many writing events that I had stored over the past fifteen years.
In reviewing my favorite stories, the abundance of references to specific
readers and specific prompts, to rule-based and time-limited challenges—
to writing within given parameters for particular audiences—that I found
foregrounded for me how fan writing takes place so often in the context
of an event. Of course one might say that the production of any piece of
fictional writing is an event, in the life of its author if for no one else;
but digging into my own archives taught me that, in many or even most
cases, the production of a piece of fan fiction is definitively an event in the
lives of more than just its author. Online fan fiction is frequently produced
in and as a specific moment, for a designated readership that is, in some
form or other, asking for that production to occur. A fan author writes
because and when a friend, a challenge, or a prompt compels, requires,
inspires, or requests her to write. A fan writes for an audience—of at least
one (the person who requests a birthday fic, whom the fan author presumably knows; or the person who posts a prompt, whom the fan author
may or may not know). I want to emphasize that the demands placed by
a fan community on a fan author are not necessarily personal or explicit
in nature, they can be implicitly made. For example, a discussion about
an aspect of a relationship, the importance of a supporting character, or
a narrative trope might take place in a mailing list, a Previously.tv forum,
or a Tumblr tag, and fan fiction will begin to appear in those communities or related archives that takes up those issues and renders them into
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story form. The inception of the Doctor Who fic created on the basis of
a “ghost prompt” is an example of a fic being asked for and delivered in
the absence of any preexisting relationship between the prompt giver and
the prompt filler.
Thus, the repertoire of fans comprises at least two kinds of performances:
those performed by composed bodies based on appropriated media characters, of new narratives created by fans; and those performed by composed bodies that represent actual fans, which are the rituals and routines
by which fan readers demand that fiction be written, and by which fan
authors fulfill those demands. Both performances take place whenever fan
fiction is produced, and it is the combination of these performances that
constitutes the event-ness of fanfic. Events such as going to the theater and
attending festivals, or spectating at sports events, are similar: they consist
of the central attraction being played or executed and the attendant performances of spectators/fans buying tickets, entering the arena or festival
area or playhouse, reading programs or schedules, applauding and cheering
for the “main” performers, and discussing and reviewing the proceedings
when they are completed. The performances of the main players and of the
audience members are both necessary—the interaction of the main players
and the audience is especially crucial—to make the event happen. In an
event, players and audiences each have their repertoire (the portion of the
proceedings that they regularly enact), and the rapport between them (the
alchemy that takes place when performers and audiences connect) is what
gives life to an event and makes it special to all who take part in it. Fan
fiction is produced under much the same conditions as sports events and
festivals, with fan authors and readers enacting repertoires akin to those of
players and spectators. It is because fan fiction emerges from the exchange
of ideas, desires, and energies between the two groups that it feels significant and relevant to fans (and let us keep in mind that many readers are
writers; fans switch positions in the producer–consumer, actor–audience
relationship constantly—this is the defining feature of McLuhan’s concept
of global theater).
My thinking on fan-production-as-event builds on the philosophical
distinction between “events” and “objects”/“things” (see D. Hugh Mellor [1980], “On Things and Causes in Spacetime”), but it is important to
note how the field of performance studies has complicated this distinction. Richard Schechner, for example, acknowledges that media artifacts,
such as films, are “things,” but he argues that each separate act of media
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reception is a unique “event”: “It may be that a film or a digitized performance art piece will be the same at each showing. But the context of
every reception makes each instance different. Even though every ‘thing’
is exactly the same, each event in which the ‘thing’ participates is different. The uniqueness of an event does not depend on its materiality solely
but also on its interactivity—and the interactivity is always in flux. If this
is so with regard to film and digitized media, how much more so for live
performance, where both production and reception vary from instance to
instance. Or in daily life, where context cannot be perfectly controlled”
(Schechner 2013, 30). I appreciate Schechner’s opening the possibility of thinking of media reception as event, which draws the entirety of
fandom—which consists largely of intensive and attentive media reception—within the bounds of performance studies. But in arguing that fan
productions are events, I am less interested in Schechner’s claims about
media reception than what he is saying about live performance and daily
life as events: fan fiction is produced from interactivity, and new stories
emerge from new interactions all the time; each new story then gives
onto more interactivity between fan authors and fan readers. Fan fiction
is thus an event not only because fans consume media and moments of
media consumption are events, but because fans produce in moments of
direct interaction with other fans. Although a fan fiction story has the
appearance of a textual “thing,” its ontology is closer to that of a live performance or an occurrence in daily life as far as how much “flux,” “interactivity,” and “variation from instance to instance” informs and shapes it.
Clearly, as the creation of fan fiction occurs in X-reality and not in physical reality, fanfic-as-event is not a live performance, as might take place in
a physical theater, or an occurrence in face-to-face life; however, as I have
argued, new forms of copresence and “face-to-face-ness” have emerged in
the mixed reality of the Internet, and so Schechner’s characterization of
how events transpire in live environments can, I think, be transposed into
the environments of digital networks.
A fan fiction story cannot be viewed as a wholly self-contained object,
a text delimited by the first and last words that appear on the screen, the
way that readers of novels and other genres of print culture conventionally read books as bounded by their covers. In fact, as the survey of my
archives showed me, the headers of a fan story often announce that story to
be inextricably linked to people other than the author, to fan sites other
than the web page on which the story is published, and to ideas or components that originated outside of the story itself. When print was the
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dominant technology for textual publication and distribution, critical
theorists labored to argue that texts are not crafted in isolation, and that
authorial intent does not circumscribe a text’s possible significations; reception theory, theories of intertextuality, poststructuralist theories, and new
historicism all are attempts to unseat the individual author as the sole origin and locus of a printed text’s meaning. But Internet culture is not print
culture, and online fans have always understood that there is no “sole”
author of a fan work, no exclusive origin of the meaning of a fan fiction
story. By the customs of online fan fiction culture, fan authors often make
clear in their paratextual notes that their stories arise from interdependencies and flows of information between fan authors and readers. Even when
fan authors do not declare their stories to be entrants into some specific
writing challenge, the context and subtext of their fictions are most legible
to the fan communities in which they participate at the moment in which
they write and post the stories.
This does not mean that fan stories are altogether indecipherable to people who discover and read them in archives, long after they are written, nor
does it foreclose the possibility of fan authors writing for inactive fandoms,
or writing exclusively for their own enjoyment (rather than for an audience
of fellow fans, with whom they have regular contact in online communities). But to most fans, reading a fan fiction story at the moment when it is
created and shared, and participating in the fan community that gave rise
to that story when that emergence occurred, feels different than reading it
afterward, because an event is experienced differently by those who learn
about it after its occurrence, who read its documentation or view its recording or handle the artifacts generated through it, than by those who “were
there when it happened.”
Fans Thinking and Making Events
Using different frameworks, fan scholars before me have argued that Internet fan culture generates events rather than objects. Karen Hellekson writes
of the “gift culture” of Internet fandom, referring to online fans’ persistent
practice of creating fanworks for one another, such as the “birthday/holiday gift” fic mentioned above.8 Hellekson states that “the items exchanged
have no value outside their fannish context,” and that fan works-as-gifts
“have value within the fannish economy in that they are designed to create and cement a social structure, but they themselves are not meaningful
outside their context” (Hellekson 2009, 115). I read this to mean that fan
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“gifts” derive their meaning from the circumstances of their exchange: any
significance that fan works have for their givers and receivers is tied to the
time of gifting, or more precisely, to the themes and memes circulating in
the fandom at the time a gift is made and to which the gift relates; such a
gift is also a part of the bond between the giver and receiver (where a social
bond between them already exists or arises from the gift exchange). Even
when a friendship does not precede the gift giving, a fan author’s giving of
a piece of fan fiction to a challenge or battle strengthens the fan author’s
bond to that community, and also reinforces that community’s cohesiveness. So, fan works do not signify, and do not hold value, outside of, or
apart from, their event-ness, their arising from a specific set of relations
(between one fan and another fan, or between one fan and a fan community) at a specific moment in time.
Rebecca Tushnet also alludes to the event-ness of fan fiction when she
advocates, from a critical legal studies perspective, for an understanding of fan and other transformative works as multiauthored rather than
single-authored. As I mentioned in break 4, Tushnet draws an analogy
between “multi-contributor productions” and the fable of “stone soup,”
the soup that results from many villagers donating their meat, vegetables, and spices to the person who claims that he only needs stones to
make delicious-tasting soup (Tushnet 2013, 1019). Through her use of
this fable, Tushnet articulates that fan creation is a matter of collaborative
process, of communal preparation, of many contributors coming together
and throwing elements into a pot, so to speak. The case of the Scullyfic
Improv challenge that produced “Night Giving Off Flames,” in which
half a dozen fans gave JET a set of diverse required elements to be woven
into her story, immediately comes to mind as an example of how multiple fans’ ideas get incorporated into what appear to be single-authored
works. And in calling fan fiction stories “events” rather than “objects,” I
am attempting to argue that all fan fiction, not only the percentage of stories written explicitly for challenges or lists of prompts, emerges from contributions by multiple fans.
Many of our oral history interviewees discussed their writing and reading of fan fiction using vocabulary that emphasized fanfic’s event-ness. For
example, multiple authors made the point that they were motivated to
write, and influenced in their writing, by their connections to fan readers,
and to the collaboratively constructed “traditions” of the fandoms in which
they write. Jacqueline (2012) remembers that she wrote some fan fiction
before she started participating in online fandom, and that
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the stuff I wrote before I was fannishly interacting was non-identical to the stuff I
wrote after I was fannishly interacting. When you’re [writing] non-fannish interacting stuff, you’re just writing it because you think, “Oh my God, this character is so
hot. I must have more of that.” You’re writing for yourself. Period. You’re not writing for anybody else’s reaction. When you’re in fandom, and then writing among
fans and with the expectation that your work is going to be seen by other fans,
you’re at least partly writing to achieve a response from them. And you’re writing in
context of the tradition. […] You’re writing at other people to an extent, and you’re
writing imagining their reaction. And that does, to a certain extent, change what
you’re going to write. (Jacqueline 2012)
Jacqueline went on to name some tropes in the Stargate: Atlantis (SGA) fandom about which she wrote fanfic, tropes that were the subjects of “wank”
(heated debates, or “flame wars”) in the SGA fan communities, which
would not be decipherable to people who did not participate in, or later
learned about, these intense discussions. Jacqueline wrote about topics that
rose to prominence in her fandom’s debates, topics that she knew would
be relevant to her readers, as they were raised by the readers. In one sense,
Jacqueline wrote her fan fiction stories, but in another sense, the entire
fandom generated the subject matter of Jacqueline’s fic. I read Jacqueline’s
statements as revealing the collective authorship and time-specificity of fan
fiction: the fan author writes differently for herself alone than for a fan
readership, and when she writes for a fan readership, she is really writing
with them and for them, writing about issues and themes that they have,
by consensus or dissensus, declared to be important, and writing about
those themes at the time when they are focal points of the fandom. This
is the “fannish context” that Hellekson writes of, and the stone-soup-like
multiauthorship that Tushnet discusses. Each fan fiction story arises at a
certain moment in a fandom’s history, out of the “tradition” built by the
discussions and disputes of fans, crafted by its author for an audience that
is known to that author. This audience is, in some sense, waiting to receive
the fiction and is able, by virtue of being well-versed in the group’s shared
tradition, to decipher the meanings of the stories. Jacqueline’s stories in the
SGA fandom arose from, and responded to, events in that community’s history, and thus were themselves events in that history.
Fan writing challenges are events in the literal sense, as they have beginning dates and (in most cases) end dates, and parameters, rules, and guidelines that all participants must follow. Many oral history participants spoke
of how important challenges have been in motivating their own writing.
Several of the interviewees are organizers of fan writing challenges, and
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derived the names of their challenges from live events that usually transpire in physical space. jinjurly, founder of the Audiofic Archive, states in
her interview that she created “Amplificathon,” an annual challenge that
“is all about getting fandoms and podficcers into the archive who aren’t
already there” (jinjurly 2012). The challenge’s name is thus a clever play on
“amplification,” meaning an increase in volume (meaning sonic loudness),
as jinjurly is attempting to amplify, or increase the volume (meaning size)
of, the Audiofic Archive, a site hosting an oral/aural format of fan fiction.
jinjurly says that she created Amplificathon “both as a festival, which is
entirely to feed the archive, … and as a community” (jinjurly 2012).
Amplificathon is only one of many fan fiction challenges with
“ficathon” in the title, a term that seems clearly related to “marathon”
races and endurance-based contests such as “dance-a-thons.” oxoniensis
(2012) says that she got the idea for naming the Porn Battle “from dance
battles, where dancers take it in turns to dance as hard and brilliantly as
they can. Dance battles are just so full of life, and such fun, and although
they’re called battles, there’s generally no such thing as losers. […] More
than anything they’re just about going for it, giving your all. So I thought
the fannish equivalent could be a porn battle, where writers all get their
chance to write as hard and brilliantly as they can!” eruthros and thingswithwings founded the kink_bingo challenge with the goal of making it
game-like:
eruthros: So I think we were spitballing all of these random—like, “We could do a
challenge that was like”—and then we would name a game. “It’s like Monopoly!” But
how could you do a challenge that’s like Monopoly? [Laughs]
thingswithwings: Monopoly always ends in tears, as well.
eruthros: Right.
thingswithwings: So you want something that ends in “Hurrah!” like Bingo.
(eruthros and thingswithwings 2012)
Festivals, marathons/dance-a-thons, dance battles, and parlor games—
these are the activities from which fans borrowed the names, and, in the
case of kink_bingo, the structure, for their fan fiction challenges. With fan
writing challenges, as with fan fiction, we find default bodies modeling
action for composed bodies. The attitudes, the atmospheres, the levels of
excitement and energy with which fan organizers hope to imbue their
events, they appropriate from real-world events, translating these attitudes
and atmospheres for the mixed reality of the Internet, motivating real bodies to get to work making new productions of composed bodies for the
The Default Body and the Composed Body
259
global theater. By delimiting special times and sites for fan production, by
marking out a kind of Bakhtinian ([1965] 1984) “carnival time” from the
“perpetual happening” of the Internet, fan challenge organizers are able to
incentivize fans to take their turns on the global theater stage.
My Gutenberg Mistake
And now, I will briefly to return to the mystery with which I opened this
chapter: How is it that I overlooked the paratexts in JET’s “Night Giving Off
Flames,” as well as in a good number of stories in my personal fan fiction
archives, that indicated that these stories were written in response to challenges, as gifts, for prompts, and so on? In other words, how could I have
ignored, for many years, the fact that these stories were not free-standing
stories but were events in the lives of their fandoms, and entries into those
fandoms’ histories?
I think the answer is that I acquired literacy in the last period of print
culture’s dominance. Having been born very near to the close of what Tom
Pettitt (2007) and L. O. Sauerberg (2009) call the “Gutenberg Parenthesis,”
and having opted to complete a BA in modern thought and literature, an
MA in humanities, and a PhD in comparative literary studies, I was thoroughly trained to read print. Any digital literacy skills that I possess today,
I acquired on my own rather through any institutional education, as is
the case with (I think) most of the humanities scholars of my generation.
And while I have flattered myself in the past as to my degree of new media
literacy, this exercise of rummaging through my own archives and being
surprised by them has held up a mirror to my self-image as a digital literate
and shattered my self-perception.
The reason that I never before noticed that “Night Giving Off Flames”
was an improv challenge fic, or that any of the rest of my collection of fanfic
were stories written for various other writing challenges and exchanges, is
simple: I was reading fan fiction as print culture in electronic form, rather
than as digital culture. Even though I was aware that fan fiction concerns
borrowed characters rather than wholly original ones, I still applied the
same frameworks, the same modalities of reception, the same criteria for
evaluation, to digital fiction as I did to print fiction. As Pettitt says, “The
difference between the world within the Gutenberg Parenthesis [i.e., the
world of print culture’s dominance] and the world without (be it before or
after) is in the first instance the significance accorded to the composition
of a given work as opposed to its performance, and in the second instance
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Pre-Parenthetical
Gutenberg Parenthesis
Post-Parenthesis
re-creative
collective
con-textual
unstable
traditional
original
individual
autonomous
stable
canonical
sampling
remixing
borrowing
reshaping
appropriating
recontextualizing
Performance
Composition
Figure 6.1
Pettitt’s diagram of the history of human culture, from the “Pre-Parenthetical”
(i.e., culture before the rise of printing), to the “Gutenberg Parenthesis” (when print
is the cultural dominant), to the “Post-Parenthetical” (the time after print’s dominance). Pettitt equates “post-parenthetic” culture with “digital internet culture”
(2007, 2).
the degree to which either process involves the introduction of material
from other works/performances” (Pettitt 2007, 5). So, those locked into the
Gutenberg Parenthesis look for compositions by single authors and judge
them on their originality and uniqueness, and those who lived before the
print era and who now, after the print era or at the cusp of that era’s ending, are acquiring as many or more digital literacies as print literacies, and
look for performances of works that “introduce material from other works/
performances.” Inside the Gutenberg Parenthesis, states Pettitt, are criteria for valuation such as “original,” “individual, “autonomous,” “stable,”
“canonical,” “COMPOSITION.” Outside the parenthesis: “re-creative,” “collective,” “con-textual,” “unstable,” “traditional,” “sampling,” “remixing,”
“borrowing,” “reshaping,” “appropriating,” “recontextualizing,” “PERFORMANCE” (2) (see figure 6.1).
Let us take note of Pettitt’s deliberate typography here: “composition”
and “performance” are clearly marked as the master terms of print-analog
culture and digital culture, respectively, by their bold letters.
When first encountering fan fiction, collecting it, and rereading it over
the years, I perhaps understood the “sampling,” “remixing,” “borrowing,”
and “appropriating” aspects of digital culture, but I did not thoroughly
grasp it as “collective,” “con-textual,” “unstable,” “PERFORMANCE.” I still, for
the most part, saw “COMPOSITION” when I read online fanfic. And because my
print-based literacy was much more developed than my digital literacy, or
what Gregory Ulmer (2005) calls “electracy,” I was blind to the many paratexts in my fanfic collection which announced that a new form of reading,
The Default Body and the Composed Body
261
of receiving, culture had begun in my lifetime. I was using an old lens,
COMPOSITION, to view this new phenomenon launching on digital networks:
PERFORMANCE.
My attempt to expand and strengthen my own media literacy skills, by
seeing, interpreting, and analyzing the objects of my study for what they
were—as events, as PERFORMANCE—constitutes the chapter that you have just
finished reading.
Break 6
Break
Body
Body and Voice in Fan Production
and
Voice
in
Fan
6
Production
There are many ways that media fans translate mediated bodies into written texts, or reenact them through their own bodies, or imagine bodies
for nonembodied characters. This break will explore a few of the varied
ways that fans connect embodiment, media, and textuality through their
archontic productions.
Real-World Performances
So far, I have focused on how fans perform the repertoires of favorite characters in written stories. But fans also perform these repertoires in real-world
spaces: when they dress in costumes and role-play as their favorite characters at conventions, LARP (live-action role playing) events, or other fan
gatherings; when young fans “play pretend” together, each player assuming the identity of a different media character, such as Iron Man or Wonder
Woman; or when they play with action figures or dolls representing media
characters and enact new challenges and adventures with the figurines.
In interviews with fans, my research team heard many instances of
fans combining embodied play with the writing of fan fiction, especially
in their childhood and adolescent years. For example, Henry Jenkins and
his friends, at eleven years old or so, regularly spent their free time afterschool in Henry’s backyard, pretending to be movie monsters in full character makeup that they learned to apply from reading the fan magazine
Famous Monsters of Filmland; Henry wrote scripts for the monster movies
that he was convinced the group would one day make together based on
their enactments of Dracula and Frankenstein (Jenkins and Jenkins 2012).
Cynthia Jenkins recalls that as an adolescent, she and a friend would have
sleepovers during which they would collaboratively make up stories about
Neil Armstrong, Captain America, Alexander the Great, and other fictional
and nonfictional personages who interested them at the time; after their
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storytelling sessions, Cynthia would document their stories in written outlines (Jenkins and Jenkins 2012). When Francesca Coppa was twelve or
thirteen years old, she met a girl who was writing what she called a Star
Wars “soap opera,” which she was staging using Star Wars figurines in a
dollhouse; Coppa and a few other tweens joined in and both playacted and
scripted the ongoing Star Wars narrative, using a different color of marker
to write the lines for each character and then regular pen to denote stage
directions. When Tari (2012) was thirteen, one girl in her circle discovered
fanfic based on Anne Rice’s Vampire Chronicles online, and started printing
out her favorite stories and reading them aloud to friends, which was how
Tari discovered fanfic: “I would just really listen to [my friends] reading
fanfic that they found on the Internet, but I didn’t actually look for fan
fiction myself” (Tari 2012). All of these fans experienced fan fiction in their
youth as both written and performed; in Tari’s case, fan fiction was initially
an exclusively oral literature.
Other interviewees talked about performing as media characters in the
real world. Many mentioned cosplay, or costume-play, which is usually limited to fan conventions, but one fan, Louisa Stein (2012), talked about a
way that fans can also imitate characters’ physical appearances subtly, on a
daily basis. Stein participated in a Roswell fan website called Roswell Beauty
Divas, on which fans shared where the clothes and makeup products featured on the show could be acquired, so that fans could incorporate elements of the characters’ styles into their everyday wardrobes and “looks.”
“If you love a character that has particular qualities and these qualities
are expressed through their styling, how do you channel that styling? …
And it’s a sort of personalization, but not through fan fiction, not through
discussion, [but] through performing it in your everyday life,” says Stein
(2012). She recalls that one of the major projects of the fans on the site was
to share advice on how to replicate characters’ style affordably, for example
by hand-sewing certain clothing items and accessories, or buying approximations of them at Walmart. “And then there was a real sort of joy and
celebration in that, and in the characters through their aesthetics.” Stein
worked as a temp at Citibank during Roswell’s run, and recalls that “it was
a corporate context, … and at first I was dressing very conservatively, …
but also browsing [the Divas site], and by the end of it, I was like, inflecting
all my corporate outfits with Maria-inspired clothing” (Stein 2012) (Maria
DeLuca was one of Roswell’s main female characters). Although Stein does
not frame this stylistic “inflection” explicitly as a resistance to the corporate dress code of her workplace, it is amusing to think of a minor form of
Roswell cosplay being performed regularly in that environment.
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Audiofic Performances
Another form of embodiment that fans give to textual fan practice is
“audiofic,” or “podfic.” Audiofics are audio recordings of fans reading
aloud works of fan fiction; they are analogous to audiobooks, which are
audio recordings of performers reading aloud published fiction or nonfiction books. As with audiobooks, the majority of audiofics are read or
recorded not by their authors, but by fan readers. In her oral history interview, jinjurly (2012), who founded and maintains the Audiofic Archive, the
largest online archive of podfic, describes podfic as a physicalization of fan
fiction, which she acknowledges some fans find distasteful or off-putting.
When a fan becomes a “podficcer,” or someone who records a podfic, says
jinjurly,
You are basically sharing a part of your body with people in a way that, yeah, sometimes people find really creepy. Usually, one of the objections that authors sometimes have, and fans in general sometimes have, to podfic, that they have a really
hard time putting into words, [is] basically ... that sort of, ‘I think it’s creepy.” Yeah,
okay, that’s valid. If you find it creepy, that’s fine. It is a very physical thing that
someone is doing that has this physical result with your story that you wrote, and
it does change it. … Odds are …, it’s not going to be what the author heard in their
head, and it also demonstrates very very strongly that we all have different interpretations. (jinjurly 2012)
Though jinjurly is here addressing what she perceives to be a widespread
objection to podfic, there were many fans of podfic among our interviewees, such as Rebecca Tushnet (2012), who says that “a lot of my comfort
consumption is podfic, which I really like,” in large part for “the emotional
tone of someone’s voice,” and Kristina Busse (2012), who says that “podfic
does a lot for me. … That’s actually become kind of my comfort thing,
more than story reading these days, because I just, you know, I lie in bed,
and close my eyes, and just have someone read me a story.” However, the
idea of podfic being “creepy” to some fans, perhaps particularly fan authors
whose works are transformed by being read aloud, interests me because fan
fiction incites the same kneejerk response in many authors and producers,
as well as fans, of source texts. Bestselling science fiction and fantasy novelists George R. R. Martin, Anne Rice, Ursula K. Le Guin, and Diana Gabaldon
have all been vocal in their opposition to fan fiction, Le Guin stating that
fanfic is “not sharing but an invasion, literally—strangers coming in and
taking over the country I live in, my heartland,” and Martin saying, “My
characters are my children … I don’t want people making off with them,
thank you” (Goofusgallant 2012). While some authors have difficulty with
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fanfic because of potential copyright infringement, Le Guin’s and Martin’s
comments speak more to an instinctual conviction that some authors have
that only they can compose the bodies of their characters (Martin’s “children”), and only they can dwell in the mixed realities they create (Le Guin’s
“heartland”). I think that these authors’ deeply felt resistance to fan fiction
is echoed in fan authors’ finding podfic “creepy.” Beyond any arguments
that I, or any of fan fiction’s proponents, may make about culture being
inherently shareable and prone to interpretation, adaptation, and remix,
there is a deep irony in fans’ disliking a transformative use of fan-made
transformative works.
jinjurly defends podfic by comparing it to stage performance. In chapter
6, I argued that fan fiction is a translation of default bodies into composed
bodies, and jinjurly’s perspective leads me to think of podfic as a translation of composed bodies back into default bodies—the default bodies of fan
readers. States jinjurly:
Podfic is a transformative work in its relationship to the original source. Is podfic a
transformation from a transformative work in relationship to the story? No. It could
be. … What it is is generally derivative, but that doesn’t mean that it doesn’t have
a lot of creativity behind it. Its relationship to the actual fic, yeah, is derivative, but
there’s a lot of difference between reading Hamlet as a text or watching Ethan Hawke
play Hamlet or watching Kenneth Branagh play Hamlet or watching, I imagine,
Sarah Bernhardt play Hamlet. … These are all very different characters, but they’re
all the same character. They’re all delivering the same lines, more or less … but there
are different parts of this story being told in different ways. Stage plays, I think are
probably the best illustration of this as an analogy. (jinjurly 2012)
jinjurly points to a vast difference in perceptions of iteration and variation
in theater culture—where repertoire is the dominant logic—versus print
culture—where archive is the dominant logic. In stage performance, variation and “versioning” are the norm, whereas print culture treats text as
fixed and inviolable. I think that fan fiction, and especially podfic, uncovers the fact that print is not as fixed as is conventionally thought: even
print texts are made meaningful by being received by readers and “performed” in their imaginations. It is because the “voices” of characters or
narrators in transformational works—literally voices reading aloud, in
the case of podfic—do not match the voices in the minds of the source
text authors (in the case of podfic, the “source author” is a fan author) or
source text fans that sparks their immediate, gut-level rejection of those
transformations. But the culture of fan fiction and fan works, including
audiofic, calls for a widespread acceptance that each reader’s, each cultural receiver’s, body is different, and so cultural works are brought to life
Body and Voice in Fan Production
267
differently by and in each body. This is true even in the case of fan fiction based on audiovisual media—that is, even when it seems that every
fan has in mind the same composed bodies (what characters sound and
look like, as performed by particular actors), there is still some difference
in how each fan author, and fan reader, animates these bodies mentally.
And once a reader/viewer/listener takes possession of a composed body
through the act of media consumption, she will operate, script, and direct
that body as she chooses. No source author or fan author can control or
prevent this maneuver, this “invasion” (as Le Guin says) or appropriation
of composed bodies by audiences, for it is a fundamental operation of cultural dissemination and reception.
Fan Casting
The importance of performers’ bodies to fan authors and readers is made
even more evident by “fan casting,” which is a convention used by some
fan authors of designating a popular actor as the “portrayer” of an original character (OC) included in a fanfic story (Fanlore, “Fan casting”). An
author might indicate that an OC is “played by” a movie star, or that she
had that star “in mind” when writing the OC. The author, knowing that
fan readers will already have “in mind” the actors who portray the main
characters in the source text when they read the fanfic, wish to provide
as clear an image of the new, unfamiliar OC, and so she places the body
and voice of a familiar performer on the same virtual stage as the other
already-known bodies and voices. The primary characters who appear in
fics have already been “cast” by the television series or the films in which
they initially appear, so some fan authors feel compelled to “cast” any OCs
they include, to ensure that all of the bodies playing out the fan-authored
scenario in X-reality space are equally vivid for the reader. Since images
of famous actors proliferate in the mainstream press and media, depicting
them in a wide variety of poses and costumes (for example, actors may be
photographed for a fashion magazine layout wearing sumptuous Victorian
English period dress or futuristic sci-fi garb), fans can select the photos of
an actor from the wider media archive in which the actor most looks like
the fan author’s OC (for example, if the fan author has written a story that
takes place in Victorian England or in a twenty-fifth-century space station), and create photosets or montages of the actor “playing” their original character.
Recently, fans have also taken to recasting, especially through “raceswapping,” “racebending,” or “genderbending,” familiar characters as well
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as original characters. For instance, one fan created a photoset from images
and GIFs of African-British actor Idris Elba and African-American actress
Kerry Washington playing various roles throughout their careers, images in
which both performers look glamorous and dangerous, interspersed with
images of the DC comic book and movie characters Batman and Catwoman
(figure 6a.1). The caption of the photoset reads, “Idris Elba as Bruce Wayne/
Batman and Kerry Washington as Selina Kyle/Catwoman.” Batman has
never been portrayed by a black man on film or television, but the Elba–
Washington fan work makes the case, with just a handful of images, that
the fictional billionaire-vigilante could easily be played by Elba, whose confidence, sophistication, and widely respected acting talent would enable
him to excel in the role. Moreover, Catwoman has been portrayed twice by
black actresses (Eartha Kitt in 1967–68 on the Batman television series, and
Halle Berry in the 2004 feature film Catwoman), so the notion of a black Batman is a logical extension of the precedent of Catwoman’s being sometimes
depicted as African American (indeed, some of the Catwoman images in the
photoset are of Halle Berry in costume). Fan casting raceswaps such as this
are fan fictions that do not need to provide much, if any, story or dialogue
to fan readers, because the insertion of black faces, voices, and bodies into
roles that are usually portrayed by white actors is the fanfic. Fans who have
seen stories and scenes featuring Batman and Catwoman play out in films
and television series, and who also are familiar with Elba and Washington’s acting styles, can easily envision the performers enacting the famous
DC-universe characters—except that Hollywood has never allowed Batman
to be portrayed by, and as, a black man. What if Hollywood were willing
to give audiences films in which black actors can play lead characters as
heroic and as villainous, as romantic and strong and sexual, as complex
and as important, as Batman and Catwoman are in Tim Burton’s and Christopher Nolan’s Batman films? The Elba–Washington photoset, and other
fan raceswapping and genderbending castings, conjure up a fictional media
industry for the fan reader, one that is entirely different than the media
industry that audiences are currently “stuck with,” one that is more attuned
to the possibilities of foregrounding minority, female, and queer actors and
characters. What makes possible the fan reader’s understanding of this type
of fan fiction is the operation, common to all transformative fan works,
of appropriating embodied performances as the bases of composed bodies
that can exist, and be deployed according to the fan author’s directions, in
virtual space.
Body and Voice in Fan Production
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Figure 6a.1
Fan casting raceswap: African-British actor Idris Elba and African-American actress
Kerry Washington “cast” as Batman and Catwoman.
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Performances without Moving Pictures
What about fan fiction that is based not on audiovisual recordings of live
bodies but on other formats of source materials? Is fan fiction still a body
medium when it is based on still recordings (photographs) of live bodies;
hand-drawn or digitally rendered bodies such as one finds in graphic novels, comic books, manga, cartoons, animated films and videos, anime, and
video games; bodies composed in text, such as one finds in novels and nonfiction books; bodies represented through musical performance and popular song recordings; and bodies that are not humans or humanoid robots,
but are things/objects/animals (this type of fanfic is called “anthropomorphic fic”)? I would say that fan fiction stories based on non-film/video/TV
sources are still stories about bodies. I agree with Kurt Lancaster (2001) that
when we see a person sitting in a chair reading a book, we are watching that
person produce theater in his or her mind, for the solitary reader mentally
animates the beings who initially exist only as words on the book’s pages;
the reader “sees” and “hears” the beings “come to life” in the spaces of his
or her imagination. The fan author succeeds with her readers when she
can write characteristics that all fans of a source text will quickly recognize
as proper to the characters in that source text; in other words, as long as
fan readers sense a close relation between the characters that they “know”
and the fan author’s version of those characters, they will be able to “see”
and “hear” the fan author’s enactments, using those appropriated bodies,
“come to life” in the space, the X-reality, of their imaginations. They will
be able to witness the performances that the fan author stages in the global
theater.
One might also say that, when fans take on the task of transforming a
source text that has never been visualized, it is the “voice” of the source
author that the fan author attempts to replicate, rather than any physicality
of the characters. For example, fan author via_ostiense (2012) states in her
oral history interview, “When I write, or when I used to write in Harry Potter
[fandom], I didn’t have any trouble with it at all. But when I think about
trying to write, I don’t know, for Lymond, say [Francis Crawford of Lymond
is the hero of Dorothy Dunnett’s six Lymond Chronicles novels, published
between 1961 and 1975, about sixteenth-century European and Mediterranean politics], it’s much harder, just because the quality of Dorothy Dunnett’s prose is excellent, and—and her writing has such a distinct feel, that
it would—I have a really hard time with the idea of writing something not
in her voice, but at the same time her voice is so damn hard to emulate. So
I end up not writing it for anything at all” (via_ostiense 2012). via_ostiense
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here distinguishes between source authors whose literary voices are easy
to replicate (J. K. Rowling) and those whose voices are difficult to replicate
(Dorothy Dunnett).
The implication is that when via_ostiense can emulate a source text
author’s voice, she can write fanfic about the source text, and when she
cannot emulate that voice, she cannot write fic about the source text, no
matter how much she may wish to. I think that this need to emulate voice
stems from the fan author wishing to evoke a resemblance for the fan
reader: if fan readers do not recognize the characters or voices that the fan
author writes as having any similarity to the characters or voices that they
“know” from the source material, then the performance constituted by the
fan work fails. Or rather, it never transpires; the stage of the fan reader’s
imagination remains empty of bodies and voices.
7 Archontic Production: Free Culture and Free Software as
Versioning
Chapter
Archontic
7
Production
New Media and the Archival Turn
So far, I have been discussing digital cultural memory as it is manifested
in the building and maintenance of Internet archives. But digital cultural
memory is composed of two threads, woven around one another like the
double helix of biopolymer strands in a DNA molecule. One thread consists
of actual archives, such as those I described in earlier sections. The other
thread consists of conceptual archives. But what do I mean by “actual” and
“conceptual” archives?
By “actual” archives, I mean archives as built repositories. By “conceptual”
archives, I mean archives as thought constructs. Michel Foucault made this
distinction in his 1969 book Archaeology of Knowledge (published in English
in 1972), but it achieved widespread visibility in humanities and social science research beginning in the 1980s with what anthropologist Ann Stoler
named the “archival turn”: “a rethinking of the materiality and imaginary
of collections and what kinds of truth-claims lie in documentation” (Stoler
2002, 94). The archival turn marked a moment when “archive” changed
definition, when the term began to “represent neither a material site nor a
set of documents,” but served “as a strong metaphor for any corpus of selective forgettings and collections—and as importantly, for the seductions and
longing that such quests, accumulations and passions for the primary, originary and untouched entail” (94). This “metaphoric move” (94, n. 29)—the
transition of the referent of “archive” from material substrate to the register
of abstraction and symbol—facilitated groundbreaking work such as Allan
Sekula’s “The Body and the Archive” (1986) and Mary Ann Doane’s “The
Instant and the Archive” (2002). Sekula’s article examines the role that photography played in identifying, and making visible, class differences in the
nineteenth century, helping to establish “a generalized, inclusive archive, a
shadow archive that encompasses an entire social terrain while positioning
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individuals within that terrain” (10). Doane’s essay argues that “What film
archives, … is first and foremost, a ‘lost’ experience of time as presence,
time as immersion” (221–222), a loss keenly felt by those subjected to the
nineteenth- and early twentieth-century industrialization of time, “[time’s]
rationalization and abstraction, its externalization and reification in the
form of pocket watches, standardized schedules, the organization of the
work day” through which “time becomes other, alienated” (221). Sekula’s
and Doane’s influential pieces stand as only two examples of how scholars
have rendered the archive figurative rather than physical. Kate Eichhorn
(2008, 8, n. 2) summarizes the archival turn as “the archive’s repositioning
as a subject of investigation rather than [as a] mere site where research takes
place.”
So, before the archival turn—that is, before Eichhorn, Stoler, Doane,
Sekula, and Foucault’s Archaeology—what was the archive? One could say
that it was a place of the dead, the still, the frozen. Foucault (1986), in his
essay “Of Other Spaces” based on a 1967 lecture, argues that the archive,
museum, and library resemble the cemetery. He states that the “idea of
accumulating everything, of establishing a sort of general archive” that
arises in the nineteenth century in the West, with the advent of modernity, reveals a “will to enclose in place all times, all epochs, all forms, all
tastes…outside of time and inaccessible to its ravages” (Foucault 1986, 26).
In “Archive Fever,” Jacques Derrida (1995) gives the origin of “archive” as
“the Greek arkheion: initially a house, a domicile, an address, the residence
of the superior magistrates, the archons, those who commanded. … It is at
their home, in that place which is their house (private house, family house,
or employee’s house), that official documents are filed. The archons are
first of all the documents’ guardians. … It is thus, in this domiciliation, in
this house arrest, that archives take place” (9–10). From both Foucault and
Derrida, we get a sense of the earliest meaning of archive as, first, a “material site” (in Stoler’s phrasing), a physical place, and second, a site in which
documents remain stationary, as if they are dead and mummified, “outside
of time and inaccessible to its ravages.” An archive is a “house” whose contents are under “arrest.”
If that is what an archive was, what is an archive today, after the “archival turn”? As stated above, “archive” does not now necessarily refer to a
material site; sometimes it is a metaphor. But, of course, some archives are
still built repositories. Both of these categories—conceptual archives and
actual archives—are being radically redefined by digital technologies. In
this chapter, I will argue that new media have made possible archives that
are designed to be fluid and constantly altered by crowdsourced updates.
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We must conceive of information preservation sites very differently than
the nineteenth century did, and regard them not as prisons for documents
that optimize for stasis and timelessness, but as “dynarchives” (a term
coined by Wolfgang Ernst) that invite interaction and remain (theoretically) forever in flux.
I will also argue that new media have facilitated the multiplication of
what Eichhorn calls “archival genres,” meaning types of cultural production that appropriate “images and texts culled from other sources.” Eichhorn compares Internet blogs to Renaissance-era commonplace books; she
argues that both the digital genre (blogs) and the much older handwritten
genre (commonplace books) are “products of collecting and ordering” found
content. Early modern readers copied “adages, sententia, and examples”
and other “textual fragments … from a myriad of sources” into their commonplace books, using the books “as memory aids and as rich storehouses
of materials that might eventually be incorporated into composition[s] of
one’s own making” (Eichhorn 2008, 1). Similarly, states Eichhorn, most
blogs consist of quotations of, and references to, media authored by others.
Eichhorn argues that there is a “long, albeit largely neglected, history” of
archival genres, a history that has spanned the centuries from the Renaissance to the dawn of the digital age and includes “everyday textual practices” such as scrapbooking, blogging, and social networking (3). I consider
fan fiction, and all fan works, to be archival genres as Eichhorn defines
them: texts composed of elements collected from other texts.
In a 2006 essay (Derecho 2006), I proposed “archontic literature” as a
name for the body of derivative writing of which fan fiction is but one
subset (this corpus also includes literary “classics” such as Jean Rhys’s Wide
Sargasso Sea, which retells the story of Charlotte Brönte’s Jane Eyre from the
point of view of the Caribbean-born “madwoman in the attic,” and J. M.
Coetzee’s Foe, which narrates the tale of Daniel Defoe’s Robinson Crusoe from
a female castaway’s perspective). I posited that archontic literature consists
of fictional writings based on source texts, that is, texts that have been published; the writers of archontic literature are readers-turned-authors. Each
source text is the foundation and core of an archive from which readerauthors make withdrawals (elements they wish to use) and into which they
make deposits (their stories that incorporate those appropriated elements),
thereby augmenting and enlarging the overarching archive.
However, digital derivations encompass much more than text-based
stories, so I now think that archontic production is a more useful heading for the enormous, ever-growing category of appropriative writings,
soundtracks, still and moving images, audiovisual works, games, and codes
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that constitutes a vast swath of digital culture today. My idea of archontic
production includes Eichhorn’s “archival genres” of blogs and commonplace books, which she defines as “plotless and meandering,” “straddl[ing]
autobiography and critical writing,” and “accumulative” (2008, 7), and
goes beyond them to also include transformative texts that are narrative
driven, do not prominently foreground the reader-author’s personality, and
are not structured as compendia.
I argue that archontic production and rogue archives comprise the twin
strands of digital cultural memory. Digital media accelerates archontic
production, as it offers numerous affordances for remediation (Bolter and
Grusin 2000), transmediation (Jenkins 2003, 2007b, 2011b), and remix
(Lessig 2008)—that is, for the treatment of circulating texts as archives, “as
rich storehouses of materials that might eventually be incorporated into
composition[s] of one’s own making” (Eichhorn 2008, 1). Digital media,
as I have discussed, also contain multiple affordances for archive building,
and many online archives—the majority of the rogue archives that I have
described—are explicitly dedicated to the preservation of archontic production, the saving of the manifold variants that proliferate in the wake of the
releases of source texts. Digital cultural memory therefore comprises both
metaphorical and material archival activity.
The growth of digital cultural memory illustrates that the archival turn
has reached far beyond the arenas of the heritage industry, the information
sciences, and humanities research: new media culture writ large participates
in, and elaborates on, the archival turn. But there are even greater ramifications of digital cultural memory’s steady expansion. I will argue that
the proliferation of actual archives of archontic production supports and
strengthens a movement that legal scholar Lawrence Lessig calls free culture,
which Lessig links to GNU Project founder Richard Stallman’s free software
movement. Free culture, like free software, is not a political movement per
se, but it is a movement toward certain objectives and away from certain
currently dominant structures. Free culture strives to legitimate and platform cultural production “from below,” as Marxist historians would say.
Free culture shunts aside print-era conceptions of copyright, authorship,
textuality, and collective memory, and seeks to replace them with copyleft,
a cultural commons that gives onto collaborative creativity, a widespread
acknowledgment and acceptance of versioning (which resembles performance far more than writing), and rogue archives. Free culture wishes to
usher in a new set of archons, whose subjectivity will dramatically diverge
from that of print era’s writers, readers, and archivists.
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Archontic Production
Archontic production, as it pertains to reworkings of popular media, is the
process by which audiences/receivers of mass-produced and mass-distributed cultural texts—the commodities sold by what Max Horkheimer and
Theodor Adorno (2002) called the “culture industry”—seize hold of these
commodities as a vast archive of usable resources, from which they select
desirable parts as the raw material for their own revisions and variations.
Archontic production begins when the intended consumers of mass culture purposefully misperceive and reframe cultural commodities. Rather
than regarding mass media texts as “end products” of the culture industry,
which they are supposed to purchase and with which they are supposed to
be satisfied, archontic producers treat mass media texts as starting points
from which to launch their own narratives, images (still and moving),
sounds, graphics, and/or animations—new, highly individualized texts that
serve their ends and satisfy them far better than mass-produced culture ever
can. The “they” in the previous sentence is the presumptive “audience,” an
undifferentiated body of paying customers, or rather, a body clumsily segmented, by the culture industry and its financers/advertisers, into brackets
defined by age, ethnicity, nationality, location, and income level. Archontic
producers are in fact users of culture rather than consumers, consisting of,
and creating, individual and unique bodies.
Networked computing does not automatically work well as a memory
machine in the sense of preserving everything that people do and share
on the Internet—as I have argued, a great deal of human labor is required
to make the Internet work like an archive—but it excels at facilitating a
kind of culture making that is memory based. Networked computing allows
for multiple transmediations and transformations of cultural texts, and the
constant circulation, in online spaces, of those reworkings. Transmediations and transformations are, in part, rememberings of culture-that-camebefore; they are premised on a large-scale understanding of both individual
texts as archives and of culture-as-archive, with online sharings of such
appropriations constituting augmentations of the cultural archive.
But then, does not the cultural archive become unwieldy in its gross
enlargement by constant archontic production? In several places in their
book Audiences, sociologists Nicholas Abercrombie and Brian Longhurst
express some anxiety regarding the sheer quantity of audience-generated
texts that now circulate on electronic media networks. They cite Barry
Shank’s theory of music “scenes” as a useful analogy for how the contemporary mediascape operates: Shank defines a “scene” as “an overproductive
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signifying community; that is, far more semiotic information is produced
than can be rationally parsed” (1994, 22). Shank refers to scenes’ “potentially dangerous overproduction and exchange of musicalized signs of
identity and community” (1994, 122). In scenes, write Abercrombie and
Longhurst (1998, 162), “conventional divisions between producers and
consumers become blurred.” And now, Abercrombie and Longhurst argue,
everywhere is a “scene,” that is, scenes are no longer limited to popular
music cultures or to any specific medium’s cultures. In every medium, and
across media, audiences become fans become producers, and all participants
become players and contributors. Thus, all media scenes are too prone to
“potentially dangerous overproduction” to ever be “rationally parsed.”
Abercrombie and Longhurst interestingly locate a solution to this problem of overproduction in a study of heritage institutions: Gaynor Bagnall’s
1996 essay “Consuming the Past.” Abercrombie and Longhurst cite Bagnall’s
notion that visitors to a museum or heritage institution first map the site
physically, by “mov[ing] around the site in a very direct way” (Abercrombie
and Longhurst 1998, 168) and then map the site emotionally, responding
to different images and exhibits differently (Bagnall 1996, 236–239.). Abercrombie and Longhurst express a wish that future audience researchers will
aim to elicit and study individuals’ emotional maps of mediascapes in order
to better understand “the relationships of different forms of media to the
everyday life of participants” (170). The implication is that because “the
mediascape to which [audiences] relate in [their] everyday life … is increasingly complex and global” (170)—one reason for this is that audiences now
create and circulate their own texts in addition to the texts made and distributed by “official” cultural producers—individuals must be creating emotional maps to help themselves navigate the vast quantity of media that
they encounter. People have to make emotional maps of media in order to
decide, of the overwhelming number of possible media performances presented to them, which ones they will consume and become involved with,
which ones they will become fans of, which ones they will use as the bases
of their own performances.
I find Abercrombie and Longhurst’s turn to memory institutions to be
provocative, because it allows me to understand the entire arena of media
production and circulation, including literature, radio, cinema, comic
books, television, recordings of live events, the Internet, art institutions
and cultural memory institutions, plus audiences’ responses and creations
in all possible media—the Mediascape in the largest sense—as itself a giant
memory institution, which fans must physically map (deciding which
websites, TV programs, bands, and films to use and consume), and then
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emotionally map (deciding which stories, shows, and songs they will affectively invest in and perhaps repeatedly consume). I like the strange image
of concentric rings of archives that this evokes: if all of media is already a
museum, then people make emotional maps of that museum in order to
decide what they are fans of and in order to gather with like-minded others
in organized fandoms; then fans within each fandom use their maps to create archives of the fan works that matter to them; and then users of those
fan archives must make emotional maps of what they find inside those
“museums,” since fan repositories can also be overwhelmingly large (after
all, what Shank and Abercrombie and Longhurst are referring to when they
write about “overproduction” is the potentially limitless number of fan performances that can be produced within any given scene).
So, my concept of fan production as archontic production, combined
with Abercrombie and Longhurst’s invocation of heritage institution mapping, opens up a perception of contemporary media use as a Russian doll set
of archiving-within-archiving-within-archiving. Individuals roam the enormous halls of the archive of media texts, they make selections and decide
which texts they will be fans of, they make another round of selections
when they decide what they will use as the sources for their own variants,
they build archives for those fan works, and they browse those archives of
fan works and make selections of those they like best. (Fans can then opt to
create new performances that archontically use other fans’ performances,
such as remixes of remixes, which then augment actual archives of fan
works and virtual archives of source texts, and so on, and so on.)
Archontic production, then, reveals that digital popular culture is enacting its own archival turn, as audiences refuse the notion of “archive” as a
place where documents remain untouched and frozen, under “house arrest,”
and instead realize their power to seize upon all of culture, especially mass
media, as an archive, as an ever-expanding collection of archives that exist
for their use, that contain the raw matter for their generation of new narratives, new connections, new significations. Media audiences have begun
to perceive that they, themselves, are the archons, the ones who make the
laws that govern the textual archives they encounter, take possession of,
explore, and exploit. Audiences grasp the products of mass culture in their
hands, not to put them under arrest and keep them contained, static, and
still, but to subject the products to their manipulations. The law set forth
by the archon-authors who were previously known as “the audience,” if it
were ever to be written down, would state that the archives of mass media
are open, capacious, permitting infinite withdrawals and welcoming of an
infinite array of additional entrants and entries; their potential for growth
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is unbounded, they can hold and receive any contents that the archons see
fit to deposit there. As many fans as there will ever be of Jane Austen’s Pride
and Prejudice ([1813] 2012), that is how large the Pride and Prejudice archive
will become, for the archive will house all of those readers’ interpretations
and new versions, including all films and television miniseries and novels
and Web series, all scholarly essays and commentaries, and all fan works
as well.1 The archive remains open to new entries, and each new entry
changes the entirety of the archive.
In “Archive Fever,” Derrida, as is his wont in most of his writings, reveals
a definition of archives that appears to be the very opposite of the definition he initially gives. While he opens the essay with statements about
archives as the sites of “house arrest,” he eventually argues that a “new theory of the archive” is coming into being, one that marks it as “a movement
of the promise of the future no less than of recording the past,” and as the
bearer of an “unknowable weight,” that is, the weight of the unknowable
future shape, size, and nature of the archive, which comprise the archive’s
“opening on the future,” its “dependency with respect to what will come,”
and “all that ties knowledge and memory to the promise” (1995, 24). This
archive that is never closed, but is always laden with promise, with the
promise of what will come, and the promise of what it, the archive itself,
will become each time new contents enter it through its opening, through
its always-being-open: this is the archive that the new archons have discovered, and of which they make good use.
Free Culture
In the preface to his book Free Culture, legal scholar Lawrence Lessig (2004)
writes, “The inspiration for the title and much of the argument of this book
comes from the work of Richard Stallman and the Free Software Foundation. … All of the theoretical insights I develop here are insights Stallman
described decades ago. One could thus well argue that this work is ‘merely’
derivative” (xv). But of course, Lessig’s goal in Free Culture, and in much of
his subsequent writing (especially his book Remix [2008]), is to persuade his
readers to begin perceiving derivative works as not “‘merely’ derivative” but
as works that develop a source. In Lessig’s, and Stallman’s, view, derivations
and iterations are not “mere” repetitions (rip-offs, knock-offs, copies, fakes)
of original works by lesser authors; they are progressions, elaborations, and
extensions, which are useful (if only to their makers), and are, therefore,
necessary. Such developments of source material are not, in other words,
redundant; they must be done, in order to fulfill the needs of the developers
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(and possibly additional users), and in order to fulfill the potentiality that
would otherwise lie dormant, unused, in the source.
Both archontic production and rogue archives participate in and exemplify the free culture movement. What I call “the free culture movement”
is not a highly visible, clearly organized series of direct actions, as were the
civil rights movement or the women’s rights movement of the twentieth
century. Rather, it is a movement composed of everyday cultural practices,
of minor and major appropriations and transmediations performed by individuals and collectives most of whom would not say, if questioned, that
they were primarily or even slightly motivated by an ideological commitment to “free culture,” but that they were simply doing what they wished
to do with the new media tools, platforms, and networks available to them.
The free culture movement began taking shape in the 1990s, when new
media became integral to the everyday life of millions of consumers, and
when the culture industries began lobbying the US Congress and fighting
numerous court battles to shore up the legal definition of US copyright, as
a defense against digital technologies’ affordances for copying, cutting-andpasting, and remixing—in other words, as a defense against the threat that
digital technologies pose to the culture industries’ ability to own, control,
and profit from the global flows of cultural content. Supporters of “free
culture” believe that copyrights should not, by default, be extended indefinitely, without limit; that definitions of “fair use” must be expanded to
include the types of transformation and sharing made possible by emerging
technologies; and that cultural works must be allowed to enter the public
domain so that audiences can transmute them without risk of committing
a legal infringement. Free culture holds that culture should be free, as in
freedom (not necessarily free, as in “free beer” [Lessig 2004, 106]). But to
understand free culture, one must have at least a passing familiarity with
free software.
The free software movement is a more cohesive and organized movement than the free culture movement. The free software movement has an
identifiable founder, Richard Stallman, who writes and speaks on its behalf,
it is guided by the nonprofit Free Software Foundation (FSF), and it counts
legions of software engineers as its adherents. The FSF promotes four essential freedoms of computer users:
Freedom 0: The freedom to run a program as you wish.
Freedom 1: The freedom to study the source of the program and change it so that it
does the work that you wish (i.e., the freedom to study and change the program’s
source code).
Freedom 2: The freedom to distribute exact copies to others.
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Freedom 3: The freedom to distribute modified copies to others. (Stallman 2012; see
also Weber 2009, 48)
The FSF has created many guidelines and apparatuses that explicitly
invite users to practice these four freedoms, and that protect what users
create when they practice them. For example, the FSF created the General
Public License (GPL), which enforces a kind of legal right that Stallman
calls “copyleft.” “Copyleft uses copyright law, but flips it over to serve the
opposite of its usual purpose: instead of a means of privatizing software,
it becomes a means of keeping software free. … For an effective copyleft,
modified versions must also be free” (Stallman 2002, 22). What this means
is that, according to political science scholar Steven Weber, “free software
and derivative works from free software remain free. The central idea of the
GPL is that it uses copyright law to extend the four freedoms by preventing
any users from adding restrictions that could deny these rights to others”
(Weber 2009, 48). So, if an individual (or a firm) releases software that she
wants others to modify, but does not issue that software under the GPL,
then another individual (or firm) can incorporate elements of that software into her own version, and release that modified version as proprietary
software, disallowing any further modifications and reverting to the older
“logic of keeping software source code secret” (Weber 2009, 48).
So, the FSF insists that the four freedoms be protected for all future users
of all free software—that software must remain free, into perpetuity, rather
than being transformed into copyrighted proprietary code. Again, free software code, whose programmers place it under copyleft rather than copyright, can be monetized and sold, but its source code can never be walled
off from future users. “Copyleft says that anyone who redistributes the software, with or without changes, must pass along the freedom to further
copy and change it. Copyleft guarantees that every user has freedom” (Free
Software Foundation n.d.).
This may seem highly abstract to many who do not regularly write software or think about the writing of software, so an illustration of what free
software produces may be useful here. Figures 7.1 and 7.2 show the history
of the GNU/Linux operating system. The figures illustrate that GNU/Linux
is a single operating system comprising numerous variants called “distributions” or “distros.” (Many people call this set of variants “Linux distributions,” but this is a misnomer. GNU is an operating system composed
entirely of free software, whose development was initiated by Stallman and
continued by the GNU Project, and Linux is an operating system initially
developed by Linus Torvalds. What most people today call the “Linux system” is really the “GNU/Linux system,” that is, “GNU with Linux added”
GNU/Linux distibution timeline
1992–2013
Major distributions
Debian
See figure 7.2 for detail
Slackware
Redhat
Figure 7.1
GNU/Linux Distribution Timeline, version 12.10, by A. Lundqvist and D. Rodic, October 29, 2012 (http://futurist.se/gldt/).
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Figure 7.2
Detail of the top section of the GNU/Linux Distribution Timeline 12.10 (showing
several forks of the Debian branch).
[Stallman 2012], or, the Linux kernel combined with many programs originally written by the GNU Project.) The first releases of GNU/Linux came
out in the early 1990s, and since then, over six hundred distros have been
released. Approximately half of these are being actively developed today,
so there will undoubtedly be hundreds of additional GNU/Linux distros
released in the next twenty years. Some of the distros were not well maintained, and so fell out of use, while other distros, such as Debian, proved
so popular that they gave rise to multiple forks (and some of those descendent distros, such as Ubuntu from Debian, in turn earned followings that
generated new forks). Not all GNU/Linux distributions are completely free
(according to the FSF’s definition), but many are.
The images that show the history of GNU/Linux distributions serve as
useful visualizations of not only free software, but free culture. Think of
the Harry Potter novels, authored by J. K. Rowling and appearing in print
between 1997 and 2007, as composing the “kernel” of what we might call
the “Harry Potter operating system.” Now think of the culture industries and
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of ordinary individuals as “users” of the Harry Potter system, who, operating
under the four freedoms (without necessarily understanding that they are
doing so), decide to:
• run (that is, read, and comprehend) the (Harry Potter) program as they
wish (Freedom 0);
• study the source of the program (the story and characters, as laid out in
the books) and change it so that the program does the work that they wish,
by adapting and transforming the books into films, video games, costumes,
fan fiction, fan vids, and so on (Freedom 1);
• and distribute these modified copies to others, by writing essays about
Harry Potter for school assignments or for academic journals, by dressing up
as Harry Potter characters and attending fan conventions and posting selfies
of their costume play (“cosplay”) on Instagram, by making films based on
Harry Potter and uploading them to YouTube, by posting fanfic stories to fic
communities and archives, etc. (Freedom 3).
In this schema, every variant of Harry Potter, whether “official” (authorized and/or created by Rowling or Warner Bros., which purchased the
media rights to Rowling’s novels) or “unofficial” (created by readers-fans),
whether high budget or low budget, whether consumed by millions or by
only a handful of people, is a unique release, a unique distribution, of the
Harry Potter system.
Some distros of Harry Potter have attracted more users, and generated
more variants, than others: the films, for example, generated many fan
works based more on their depictions of the Harry Potter stories than on
the novels (just as some GNU/Linux distros, such as Debian, have generated many more new distros than others). But each distro belongs to, and
expands, the system. While neither Rowling nor Warner Bros. assigned a
Creative Commons license or any other license that adheres to the principles of copyleft, readers and fans still exercise their freedoms in relation
to how they use the system kernel. My view is that the four freedoms are
not only accessible and utile when certain legal designations are in place;
the four freedoms are innate to media reception, consumption, and use, and
legal designations, such as the GPL license or Creative Commons licenses,
simply try to align with, formalize, and provide legal cover for, the freedoms that media users exercise with or without legal permissions (I discuss
this idea at greater length in break 7).
Figures 7.1 and 7.2 show archontic production in operation. Archontic
production is a crowdsourced multiplication of the contents of an archive.
Archontic production does not treat the objects within an archive as discrete
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Figure 7.3
Hand-drawn visualization of fan fiction production based on the film Mad Max: Fury
Road on Archive of Our Own, June 18, 2015.
and separate from one another. Rather, for the archontic producers, all of
the stories that stem from a published storyworld are linked, branching off
one another, just as all of the variants of the GNU/Linux operating system
are linked. The GNU/Linux operating system constitutes a single metaphorical archive (or meta-archive) containing many variants, just as the Harry
Potter metaphorical archive (meta-archive) contains millions of variants.
Figure 7.3 is my crude attempt to draw the archontic production within
a specific fandom, the Mad Max fandom. Fan fiction stories branch out
from source media texts in a way that is similar to GNU/Linux distros’ forking from earlier versions of the operating system; I call this type of visualization “the bloom from the kernel” (which plays on the concept and
phrasing of the “Linux kernel”). In figure 7.3, the “kernel” is the Mad Max
universe, created by George Miller, consisting of four motion pictures (to
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date). I am depicting only the “bloom” of Mad Max fan fiction stories published and stored on the Archive of Our Own (AO3), and since AO3 had not
yet launched when the first three Mad Max films were released, my bloom
represents, for the most part, only the types of fanfic generated in response
to Mad Max: Fury Road (MMFR), the fourth film, which premiered on May
14, 2015. A handful of fan stories, about various characters from the first
three films, appeared on the archive prior to MMFR’s opening, but as soon
as the fourth film appeared in cinemas, fans began to produce fic in much
greater volume.
In the bloom generated by fans building on the MMFR, I have drawn
a fork for each of the most popular fanfic genres in the fandom (“popular” meaning the most numerous: fans wrote more of these types of stories
than any others). Each “genre” of MMFR fanfic is organized around specific
characters, and usually also around those characters’ relationship to one
another. My bloom thus consists of forks for Furiosa/Max (the characters
played by Charlize Theron and Tom Hardy) as a romantic pairing; Capable/Nux (the characters played by Riley Keough and Nicholas Hoult) as a
romantic pairing; Furiosa and Max as a nonromantic pairing (these stories
focus on the friendship or camaraderie between the two characters); the
group of characters called the Wives (played by Keough, Rosie HuntingtonWhiteley, Zoë Kravitz, Abbey Lee, and Courtney Eaton), whom Furiosa and
Max rescue in the film; Immortan Joe (played by Hugh Keays-Byrne), the
movie’s primary villain; Nux paired with other characters; other boyslash
pairings (e.g., Max/Nux), other femslash pairings (e.g., Furiosa/Capable),
and other heterosexual (e.g., Furiosa and another male character) pairings;
“Threesomes and Moresomes” (e.g., Furiosa/Nux/Max or Immortan Joe/
The Wives); and single-character (stories that only delve into the thoughts
and experiences of one character, e.g., Furiosa).
The largest MMFR genres—Furiosa/Max, Capable/Nux, and the Wives—
now have forks for “AU,” or Alternate Universe, versions of those characters and pairings. I have indicated, at the bottom of the graphic, some of
the most popular AU settings in the MMFR fandom: Pacific Rim (the 2013
Guillermo del Toro film in which pairs of characters who are “drift-compatible,” i.e., whose minds can “meld” at a deep level, can pilot giant machines
in combat against kaiju, which are giant dinosaur-like monsters—in most
MMFR/Pacific Rim crossover AU stories, Furiosa and Max discover they are
drift-compatible and become copilots); Coffee Shop (in which several of
the characters work at a contemporary coffee shop, and get to know the
other characters when they patronize the shop); University (in which the
characters meet on a college campus); and Hospital (in which one or more
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of the characters works at a hospital, and meet the other characters when
they need treatment). I have attempted to indicate the relative popularity of fic genres by the lengths of their forks, so the longer the fork, the
more stories have been written in that genre, but this drawing is not data
driven. The kernel—the horizontal line representing the official Mad Max
franchise, whose official “author” is auteurist director George Miller—continues on, as Miller is about to launch several Mad Max comics and will
possibly, depending on MMFR’s box office receipts, make more Mad Max
feature films.
Intertextuality and Feedback in Free Software and Free Culture
Both free software and free culture archives open onto the future, as Derrida would say. The branching structure of the GNU/Linux makes perceptible the conceptual archive that is opened by every new source text, and
how that archive expands: through the activity of its users, who contribute modifications and variants. Christopher Kelty (2008) writes that Linux
“privileges openness to new directions, at every level. … It privileges the
right to fork the software into new and different kinds of systems. … It
should be remembered that Linux is by no means an attempt to create
something radically new; it is a rewrite of a Unix operating system, as
[Linus] Torvalds points out, but one that through adaptation can end up
becoming something new” (Kelty 2008, 222). Both free software and free
culture value forking, rewriting, and adapting over “creat[ing] something
radically new”—but both recognize that there can be originality, novelty,
and innovation in derivation, modification, and modulation.
Literary scholars could argue that free software and free culture, both formations of the digital era, have not founded any new thinking but are only
adapting ideas already developed by print-era theorists of intertextuality. In
his 1967 essay “The Death of the Author,” Roland Barthes argues,
We know now that a text is not a line of words releasing a single “theological” meaning (the “message” of the Author-God) but a multi-dimensional space in which a
variety of writings, none of them original, blend and clash. The text is a tissue of
quotations drawn from the innumerable centres of culture. … In the multiplicity
of writing, everything is to be disentangled, nothing deciphered; the structure can be
followed, “run” (like the thread of a stocking) at every point and at every level, but
there is nothing beneath: the space of writing is to be ranged over, not pierced. … In
precisely this way literature, … by refusing to assign a “secret,” an ultimate meaning,
to the text, … liberates what may be called an anti-theological activity, an activity
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that is truly revolutionary since to refuse to fix meaning is, in the end, to refuse God.
(Barthes [1967] 1977, 146–147)
Barthes’s poststructuralist idea that all language references all other language, that there is no originality in literary writing except in the recombination of known words, phrases, scenarios, and tropes, leads him to tear
down the idea of an “Author-God,” whose conscious intention or unconscious genius “fixes” the meaning of a text with finality. If the meaning of
a text cannot be finally decided, then a text is simply a “space of writing
to be ranged over,” a space whose internal structure is borrowed from all
preceding works of culture, and can be followed, can be traced like a run in
a stocking. Anyone who has worn stockings knows that no “run” is final:
any and every rip in a stocking’s fabric is likely to extend and expand; runs
beget runs. The multidimensional space brought into being by a text contains multiplicities, and gives on to further multiplicities. Barthes’s metaphor of the stocking run evokes, in our digital period, software “runs,” so
we might say that, as a piece of software can be run on multiple machines,
so a piece of culture (a text) can be run on multiple readers, and those readers can, in turn, run with the text they receive (or rather, run with the text
as they perceive it) in any direction they choose. We might figure their runons as forkings or branchings-out from the text, and envision the multidimensional space of Barthes’s text as tree-like in shape, similar to the above
visualizations of GNU/Linux.
Rather than viewing transformative works as “‘merely’ derivative,” or as
repetitions, copies, rip-offs, knock-offs, or imitations, the free software/free
culture framework allows us to see transformative works as development
projects, as elaborations, extensions, modifications, and refinements of a
source. We can think of GNU/Linux distros as fan productions. We can
think of Harry Potter fan productions as distros. We can think of software
engineers as “fanficcing” the GNU/Linux operating system kernel. We can
think of fans as “engineering” new distributions of narrative/storyworld
system kernels. We can conceive of the culture industries’ mass media productions as releases of system kernels, on top of which fans/users constantly
build new distributions.
A major difference between GNU/Linux software development and
media fans’ modes of cultural production is that GNU/Linux often seeks to
stabilize code through incorporating variants. Free software does not wish
for infinite forks, for, as Kelty writes, forking “implies dilution and confusion—competing versions of the same thing and potentially unmanageable
incompatibilities” (2008, 233). Free software developers practice a range
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of methods to achieve some degree of reconciliation and standardization,
that is, to decide what features and “mutations” (Kelty 2008, 156) will be
included in official releases. If fans consider their source texts to be mass
media titles, and their own works to be forkings of the commodities sold
to them by the culture industries, they never expect their variations to be
incorporated into later versions of the mass media texts. When a new season of a serial television program debuts, or when a film franchise such as
Star Trek or Star Wars is relaunched or “rebooted” by Hollywood studios that
own their copyrights, fans do not anticipate that they will be regarded as
contributors to the development of these story worlds, and do not expect
that a vote will be taken among all the users of these worlds as to which fan
versions should be woven into the new canonical “releases.” Fans do not
require or desire their innovations or features to be incorporated into the
source, and they do not view themselves as developers contributing to the
improvement of the source.
However, GNU/Linux software development and fan production proceed similarly in some respects. Fans can be said to “improve” a source
text for themselves and their fellow fans: fan productions come into being
because users of these source materials deem them insufficient and inadequate, and/or in need of augmentation or elaboration. Fans also improve
one another’s work, through processes such as “beta-ing” (a beta reader
reviews and edits a fan’s work before the work is publicly posted; media
fandom appropriated the term “beta” from the arena of software design
[see also chapter 6, n. 4]). Fans occasionally incorporate one another’s
changes into their productions, resulting in the formation of what is called
“fanon,” or fan canon, which is a set of features of the larger story world,
the meta-archive, that become constant in a great deal of fan production
even though they never appear in the canonical, or source, texts. Fans’
responses and opinions sometimes inform official makers’ decisions, in the
manner of a feedback loop. But this feedback is not collected or channeled
formally, according to published procedures, as happens in free software
development communities. Thus, remix collectives and free software communities do not mirror one another precisely, but share a family resemblance. Both groups define themselves by a strong commitment to what E.
Gabriella Coleman (2012) calls “productive freedom” (3), which, she states,
encompasses makers’ rights to “autonomously improve on their peers’
work, refine their technical [or creative] skills, and extend craftlike engineering [or cultural] traditions” (Coleman 2012, 3).
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Archontic Production and New Media Literacies
Stallman (2012) states that none of the four freedoms of free software are
compulsory. “You don’t have to do any of these. You could run the program as you don’t wish if you’re a masochist. You don’t have to distribute
copies, and you don’t have to distribute modified versions, you can run
it privately.” I view the four freedoms of free software as directly applicable to free culture, including their noncompulsory status. The existence
and growth of free culture does not mandate that every cultural consumer
must transform each work that they encounter and post all of their remixes
online; even those who self-identify as fans do not generate modifications
for all of the media they view, hear, read, or play, and some fans who do
produce transformative works rarely or never share them with others. Like
free software, free culture does not insist that every person who has access
to the Internet become a fully and constantly participating member in the
multidirectional flows of media content, but it seeks to defend the ability of
any individual to contribute to those flows through archontic production,
whenever and however they wish.
At the same time, a growing number of scholars in education studies
and other fields are defining archontic production as a critical component
of “new media literacies.” Lessig quotes Elizabeth Daley of USC’s Institute
for Multimedia Literacy and the School of Cinematic Arts and Stephanie
Barish, CEO of IndieCade, who have experimented with teaching new
media literacies in inner-city Los Angeles high schools, on the importance
of teaching children the skills to not only comprehend media, but to make
media. Daley states, “From my perspective, probably the most important
digital divide is not access to a box. It’s the ability to be empowered with
the language that the box works in. Otherwise only a very few people can
write with this language, and all the rest of us are reduced to being readonly” (quoted in Lessig 2004, 37). The opposite of “read-only” is “readwrite.” As Lessig explains in his book Remix, in a read-only (RO) culture,
the dominant mode of media consumption is to simply read (or listen to,
or view, etc.) works as they are produced and packaged by their makers, but
in a read-write (RW) culture, “reading … is not enough.” Lessig writes, in a
read-write paradigm, “Ordinary citizens … add to the culture they read by
creating and re-creating the culture around them” (Lessig 2008, 28).2 Lessig
cites John Seely Brown, formerly chief scientist of Xerox Corporation, as
another proponent of read-write culture, though Brown is more concerned
with how young people learn engineering skills than with how they learn
cultural production skills. Brown describes free and open-source software
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as a “completely new kind of learning platform.” Brown endorses tinkering
as an excellent learning methodology, and states that free and open source
software encourages children to practice this methodology: “You are tinkering with other people’s stuff. The more you tinker the more you improve”
(quoted in Lessig 2004, 46).
In a paper for the John D. and Catherine T. MacArthur Foundation on
digital media and learning, Henry Jenkins and his coauthors endorse an
approach to education in which students use new media to learn how to
engage in “participatory culture,” which I read as overlapping with Lessig’s “free culture.” Participatory culture, write Jenkins et al., encourages
“expressions” that include “digital sampling, skinning and modding, fan
videomaking, fan fiction writing, zines, mash-ups,” and teaches skills such
as “appropriation—the ability to meaningfully sample and remix media
content” (Jenkins et al. 2009, 3–4). Thinking critically about information
and information networks; knowing how to acquire, interpret, and make
media texts in multiple genres; understanding how to parse data and distinguish between sources; learning to quote from media texts, to gather
evidence and form arguments from their contents for persuasion, critique,
and entertainment; developing techniques for participation in small and
large communities, in both real-world and online collaborations: these are
only some of the learning objectives of an educational program focused
on imparting “new media literacies,” according to Jenkins et al. (2009,
28–104). In a similar vein as Lessig, Jenkins et al. claim that acquiring literacy in a digital age “involves the ability to both read and write across all
available modes of expression” (48). Building on these perspectives, education scholars Rebecca W. Black and Angela Thomas argue that fan fiction is
a genre of writing through which young people develop core literacy skills.3
This body of work on new media literacies discusses read-write culture/participatory culture/free culture as key methods and desirable outcomes for
contemporary education.
Archontic production, a practice in which media consumers treat existing media texts as archives, withdrawing elements they find interesting or
appealing, tinkering with them, varying them, and incorporating them
into original creations, thus stands at the heart of a recent reconceptualization of literacy. Therefore, while it will never be compulsory for individuals
to make use of the freedoms of either free software or free culture, a major
project of educators is to ensure that future generations at least know how
to both “read” and “write” both code and culture.
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Archontic Production and Minoritarian Cultures
Education theorists argue that archontic production is a critical component of the training of future generations, but this type of making has a
long history, particularly in minoritarian communities. Metaphorical uses
of “archive” and related terms to describe culture—especially “dominant”
culture in its many forms, often meaning Western “high” culture or, alternatively, “mass” culture—as well as references to acts of cultural plundering, extraction, withdrawal and deposit such as those I have described in
this chapter, can be found in many important texts of postcolonial studies,
critical race theory, and feminist theory. Below are a few key examples.
In “Of Mimicry and Man,” Homi Bhabha (1984) writes of the colonial
subject’s mimicry of the white colonizer as a “double articulation.” The
colonized’s performance of the colonizer, which is “almost the same, but not
quite” (126) (which, later in the essay, Bhabha rewrites, archontically, as
“Almost the same but not white” [130]) both “‘appropriates’ the [colonizing]
Other” and simultaneously stands as “the sign of the inappropriate,” thus
“pos[ing] an immanent threat to both ‘normalized’ knowledges and disciplinary power” (126). The mimicking not quite/not white subject looks on
“the founding objects of the Western world” as “the erratic, eccentric, accidental objets trouvés [found objects] of the colonial discourse. … It is then
that the body and the book [of the colonizer] lose their representational
authority” (132). Bhabha here presents the bodies and books of the imperial West as objects forming an archive waiting to be found by the colonized subject, readymade(s) in the Dadaist sense (objets trouvés is a Dadaist
phrase) available for “inappropriate” appropriations and deformations. As
an example of colonized subjects’ proclivity for mimicry that destabilizes
colonial power, Bhabha quotes a piece of writing from a European missionary living and working in Bengal in 1817. The missionary writes that
the locals are quite happy to receive the Bibles he hands out, so that they
can use them as “waste paper” (133): a fanficcing of the Christian West’s
holy book as trash, a conversion of the printed texts of the sacred archive
into disposables.
Nestor Canclini, in Hybrid Cultures, employs archival language to characterize local Latin American responses to the ascendance of tourism, metropolitan cultures, and global economic and communication flows: “One
seeks to reconvert a heritage or resource … in order to reintegrate it to new
conditions of production and distribution,” Canclini writes, “not only in
the arts but in everyday life and in technological development” (Canclini
1995, xxvii, emphasis added). So techniques and possessions from the
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past—those inherited as “heritage” or “resource”—become the source material for “reconversions,” transformations, and updates, when, for instance,
artisans “connect their traditional craftwork with modern uses in order to
interest urban buyers” or when “indigenous movements … renovate their
demands in transnational politics or in an ecological discourse and learn
to communicate these demands via radio, television, and the Internet”
(xxvii). Drawing on another memory framework, Canclini states that there
are “diverse ways in which the members of each group”—ethnic groups,
national groups, and class groups—“appropriate the heterogeneous repertoire of goods and messages available in the transnational circuits” (xxviii;
emphasis added). A link between Canclini’s theory of hybridity and my
idea of archontic production is suggested by Canclini’s characterizations
of culture as heritage, as a repository of resources, and as an inherited repertoire—that is, as a past rich with knowledges, skills, objects, and ways of
doing, each of which can potentially be extracted and manipulated into
something that will be valued in the postmodern, globalized, mediatized
present.
Henry Louis Gates Jr. (1988) writes of “the black English vernacular tradition” as “the repository that contains the language that is the source—and
the reflection—of black difference” (xxiii; emphasis added), and Houston
Baker Jr. (1991) calls rap “the ‘in effect’ archive where postmodernism has
been dopely sampled” (208; first emphasis added). Gates frames black English vernacular as a repository from which black authors extract valuable
elements with which they can transform and rewrite “the canonical texts
of the Western tradition” (1988, xxii). Gates writes, “Texts have a curious
habit of generating other texts that resemble themselves. … Black literature
shares much with, far more than it differs from, the Western textual tradition. … But black formal repetition always repeats with a difference, a black
difference that manifests itself in specific language use” (xxii–xxiii). In this
analysis, both the white Western literary tradition and the black English
vernacular tradition are “repositories”—what Gates deems a “two-toned
heritage” (xxiii)—from which black writers make withdrawals, and then
enrich with their own creations, their repetitions-with-a-difference, which
are the works of black American literature.
Baker pulls off a clever inversion with his reference to rap as “the ‘in
effect’ archive where postmodernism has been dopely sampled.” Rap routinely makes use of sampled music, that is, musical tracks constructed
from excerpts of already recorded music, and so rap producers could be
thought of as making liberal use of the existing archive of recorded sound.
But Baker frames the makers of rap differently: as themselves the creators
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of an archive, the archive of rap, which Baker states is “now classical black
sound,” the source from which newer genres, such as “house” and “rap reggae,” will “spin off” (Baker 1991, 208), but which will always acknowledge
rap as the origin. However, in this framing, Baker does not efface rap’s own
origins in appropriation; he acknowledges that the archive of rap contains
samples of preexisting material, but what rap has “dopely” sampled, Baker
declares, is postmodernism itself, the entire artistic and cultural movement of unconstrained raids of past culture that is, writes Frederic Jameson,
“stored up in the imaginary museum of a now global culture” (1984, 65).
Against the stereotype of rap producers as “thieves” who sample without
paying copyright holders, Baker characterizes rap producers as cultural
sophisticates who take from the global postmodern movement what they
wish, and practice postmodern stylistic flourishes to construct an archive of
a new “classical” black music, an archive that will be highly generative, an
open space rather than a closed room.
We also find an appearance of the archival motif in Gayatri Spivak’s
powerful interpretation of Jean Rhys’s Wide Sargasso Sea: Spivak (1985)
suggests that Charlotte Brontë’s masterpiece Jane Eyre “can be read as the
orchestration and staging of the self-immolation of Bertha Mason as ‘good
wife’” (259), and states that her reading of Jane Eyre derives from “a modest and inexpert ‘reading’ of ‘archives’” (emphasis added), by which she
means “the archives of imperialist governance” (259). In other words, Spivak argues that we cannot understand the full meaning of Bertha Mason’s
actions “if we remain insufficiently knowledgeable about the history of the
legal manipulation of widow-sacrifice in the entitlement of the British government in India” (Spivak 1985, 259). Spivak reads Bertha as archontically
conceived, born of Brontë’s engagement with “the archives of imperialist
governance” (however unconsciously this archival research may have been
done). But I would also position Jane Eyre as itself part of the imperialist archive, or as an instantiation of an imperialist (metaphorical) archive,
from which Rhys, who was born and raised in the West Indies, felt compelled to extract the character of Bertha, so that she could transform and
redeem the story of the West Indian “madwoman,” locked for years in the
attic by her English gentleman husband (under “house arrest,” like the contents of a nineteenth century archive).
Thus, in minoritarian critics’ explorations of appropriative writing, we
find numerous invocations and allusions to archives as sources/source code
whose contents are available to be reworked, revised, elaborated, extended,
and expanded upon. Hence, my term “archontic production” does not
name any altogether new, or specifically digital, ways of making culture,
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and does not attempt to theorize what has never been theorized before, but
serves only as an overarching term for appropriative creativity, which has
often been described through metaphorical references to archives, repositories, heritage, repertoires, and other forms of memory preservation and
retrieval.
Political Potentialities
Archontic production definitely does not always serve the interests of
minority discourses. It does not always take the form of counterhegemonic
narratives. Education and gender studies theorists Peter McLaren and
Rhonda Hammer underscore that media images are often manipulated in
order to reinforce neocolonial capitalist power structures and racist/sexist/
classist/jingoistic stereotypes. They write: “Of serious concern in our own
work is how electronic prophets … have been able to turn wimp presidents
into wrathful avengers and an often frustrated and self-hating citizenry into
phallomilitary warrior citizens who are conditioned to redirect a mediainstilled hatred of ‘Sad’am’ and various dark-skinned others against a familiar enemy within its own ranks: the poor, the homeless, people of color,
those who comprise the detritus of capitalism and white man’s democracy,
those who are already oppressed by race, gender, caste, and circumstance”
(McLaren and Hammer 1996, 109). In these examples, the US president, no
matter who he is, is “fanficced” as a powerful warrior-leader, worthy of his
constituents’ devotion; Saddam Hussein is “fanficced” as a mass of abject
and/or nonwhite Americans, deserving only of loathing and scorn. Even
though McLaren and Hammer are here commenting on the power of rightwing media to edit news footage in ways that reinforce specific ideological
messages, the authors acknowledge that it is not only broadcasting corporations who can treat recorded images as the source materials for freshly spun
narratives.
In response to the power of both mass media and individual media makers to archontically produce reactionary, prejudiced, discriminatory, and
imperialist media texts using the vast archive of recorded culture made electronically available, McLaren and Hammer desire an educational landscape
that would teach all citizens to become aware of how archontic production
operates, and how they personally can engage in it. Like other media literacy advocates, McLaren and Hammer call for the education of a populace that would be well versed in the use of media-as-archive, from which
a potentially infinite number of divergent narratives can be constructed,
so that individuals and communities, especially those occupying minority
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positions vis-à-vis existing hegemonies, can generate their own archontic
“counternarratives.” Citing Paul Willis’s Common Culture (1990), McLaren
and Hammer (1996) argue that “high culture or official culture has lost its
dominance” (109), and that “the main seeds of cultural development are
to be found in the commercial provision of cultural commodities” (110).
Widespread media literacy, of which “reading” and “writing” archontically
is a core component, would ensure that the power of archontic production
is not concentrated in the hands of a select few—the professionals of the
cultural industries—but is wielded by many, as what Willis terms “everyday
symbolic work” (Willis 1990, 136) and what McLaren and Hammer (1996,
110) name “creative symbolic work within informal culture,” which “offers
important possibilities for ‘oppositional, independent or alternative symbolizations of the self.’”
Willis, like the postcolonial, African-American, and feminist theorists
cited above, frames culture as an archive to be mined when he states,
“Where everyday symbolic work differs from what is normally thought
of as ‘education’ is that it ‘culturally produces’—from its own chosen cultural resources. Psychologically, at least, the informal symbolic workers
of common cultures feel they really ‘own’ and can therefore manipulate
their resources as materials and tools—unlike the books at school which are
‘owned’ by the teachers” (Willis 1990, 136). Media literacy then, involves
a perspective on culture, all of culture, as a shared set of “resources” that
each user feels she or he owns (whether they own copyright over specific
cultural products or not), and therefore, feels entitled to “manipulate …
as materials and tools.” Media literacy is less interested in legal definitions
of intellectual property than with a perception, attitude, and belief system
that should—even must—be encouraged among media audiences, which
is: that every consumer is a potential user of media; that users can seize
upon all of media and culture as an archive and plunder its elements as
the bases for their own productions; and that when users circulate their
archontic productions, either to their own communities (minority groups,
fandoms, subcultures, activist organizations) or to a wider public, they
exercise their power to make statements and stories that have meaning for
them—personally, politically, or both—out of the images, texts, personas,
data, and narratives that saturate their lives via global media. Advocates
for media literacy wish for the “empire to write back,” as Salman Rushdie
(1982) put it. In coining this phrase, Rushdie was writing of the subjects of
formal European and American imperial projects, but if we consider that
the culture industries aim to colonize and occupy the minds and hearts of
consumers, then it is audiences who are the subjects, who are the “empire”
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conquered and won by global media, and who must individually and collectively assert their rights and abilities to govern and determine their own
emotional, psychological, and intellectual lives. This self-governance and
self-determination often takes the form of a negotiation with mass media
rather than an absolute resistance to it; it is a reduction of mass media to
base matter from which local meanings can be constructed, rather than a
rejection of all the riches that media has to offer.
Archontic production is not, therefore, necessarily or essentially minoritarian, but potentialities for democratizing, polyvocal, hybridizing, multiperspectival cultural production inhere in it. These political potentialities
have been fruitfully developed by scores of postcolonial, ethnic minority,
and women authors, who (as the theorists quoted above note) often are
culturally colonized by dominant power structures at the level of the very
languages they speak, the ideas they think, and the beliefs they hold, and
must therefore attempt to decolonize themselves and their communities by
launching new ways of speaking, thinking, and believing from within the
dominant discourse, by atomizing, mutating, and recombining that discourse into expressions of marginalized realities and fantasies.
Consumer Memory versus User Memory
Archontic production’s most salient promise is the promise of transforming
mass media “markets” into media’s masters—turning the targets of global
media flows into the containers and directors of those flows: archivists of
the mass of media texts, and liberal users and elaborators of those archives.
In Acting Out (2009; published in French in 2003), philosopher Bernard
Stiegler expresses similar concerns to those articulated by Max Horkheimer
and Theodor Adorno in their 1944 book Dialectic of Enlightenment, framing his anxiety about mass media not as a suspicion that they equal “mass
deception” but that they exercise control over human memory. For Stiegler,
human memory consists of three forms of retention: primary retention,
which belongs “to the present of perception,” that is, listening to a melody
and remembering each note as it passes, so that one can link the stream
of notes together and make sense of the tune; secondary retention, which
Stiegler calls “the past of my consciousness,” by which one remembers the
melody heard the day before and is able to “hear [it] again in imagination
by the play of memory”; and tertiary retention, “a prosthesis of exteriorized memory” (54), which can produce “the identical repetition of the
same temporal object” and exists in the forms of recording technologies
such as “phonograms, … films, and radio and television broadcasts” (54).
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Stiegler argues that tertiary retentions, “or “tertiarized temporal objects,”
“are materialized time, which overdetermines the relations between primary and secondary retentions in general, thus, in a sense, permitting their
control” (Stiegler [2003] 2009, 54; emphases in original). In other words,
Stiegler claims that by watching the same broadcasts (tertiary retentions) en
masse, at the same time of day every day (he gives the example of watching
the evening news), our primary and secondary retentions are becoming
more synchronized: “[Media audiences] end up being so well synchronized
that they have lost their diachrony, that is, their singularity, which is to say
their liberty, which always means their liberty to think” (55; emphases in
original).
Setting aside the fact that time-shifting has become a routine part of
television consumption for millions of people, and so television broadcasts
do not automatically require, or induce, precise synchronization among
viewers, I find it interesting that Stiegler identifies collective and individual
(he would say, individuated) memory as the battleground for determining
whether, and to what extent, mass media control audiences. I do not think
it is out of the question that people lose their “diachrony,” “singularity,”
“liberty,” or “liberty to think” by having their memory functions more or
less determined by the media they consume. But the person who surrenders
his or her memory function to mass media is a person whom I would characterize as a media illiterate.
My theory of archontic production is that a person literate in the contemporary cultural forms of her day, a person who can adequately “read”
the media formats that she regularly encounters, comprehends how these
forms work as tertiary memory, but does not let that imposed memory
wholly define, restrict, or limit her own primary and secondary memory
systems. Rather, a person with high media literacy treats tertiary memory
products as potentially useful and interesting wellsprings from which to
make new primary and secondary retentions—what I call archontic productions—which can be highly individual (experienced privately, as when
one has a personal interpretation of a cultural work, remembering specific
details about it both as one first encounters the work and then later, when
one recalls the work and perhaps imagines more detailed interpretations
or variations of the work), or can be collective and shared, as when one
“releases” one’s interpretations or versions of a cultural work to a community of fellow developers/rememberers/memory workers. Media literacy
can be a kind of memory work in which tertiary memory is not the terminus of cultural experience, but the beginning of a series of experiences—a
kind of memory work that spins out chains of unique and singular primary
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and secondary retentions of ever-new derivations and transformations of
an initial viewing or listening.
Thus, I locate archontic production’s political stakes first of all in the
question of whether the individuals who make up media markets can make
themselves into media users, by learning and practicing the skills of media
literacy, which are the skills of “reading” and then “writing” media. Members of marginalized groups may have maximal incentives to learn how to
speak, write, and create from within hegemonic discourses, as appropriating the languages, literatures, and media of the groups who oppress them
can be a first step in communicating their radical differences from those
groups (Bertha Mason is Charlotte Brontë’s “madwoman in the attic,” but
she is Jean Rhys’s troubled West Indian heroine, seduced and then trapped
by English colonial patriarchy). But archontic production’s basic promise
is that of striking the category of “media consumer” and replacing it with
“media user”: the archontic producer does not allow her consciousness, her
singularity, her liberty to think, her memories, to be colonized or controlled
by media, but engages with the media as a generative source for her own
memory-based creativity. Write McLaren and Hammer, citing Willis (1990):
“Human beings must not be regarded merely as human capital or labor
power, but as ‘creative citizens, full of their own sensuous symbolic capacities and activities and taking a hand in the construction of their own identities.’ The pursuit of emancipation and equality, therefore, requires more
than being made equal as workers. It calls for all to be fully developed as
cultural producers” (McLaren and Hammer 1996, 110). Archontic production
thus is not only political when it serves as a tool with which subordinate
peoples critique or subvert dominant discourses. Insofar as the vast majority of people are potentially subjected to mass media, and are therefore perpetually in danger of becoming a subjected mass—what Martin Heidegger
(2008) calls the they (“das Man”)4—I see archontic production’s primary
political value as serving to constantly facilitate and affirm cultural expressions of what Stiegler calls “the I” or “an ensemble of Is in the interior of a
we” ([2003] 2009, 80). Either the culture industries make of us a “they,” or
“I”/“we” use cultural commodities for our own ends.
Repertoire in Archontic Production
Although I have referred to the GNU/Linux software development as a
model for understanding what I mean by archontic production, a much
older model comes up again and again in the writings of cultural theorists
to describe creative appropriation: performance.
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In The Uses of Literacy (1957), Richard Hoggart, who would go on to
found the Centre for Contemporary Cultural Studies at the University of
Birmingham in 1964, defends the working-class culture that he grew up
with in the 1930s. Hoggart argues that working-class people do not care
much about mass marketed music recordings, “no matter how much Tin
Pan Alley plugs them” (1957, 117), and become attached to popular songs
only when they can “take them over”: “‘After the Ball is Over’ is a melodramatic song; it is not even a people’s song as the ballads were, but a
commercial song taken over by the people; but they have taken it on their
own terms, and so it is not for them as poor a thing as it might have been”
(119). In their landmark writings on fandom and remix published decades
later, Henry Jenkins and Lawrence Lessig both refer to nineteenth-century
folk performance as a precedent for digital appropriation, Lessig discussing
the preponderance of amateur reperformances of popular songs and ditties
in the late 1800s and early 1900s (Lessig 2008, 23–28), and Jenkins pointing to the multitude of combinations of “folk traditions taken from various
indigenous and immigrant populations” serving as the basis of US popular
culture during that same period (Jenkins 2006, 135). Using a language of
plunder that accords well with my concept of archontic production, Jenkins writes that in the United States in the second half of the 1800s, “there
was no pure boundary between the emergent commercial culture and the
residual folk culture: the commercial culture raided folk culture and folk
culture raided commercial culture” (135).
Similarly, performance figures largely in Bhabha’s concept of mimicry
(which is, first and foremost, a physical act: Bhabha writes, for example, of
“the white presence and its black semblance” [1984, 129] when discussing the uneasy coexistence of European colonizers and colonized Africans
or Indians); in Gates’s (1988) idea of the “black vernacular tradition”—a
spoken tradition, a verbal tradition—as a repository whose contents suffuse
black literature; and in Baker’s “‘in effect’ archive” of rap music, whose success is judged more by the responses of live audiences than by record sales:
“Technology can create a rap disc, but only the voice dancing to wheels of
steel and producing a hip hopping, responsive audience gives testimony to
a full-filled break. You ain’t busted a move, in other words, until the audience lets you know you’re in the groove” (Baker 1991, 202).
One of the clearest articulations of appropriation as performance can be
found in Dick Hebdige’s 1987 book on Caribbean popular music, Cut ’n’
Mix. In the book’s opening pages, Hebdige foregrounds the concept of “versioning,” which he borrows from Jamaican reggae: “One of the most important words in reggae is ‘version.’ Sometimes a reggae record is released and
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literally hundreds of different versions of the same rhythm or melody will
follow in its wake. Every time a version is released, the original tune will
be slightly modified. … ‘Versioning’ is at the heart not only of reggae but
of all Afro-American and Caribbean musics” (Hebdige 1987, xiii). Hebdige
goes on to argue that versioning is central not just to all black music but
to all popular music (he cites Albert Goodman’s description of young Elvis
Presley as a “marvelous mimic,” whose “art lay not in an act of substantive creation but in a recasting of one traditional style in terms of another”
[xiv]), and not just to all music but to all creativity and scholarship:
Just as Elvis used the voices and the vocal styles of the other singers, so I have borrowed Albert Goldman’s voice and style to say something about “versioning.” That’s
what a quotation in a book or on a record is. It’s an invocation of someone else’s
voice to help you say what you want to say. … And every time the other voice is borrowed in this way, it is turned away slightly from what it was the original author or
singer or musician thought they were saying, singing, playing. … That’s the beauty
of quotation. The original version takes on a new life and a new meaning in a fresh
context. Just like a rhythm or a melody which is brought in from another source in
a record or in the live performance of a piece of music. They’re just different kinds
of quotation. And that’s the beauty, too, of versioning. It’s a democratic principle
because it implies that no one has the final say. Everybody has a chance to make a
contribution. And no one’s version is treated as Holy Writ. (xv)5
Fan fiction has also been theorized in terms of performance. Francesca
Coppa (2006b) argues that fan fiction offering new versions of familiar
characters is akin to theater companies constantly reimagining and staging new productions of plays. “An endless number of Shakespearean productions supplement the texts, adding meanings that Shakespeare never
intended and making them meaningful to twenty-first century audiences.
There’s no reason not to see this as a perfectly valid artistic activity,” writes
Coppa. Fan fiction revisions and extensions of media texts are “inevitable,”
states Coppa, “and they aren’t any more redundant than multiple productions of Hamlet” (Coppa 2006b, 238). Thus, Coppa calls fandom “community theatre in a mass media world” (242).
Versioning is a key term in software development, and it is a key term
in performance. Since performance has been integral to human culture far
longer than computer programming has, and because all humans perform
versions of the cultural works they consume (if only in their imaginations,
when they recall and ponder works of art or media they have seen, or when
they are alone and sing popular songs to themselves, or when they talk
about their interpretations of books or television shows to their friends),
the metaphor of performance, and actual genres of performance, provide
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useful reference points for writers who wish to explain media literacy, that
is, the ability of media audiences to collectively create a plethora of variants
of any given source. The fact that the language and concept of performance
is so often invoked by cultural theorists to describe practices of transformation and remix permits an unusual perspective on free software development, bringing into focus a kinship between GNU/Linux programmers and
folk, reggae, and rap artists, and drawing coding and community theater
into relation. Jeremy Rifkin links performance to archontic production, versioning, and transformative reuse when he writes about what he calls “the
new ‘protean’ generation”: “Theirs is a world that is more theatrical than
ideological and oriented more to a play ethos, than to a work ethos” (Rifkin
2001, 12).
So, my theory of archontic production turns out to be equally concerned
with repertoires—cultural memory transmitted through performance—as
with archives and archiving. In earlier sections, I argued that the structure
of digital archives privileges repertoire, as every digital archive does not
remain stable on its own, but depends on archivists constantly repeating
certain routines of archive maintenance over time. The contents of digital
archives often consist of versions and variations of source texts: archivists
at Project Gutenberg and Open Library create digital versions of printed
books; archivists at the Internet Archive create digital versions of film,
video, and sound recordings; archivists at the AO3 store numerous elaborations on media sources; archivists at ibiblio preserve GNU/Linux developers’ releases of their extensions of the Linux kernel. To say that these digital
transmediations and appropriations are forms of “archontic production”
references the memory mode of archive—the treatment of bodies of preexisting texts as archives from which any user can withdraw the raw materials for new projects—and the memory mode of repertoire—the process by
which humans receive cultural matter in their bodies and, by using their
bodies as playback machines, perform works that they record (via primary
retention) in their own ways, making up their own imaginative transformations of the works (via process of secondary retention).
Humans are the models for all recording and playback devices, for storage and replay are faculties innate to the human body and psyche. Film
and media historian Jane Gaines, writing on the development of intellectual property law around sound recording, argues that the “inevitability”
of popular music’s “use and re-use, imitation, and re-creation” is “prefigured by the body’s own sound collection and reproduction apparatus,
the prototype for the mechanical and electronic record/store/playback
functions: listening, remembering, speaking, or singing” (Gaines 1991,
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128–129). In “The Storyteller,” Walter Benjamin shares a similar observation about the human listener as a memory-and-reproduction device: “It
has seldom been realized that the listener’s naïve relationship to the storyteller is controlled by his interest in retaining what he is told. The cardinal
point for the unaffected listener is to assure himself of the possibility of
reproducing the story. Memory is the epic faculty par excellence” (Benjamin
[1936] 1968, 97).
Benjamin is not employing “epic” as an adjective here, as we would
in contemporary vernacular speech, but as a noun. It is through memory
that an epic story is disseminated, through the bodies of storytellers who
reperform what they have heard and stored; it is through this combination of memory and reperformance that the epic is preserved. “The greater
… the story’s claim to a place in the memory of the listener, the more
completely it is integrated into his own experience, the greater will be his
inclination to repeat it to someone else someday, sooner or later” (91),
states Benjamin, describing the epic listener-turned-storyteller but also
offering a strikingly accurate definition of the media fan. For what is a fan,
but a listener, an audience member, who pays deep attention to a story,
who awards it a place in her memory, who integrates it into her own experience, and then feels inclined to repeat it to someone else, someday, in
her own fashion?
Benjamin and Gaines, like Hoggart, Lessig, Jenkins, Bhabha, Baker, Hebdige, and Coppa, recognize that the human receiver does not “purely”
reproduce what she or he takes in, but delivers a new rendering of the
recorded work. These theorists present creative appropriation as an act of
memory that gives onto an act of versioning, which, in their shared view, is
a performative act, an act best understood through references and comparisons to performance styles, such as singing and playing music, retelling a
story, imitating another through gesture and voice, speaking in a vernacular, sampling and rapping on a record but then playing that record for a
crowd. To engage in archontic production means to seize on a cultural work
as an archive rich with usable resources, and it also means to put that work,
or its elements, into one’s personal repertoire. One dives into the archive of
a work and expands that archive through versioning it, as a reggae singer
versions, as a rapper or sampling artist versions, as a postcolonial subject
versions, as Rhys versioned Brontë, as free software programmers version
GNU/Linux. Versioning is what happens when you have something in your
repertoire, and you play it, your way.
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The Bloom from the Kernel, or The Dynarchive
Benjamin writes of an story from ancient Egypt that was told one way by
Herodotus, and another way by Montaigne centuries later. Benjamin states,
“it [the story] resembles the seeds of grain which have lain for centuries in
the chambers of the pyramids shut up air-tight and have retained their germinative power to this day” (Benjamin [1936] 1968, 90). Benjamin mourns
the passing of this style of storytelling; he regrets, to an extent, the rise of
the novel and the short story, genres that circulate in the format of the
single book that purports to stand alone and apart from other stories. The
seemingly self-enclosed text “has removed itself from oral tradition and no
longer permits that slow piling one on top of the other of thin, transparent
layers which constitutes the most appropriate picture of the way in which
the perfect narrative is revealed through the layers of a variety of retellings”
(93).
The “picture” with which Benjamin presents us here—a layering of a
variety of retellings of the same story, a cumulative, accretive progression
that Benjamin claims does not obscure the “original” story, but instead
reveals the perfect narrative, as if the perfection of the narrative is proven
by its generative, “germinative” power—closely maps onto the image of
the GNU/Linux Distribution timeline in figure 7.1, and onto my clumsy
visualization of Mad Max fan fiction production in figure 7.3. Both figures
illustrate branches stemming sideways from a single source; they are what
Manuel Lima (2014) calls “horizontal trees.” As I mentioned above, I call
these types of diagrams, and the many-authored multiplications they represent, “the bloom from the kernel.” Henry Jenkins, Sam Ford, and Joshua
Green (2013) would say they show the “spread” of digital phenomena.
Ernst (2013) would call these images of “the dynarchive.”
If print culture suppressed Benjamin’s picture of the “slow piling one on
top of the other of thin, transparent layers” of narrative by installing the
singular published book as the sole, complete bearer of a story, then digital
culture lifts the ban on the “oral tradition” and assists a massive resurrection of its techniques: the piling, the layering, the retellings, all of which
serve to reveal the robust life force of the seed, the kernel, the source, from
which so many versions can germinate, sprout, bloom. Digital technologies do not only help users metaphorically use media as archives, they also
enable users to actually archive their archontic productions. Many digital
archives, if mapped, would be shown to follow a bloom-from-the-kernel
pattern. Many digital archives, certainly all of the rogue archives in which
I am interested, are committed to archiving versions. And again, we are
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forced to rethink how archive relates to repertoire, for what the bloomfrom-the-kernel illustrates is the archiving of repertoire. Digital archives
store, preserve, and keep accessible, the unfolding of whole repertoires over
time; they are invested in saving each release, each new distribution. If only
every performance of a play, no matter how good or bad, no matter how
small or large, no matter the size of its audience, could be archived—this is
the logic of digital archives.
Noah Wardrip-Fruin summarizes Ted Nelson’s and others’ “dream of
hypermedia” and the dream of digital archiving to which it gave rise. The
dream, which I also cited in chapter 1, is:
That in a not-so-distant future, we read and write (view and draw, hear and compose) most everything from and to a world-spanning computer network. That everyone have the ability to produce their own documents, and connect them with any
other public documents. That the author may constantly create new versions of her
or his own document, and individuals may create their own versions of any public
document and that public connections made between one version of one document
and another version of another will usually automatically place themselves in all
the extant versions. That historical backtrack and degradation-proof storage allows
us to visit any version, any moment in the network’s history. To have the ultimate
archive, and yet have each element of the archive constantly in process. Dynamism
without loss. Impermanence enfolded within permanence. (Wardrip-Fruin 2000)
Ernst describes the dream of digital archiving thus: “The object-oriented
archive … takes shape cumulatively, entailing a shift from read-only
paradigms to a generative, participative form of archival reading. Sourceoriented stock and classical file-oriented archive practices yield to the useoriented (‘to be completed’) ‘dynarchive’” (Ernst 2013, 81–82).
The hypothetical digital archive described by Wardrip-Fruin and Ernst is
full of user contributions. The dynarchive constantly transforms and grows
as it attracts and locks down new releases, and keeps a record of the links
between entries, hosting entire families of entries and not just “final” versions (if there are such things). This dream of “impermanence enfolded
within permanence,” of repertoires stored within archives, has been realized to the extent that there exist archives and archivists whose mission
it is to preserve the blooms that emit from kernels. Although there is no
“dynamism without loss,” and we must have serious questions and doubts
regarding the “permanence” of any digital archive, the present moment is
one in which archontic production takes place on a vast scale, and not all
of it is lost.
Break 7
Break
Licensing
Licensing and Licentiousness
and
7
Licentiousness
E. Gabriella Coleman writes that free software hackers have defended their
right to exercise “productive freedom” in large part by constructing certain “legal devices” (2012, 3), that is, licenses. Licenses play a large part
in the free software and free culture movements, which arose in opposition to far-reaching legal moves made by large copyright-holding organizations, beginning with the Copyright Act of 1976. Christopher Kelty states
that this Copyright Act was “largely organized around new technologies
like photocopier machines, home audiotaping, and the new videocassette
recorders” (2008, 202). Over the next two decades, the new media developed into a robust infrastructure for a digital culture marked by, as Coleman writes, “information access, open content, and collaboration” (83),
which rendered “major corporate copyright owners … aghast at the promiscuous file sharing enabled by a broadband connection, a home desktop
computer, and peer-to-peer systems” (Coleman 2012, 84). The copyright
industries lobbied extensively for the US Congress to radically expand the
reach of copyright law, and their efforts resulted in the passing of the Copyright Term Extension Act (CTEA) and Digital Millennium Copyright Act
(DMCA) in 1998, which put severe restrictions on digital activities such as
software hacking and cultural remixing, and sharply contracted the public
domain. The free software and free culture communities responded by creating their own legal mechanisms, intended to protect reusers from being
labeled “rogues, thieves, and pirates,” in Kavita Philip’s (2005) phrasing.
These legal mechanisms were new licenses, including the GNU General
Public License (GPL), the GNU Free Documentation License, Creative Commons licenses, and the Open Content License, which digital content creators—what Philip calls “technological authors” in “amateur, educational,
and entrepreneurial contexts” (2005, 203)—can employ to protect themselves and future reusers from prosecution for copyright infringement.
Kelty argues that these licenses offer hackers and remixers “a back-door
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approach” to the CTEA and DMCA: “if the [new copyright] laws could not
be changed, then people should be given the tools they needed to work
around those laws” (2008, 260).
Licensing does not carry the same import in media fan communities
that it does in free software communities and in many groups that explicitly operate in accord with Creative Commons principles. This is not to
say that fans are unaware of, or unconcerned with, legal threats. Fans, like
all categories of remixers, have received legal threats in the form of ceaseand-desist letters (three people interviewed by my research team said they
have dealt with legal notices claiming that fan fiction is a form of copyright
infringement), and the Organization of Transformative Works (OTW) has a
Legal Advocacy division designed to “be proactive in protecting and defending fanworks from commercial exploitation and legal challenge,” which
has (among other legal actions) successfully petitioned the US Copyright
Office to approve exemptions to the DMCA that allow fans to legally make
noncommercial, transformative videos. However, licensing does not take
center stage in fans’ debates and discussions around legal defense, probably
because fans perceive themselves to always and only occupy the position of
content users, and only content creators may append licenses such as the
GPL or Creative Commons licenses to their productions.
Another way to interpret the situation of fans vis-à-vis licensing is that
fans simply act “as if” official content creators license fans to make derivative works. In other words, fans have always behaved as though they already
possess licenses to transform copyrighted texts for noncommercial uses.
They have never waited for copyright holders to modify their legal rights
through Creative Commons licenses. Fans have operated under a shared
assumption that, so long as they do not sell their fannish productions for
profit, they are not infringing on copyright—which amounts to an assumption that the culture industries’ distribute their products under a Creative
Commons Attribution-NonCommercial 4.0 International License, even
though Hollywood studios and major publishing houses and record labels
and game companies will likely never make use of this license. Fans do not
think much about licensing, in other words, because they take license with
copyrighted works, rather than founding new forms of legal protection.
That licensing is so foregrounded by free software and by some free culture communities, but does not carry the same significance in media fandom, illustrates that what Kelty calls “norms” of use precede legal devices
such as licenses. Kelty writes, “For Creative Commons, norms are a prelegal and pretchnical substrate upon which the licenses they create operate.
Norms must exist for the strategy employed in the licenses to make sense”
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(2008, 293). Because licenses do not bring norms into being, but only serve
to codify norms that are already in play, media fans could establish their
norms of noncommercial, transformative uses of copyrighted works wholly
apart from the licensing innovations of Stallman and Creative Commons.
Fans’ tradition of behaving as if they are licensed to produce archontic works—their taking license with copyrighted media—marks them as
rogues, according to Derrida’s definition. As I discussed in the introduction, Jacques Derrida (2005) associates roguishness with democracy, and
traces a convergence between the democrat’s liberty and the roué’s license.
Derrida writes, “We must never forget that [Plato’s] portrait of the democrat
associates freedom or liberty (eleutheria) with license (exousia), which is also
whim, free will, freedom of choice, leisure to follow one’s desires, ease, facility, the faculty or power to do as one pleases” (2005, 22). Because “freedom
is essentially the faculty or power to do as one pleases, to decide, to choose”
(22), a question emerges about how a democracy can hope to service all
the free people who make up its constituency. But the taking of liberties,
the taking-license, the insistence on freedom that characterizes the rogue
also, to some extent, enables the rogue’s ability to thrive in democracy, for,
states Derrida, “democracy contains all the different kinds of constitutions,
of regimes or states. If one wants to found a state, all one has to do is go to a
democracy to pick out the paradigm of one’s choice. As in a market, there is
no shortage of paradeigmata” (2005, 26). Democracy is not one kind of configuration or association or “constitution,” it is a framework that offers the
choice of many types of organization. Thus different segments of US society
try to bring about different legal systems within that democracy, trying to
“pick out” the legal paradigm that best suits their needs: the culture industries strive for heavy copyright protection; the free software movement and
Creative Commons attempt to “defend the electronic commons against
corporate privatization” by writing new licenses (Philip 2005, 207); and
fans aim at a third paradigm, one in which they “do as they please” without
seeking advance permission.
This is an important way in which free software and fandom do not coincide: fandom is more licentious than the license-based activity of free software development. Fans are even more likely than free software hackers to
show a “subversive disrespect for principles, norms, and good manners, for
the rules and laws that govern the circle of decent, self-respecting people,
of respectable, right-thinking society” (Derrida 2005, 20)—to be “promiscuous” (Coleman 2012, 84) in the connections they make between media
texts and digital networks, to hook up random elements of mass culture
with their own imaginations and with unknown Internet users, to share
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liberally and connect somewhat indiscriminately—to be “rogues, thieves,
and pirates” (Philip 2005). Rather than “distinguishing illegal sharing from
good, creative sharing,” seeking to make itself safe by distancing itself from
piracy or other copyright-defiant practices as the Creative Commons and
other licensing bodies do (Philip 2005, 207), media fandom on the whole
does not dwell on the need to create new legal devices for its own protection (a specific body of fan volunteers within the OTW does pay a great deal
of attention to legal matters and legal questions regarding fan production,
and they do so precisely because so much of fandom does not think overmuch on these matters). Most fans, acting within the norms formed over
time by their communities, simply act on their “whim, free will, freedom of
choice, leisure to follow one’s desires.”
Kelty writes that conflicts between disciplines that have differing views
of reuse and transformation
can be governed either by the legal specification of rights contained in … licenses …
or by the customary means of collaboration enabled, perhaps enhanced, by software
tools. The former is the domain of the state, the legal profession, and a moral and
technical order that, for lack of a better word, might be called modernity. The latter,
however, is the domain of the cultural, the informal, the practical, the interpersonal; it is the domain of ethics (prior to its modernization, perhaps) and of tradition.
(2008, 291)
Fandom operates in the latter realm, adhering to its tradition, its ethic, its
informal and practical history of licentiousness.
The roguish behavior that fans exhibit with regards to copyright; their
unrestrained fooling around with culture; their assertion of what Derrida
calls “the ‘I can’ … ‘it is possible for me’ … ‘I am free to’ … ‘I can decide’”
(2005, 23) with respect to products that are marketed to them as fixed and
final; their seizure of commodity culture as a kind of inheritance, which
prompts and fuels their leisure and pleasure; their treatment of mass media
as a legacy that is not willed to them by its owners, but of which they nevertheless feel entitled to take possession, like presumptuous bastards; their
enthusiastic generation of “bastard” derivatives of officially issued, legally
owned texts; their positioning themselves as the heirs and successors to
the paid professionals of the culture industries despite their lack of legal
claim; their frequently performing, in the femaleness and queerness of their
productions (their frequent and explicit focus on affect, romance, and sex,
often exceeding the boundaries of narrative normativity and heteronormativity), what Derrida calls the “sexual connotations” of roguishness, the
“playful and the lustful, the shameless, lewd, and dissolute, the licentious
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and libertine” aspects that always inhere in the idea of the rogue (2005,
22); their enthusiastically turning away from the neoliberal requirement of
nonstop work in order to embrace “worklessness, the interruption of labor,”
which Derrida points out is the “original meaning of debauchery” (20), even
as they work, hard, at growing and sustaining their derided tradition (the
activities of the rogue look like nothing more than frivolous pastimes from
the outside, but the rogue knows how much effort is required to be so much
at ease): all of these licentious attitudes and acts of fandom make Internet
fan communities and archives not utopic but heterotopic, not nonplaces
but (in Michel Foucault’s [1986] wording) “other spaces,” whose alternate
cultural logics and practices may ally with license-based movements such
as free software and the Creative Commons, but which always exist before,
and to a great extent apart from, matters of law.
If, as Derrida argues, the idea of democracy is inherently multiple, in
that many democracies are possible (“democracy contains all the different
kinds of constitutions, of regimes or states” [2005, 26]), then fan archives
and communities call for a different notion of democracy than either copyright owners or copyleft activists. The democracy desired by fan sites would
be one that would tolerate, or even invite, what Lawrence Liang (2005),
citing the Raqs Media Collective, calls “seepage,” that is, the transmutation
of what appears to be a stable, long-standing structure—such as a structure
of law (for instance, copyright) or a structure of culture (for instance, the
state-founded archive)—initiated by elements that penetrate them unexpectedly, “that ooze through the pores of the outer surfaces into available
pores within the structure, and result in a weakening of the structure itself
…—and this produces an anxiety about the strength and durability of the
structure” (Liang 2005, 14). For Raqs and Liang, digital networks are rife
with seepage, as these networks facilitate, for “most people,” a “lived experience of day-to-day negotiations with power that renders vacuous any neat
binary of legal/illegal” (Liang 2005, 15), negotiations that take the shape of
“citizens creating their own avenues of participation in the multiple worlds
of media, modernity and globalization [which] demands that we ask fundamentally different questions of the relationship between law, legality, property (tangible and intangible) and that which we call the public domain”
(Liang 2005, 16).
Fan archives, and all rogue archives, take many licenses with received
culture, and archivists, archive users, and archive contributors perceive
their licentiousness to be proper to the affordances of networks, the exigencies of Internet communication, and the social and cultural needs of
humans. They have not sought out permission, nor have they felt much
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need to write new licenses for themselves (though again, they may work in
sympathy and allegiance with those who do). Rather, they have assumed
“the license to play with various possibilities,” as Derrida (2005) puts it,
which “presupposes … a freedom of play, an opening of indetermination
and indecidability in the very concept of democracy, in the interpretation of
the democratic” (25). Derrida finds this notion of democracy as a concept
in play in Plato’s Republic, in which Plato compares democracy to a “multiand brightly colored garment,” as it contains so much diversity (“all sorts of
people, a greater variety than anywhere else” [Derrida 2005, 26]), an image
which calls up “a ‘milieu’ of sexual difference where roués and voyous roam
about” and which also evokes the “curiosity of women and children,” who
love “multicolored beauty,” like “the fanning [la roue] of a peacock” (Derrida
2005, 26). Derrida states that Plato’s noting of the interest of women and
children in the “multicolored” weave of democracy is “politically significant,” for in this metaphor Plato weaves into his definition of democracy
those whom some other forms of government disenfranchise, foregrounding democracy’s potential for “freedom and multicoloredness” but also
acknowledging that, if democracy truly is characterized by such diversity,
then it must itself be open to transformation, and have “a changing, variable, whimsical character, complicated, sometimes obscure, ambiguous”
(Derrida 2005, 26).
Let us remember that a great many of the people who take license with
copyrighted cultural products are women and children. As media fans,
women and children and queer-identifying people and people of color and
people in the Global South and others who have not always been guaranteed enfranchisement, politically or culturally, feel drawn to take liberties,
to see what they can do with what they are given. Reading their actions
through Derrida, we might say that their attraction to realizing the potential for multicoloredness and variability in common cultural texts is linked
to a “curiosity” about the potential woven into the very concept of democracy for changeability, transformability, recombination.
Rogues of digital culture do not “resist” culture or law. They seep into,
disfigure, overtake, and reform (in “whimsical,” “sometimes ambiguous”
ways) structures of culture and of law. They do not anticipate how they
might someday fit into “our neat categories of the liberal public sphere”
(Liang 2005, 16); that is, they do not hope to see their works incorporated
into official texts, they do not wait for authorization of their modes of
practice by official laws, and they do not desire their archives to merge
into official archives. Instead, they take liberties with the very concept of
democracy, and take steps toward a “democracy to come” (Derrida 2005,
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25), which would be a system that recognizes and sustains the “freedom of
play,” “indetermination,” “indecidability,” “diversity,” “multicoloredness,”
“intrinsic plasticity,” and “the curiosity of women and children” (Derrida
2005, 25–26), that stand at the core of the idea of democracy. A democracy
aligned with digital culture, in other words, will remember its roots (in
Plato, as read by Derrida), and will honor the memory play—the mutability
of objets trouvés and the preservations of those mutations—beloved by its
rogue constituents.
Conclusion Fan Data: A Digital Humanities Approach to
Internet Archives
C
Fan
o
n
c
l
u
s
i
o
n
Data
Visualizing Vastness
This concluding chapter seeks to answer a question that readers of this
book may have been asking from the very first pages: How big are “rogue”
digital archives?
Here I will present data visualizations that illustrate the size and scale
of Internet fan fiction archives, which make up a major sphere of activity
within the larger trend of amateur digital archiving. I will present original
quantitative research that establishes the volume and rate of fan fiction
production that transpired on several key fan fiction archives over time. For
all the archives that we analyzed, my research team counted the number of
stories, and some archives allowed us to discern other metrics as well (such
as the number of authors, hits [reads], and reviews).
To “count” all online rogue (amateur/hacker/fan/pirate/volunteer)
archives would be impossible: I could never discover, let alone quantitatively analyze, every single amateur/fan/hacker/pirate/volunteer archive
that exists on the Internet. Even to count all fan works archives is not an
achievable goal: there are more fandoms than anyone can practically name,
and more genres of fan production (commentaries, stories, art, and edited
“vids” are only some of the most prominent ones; what about fanmixes and
GIF sets, wallpapers and icons, in-character Twitter feeds and recorded reenactments of entire films?), posted on more sites, than I will ever even know
about. Even an attempt to count all fan fiction archives would be futile, as
fan writers store their works in an incredibly diverse range of repositories,
including private, password-protected or “friends-locked” blogs and torrent
trackers. Therefore, I set out to count just a handful of fan fiction archives,
selecting some of the largest, best-known, and most important archives
according to volume (it was easy to tell at the outset which archives contained the most content) and according to reputation (as derived from our
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oral history interviews with fifty fans, many of whom named these archives
as central to their fannish experiences).
What I want this conclusion to communicate above all is the quantitative significance of the world of Internet fan fiction. The size of fan fiction
archives hints at the vastness of the universe of amateur archives, of which
fan fiction archives make up but one subcategory. When we consider the
largeness of these archives, we must also speculate about the enormous
number of labor-hours that self-appointed archivists have dedicated to constructing and operating these sites. Even automated archives (i.e., archives
that enable users to upload their own content, without intervention from
an archivist) require a great deal of back-end maintenance and user support. I have made the case for greater recognition of the invisible work of
rogue archivists; hopefully, that work will come into clearer focus for the
reader via the data visualizations included below.
The Dream of Measuring Fandom
It has long been a dream of media studies scholars to quantify fan activity. John Fiske, whose groundbreaking publications on “active audiences”
in the 1980s and the first half of the 1990s laid the foundation for the
rise of fan studies in the 1990s and 2000s, “struggled across his writings to find some evidence which might convince his critics that popular struggles over meaning were widespread and impactful,” according to
Henry Jenkins (2011c, xxix), who studied under Fiske at the University of
Wisconsin-Madison. In Understanding Popular Culture, Fiske ([1989] 2011)
expresses dismay that “the products of this tactical consumption”—such as
fan appropriations—“are difficult to study—they have no place, only the
space of their moments of being, they are scattered, dispersed through our
televised, urbanized, bureaucratized experience” (35; also cited in Jenkins
2011c, xxix). Because fan cultures were “operating in the shadows of mass
culture” in the 1980s, Jenkins states, it was easy for Fiske’s detractors to
“dismiss such textual poachers as figments of our [fan scholars’] overactive
imaginations” (Jenkins 2011c, xxix–xxx).
But wholesale dismissals of fan studies are less likely today, Jenkins
writes, as “you can find fans all out in full force on the web. The Internet
has made visible the invisible work of media audiences and the rise of social
networking sites has also helped us to map the ways that such expression is
collective rather than purely personal” (2011c, xxx). And now that we can
see fan productions online—now that they are archived in digital cultural
memory institutions made and maintained by fans—we can finally count
Fan Data
317
them. In counting the numbers of participants and productions that make
up online fan archives, I hope to deliver evidence that audience appropriations of mass cultural texts are “widespread and impactful,” and “collective
rather than purely personal”—to show, in other words, that audiences of
mass media are not merely “cultural dopes,” as Stuart Hall (1998) would
say, but often engage in their own meaning-making practices and use commercial media as the bases for their own creative productions.
The Fan Data Project
With generous grants from the Hellman Fellows Fund, UC Berkeley’s Committee on Research, and URAP (Undergraduate Research Apprentice Program), I developed and managed a project called “Fan Data.” Our mission
was to develop “data scrapers,” or customize scrapers that had been developed for other purposes, that would allow us to count the numbers of stories
and, in some cases, authors and reviews, of a variety of fan fiction archives.
Data scrapers are computer programs that can analyze online information
sets (such as databases) and extract and summarize key data about those
information sets, such as how many users generated how many posts on a
given day or in a given month. Scrapers can perform these “counting” tasks
far more quickly and accurately than a person, or a team of people, can,
given the vastness of the information sets that one finds on the Internet.
(For example, a group of people would take days to count all of the posts
made to a popular social media hashtag over the course of one month,
but a data scraper could perform the task in hours.) Data scrapers are a
type of tool that digital humanities scholars can use to accurately assess the
numerical dimensions of the online communities that they wish to study,
in terms of the population of those sites’ participants and the volume of
content they circulate in their shared space.
Fan Data launched in summer 2012 and concluded in summer 2014. The
Fan Data team members in addition to myself, in alphabetical order, were
(all are at UC Berkeley unless otherwise noted): Lisa Cronin, Anthropology
major; Vera Cuntz-Leng, a visiting postdoctoral student who received her
PhD in film studies from the Department of Media Studies, Eberhard Karls
University of Tübingen in Germany; Professor Laurent El Ghaoui, electrical
engineering and computer science (EECS); Andrew Godbehere, PhD candidate in EECS; Andrea Horbinski, PhD candidate in history; Zhiling Huang,
double major in applied mathematics and EECS; Adam Hutz, PhD candidate in rhetoric; Renée Pastel, PhD candidate in film and media; Vu Pham,
PhD candidate in EECS; and Kelsey Wong, double major in English and
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molecular cell biology. Crucial contributions were made by Molly Aplet,
and also by Christof Leng at the International Computer Science Institute
(ICSI), Berkeley. Undergraduates who contributed to the project as data collectors were Sean Huynh, Harry Heng, and Amelia Olson.
In my discussion of fan archives, I will first lay out two sets of case studies. The first set of archives I will examine pertain to one of the most prominent and productive online fandoms of the 1990s, the fandom centering
on the sci-fi television series The X-Files (broadcast 1993–2002). The second
set of archives I will analyze is one of fan fiction based on the Harry Potter
novels by J. K. Rowling (published 1997–2007) and films (released 2001–
2011). The Harry Potter fandom was one of the definitive Internet fandoms
of the first decade of the 2000s. I am treating The X-Files and Harry Potter
as representative fandoms of their respective decades, the 1990s and 2000s,
and am choosing to delve deeply into these two sets of fan fiction archives,
rather than attempting to mention all of the fandoms that have produced
fan fiction in various archives over the last twenty years, which, as I have
stated, would be impossible.
After examining The X-Files and Harry Potter fan data in detail, I will present the data extracted from the two major multifandom fan fiction archives
operating today: Fanfiction.net (also called FF.net, founded in 1998), which
is the largest archive, and the Archive of Our Own (also called AO3, opened
to the public in 2009), which is the fastest-growing archive. Analyses of
production and reception on these two massive archives will hopefully give
the reader an idea of the scale of fan fiction as a contemporary cultural
phenomenon.
The X-Files: ATXC and Gossamer
The first scraper built by Fan Data consisted of a two-step process, led by
Horbinski. Horbinski managed a group of undergraduate students who
culled HTML pages from fan sites, and then Horbinski asked Aplet to write
a Python script that would extract the metadata from the HTML pages and
generate an Excel file containing this metadata. Within Excel, Horbinski
then produced graphs from the metadata. While the Horbinski team analyzed a number of fan sites, here I will include only one of their visualizations, which shows the number of posts made over time to ATXC (alt.x-files.
tv.creative), the most popular Usenet newsgroup dedicated to fan fiction
based on The X-Files. ATXC opened in 1994 and was highly active through
the mid-2000s. In 2001, Google Groups acquired Deja News, which had
been archiving Usenet newsgroups since 1995. The first Fan Data scraper
Fan Data
Topics on alt.tv.x-files.creative
165
133
122
108
106
76
Topics
Figure 8.1
ATXC (alt.tv.x-files.creative, Usenet newsgroup for fan fiction based on The X-Files):
Posts (topics) per day, 1994–2013.
thus scraped ATXC as it was archived in Google Groups in May 2013, which
was fortunate timing, as in June 2013, a new version of Google Groups
was released that made it very difficult, if not impossible, to access all
but the most recent posts to ATXC. Since we were interested in the period
of ATXC’s history with the highest frequency of postings, only the data
from 1994 through 2005 interested us. The Horbinski team was able to
access that data before the Google Groups redesign, and it is visualized in
figure 8.1.
The graph in figure 8.1 shows the number of posts made daily to the
ATXC newsgroup from May 1994 (the date of the earliest posts archived
on Google Groups) through May 2013 (the time of our scrape). Although
not all of the posts (labeled “Topics” in the graph itself) were fan fiction
stories, we can assume that many of them were either fan fiction stories
or comments and reviews pertaining to X-Files fan fiction in general, or to
individual stories. An additional bit of “noise” in the numbers represented
in the graph is that long fics were customarily divided into several parts, so
that multiple posts sometimes represent one story. Also, one can see that
in the importation of Usenet newsgroups into Google Groups, some posts
were lost; for example, a significant chunk of posts from 1995 to 1996 is
missing (where the daily post count drops to zero for an extended period).
Missing data aside, we can observe that from ATXC’s launch in 1994 to
early 1997, the number of daily posts to the newsgroup increased steadily.
An early peak in the number of daily posts, reached in the fall of 1994,
was 21; in May of 1995, a new peak of 54 was achieved, and in fall 1996,
5/5/13
5/5/12
5/5/11
5/5/10
5/5/09
5/5/08
5/5/07
53
5/5/06
5/5/05
5/5/04
5/5/03
5/5/02
5/5/01
5/5/00
5/5/99
5/5/98
5/5/96
60
5/5/95
5/5/94
180
160
140
120
100
80
60
40
21
20
0
319
320
Conclusion
that was topped with a daily post count of 76. Then, sometime in the late
fall/early winter of 1996, the daily post count increased by 75 percent, to
133. The highest number of daily posts on ATXC, 165, was achieved in the
first few months of 1997. However, the daily post count still occasionally
climbed above 100 from 1997 through late 2003. If we look at the numerical range that contains the bulk of the postings (the parts of the graph that
are thickest)—the moving average of posts per day—we can see that the
moving average climbed from about 30 in early 1996 to about 50 in spring
1997, not at the same time that the highest peak of 165 was reached but
just after it, then fell to approximately 20 in late summer or early fall 1997,
and then climbed steadily again until it reached approximately 50 in May
1999. From May 1999 onward, both the peaks and moving averages of daily
posts fell off, with a short and sharp spike of the peak back up to above 100
(106) in late 2003.
We could propose a number of hypotheses to explain these numbers. For
example, the peak in early 1997 was likely tied to the fact that The X-Files
was then in the middle of its fourth season, which was one of its most critically acclaimed (lead actress Gillian Anderson won an Emmy, and the show
won the Golden Globe for Best Drama, for that season), and was also the
season when the series jumped from 55th to 11th place in the Nielsen ratings (Entertainment Weekly 1998). We might also hypothesize that many
of the peaks in daily posts correlated with ratings sweeps months (November, February, and May), when television programs usually air their most
exciting episodes.
However, my primary interest in sharing these numbers with readers
is to offer some idea of the amount of activity that transpired on a highly
popular online fan fiction community in the 1990s. The ’90s were the first
decade that fan fiction circulated online, and ATXC was among the first
online communities founded for the distribution of fic in a fandom that
did not previously have print-based mechanisms for publishing fic (in
other words, while there were Usenet groups for fanfic pertaining to 1960sera sci-fi television series such as Star Trek and Doctor Who, and some of
these Usenet fic groups opened earlier than ATXC, Star Trek and Doctor Who
fic both had significant zine traditions that preceded Internet fic publishing, whereas fanfic for The X-Files fic was “born digital,” and thus ATXC was
one of the earliest Internet fan fiction communities that was not a translation of, or “next step” for, an offline print-based fic community). Thus, I
consider ATXC to be an exemplary 1990s Internet fanfic group. ATXC was
built to be a discussion group, and as such, it was not quite an archive (stories posted on ATXC were more securely archived on other sites, the largest
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321
of which I will discuss below), and it was certainly not the only site that
distributed X-Files fic, but I think most X-Files fans would acknowledge that
ATXC was a major site of fic distribution and discussion in the fandom, and
most media fans who were active in the 1990s would acknowledge that The
X-Files was one of the largest fandoms online in that decade.
Therefore, from figure 8.1, we can understand the amount of activity
that was typical for a thriving online fan community in the 1990s: between
30 and 50 daily posts on average, with the newsgroup collectively producing over 100 posts on its liveliest days. When one considers that the average number of (non-spam) business emails received per day per person in
2011 was 58 (Radicati 2011, 3), and that many people feel overwhelmed by
the “information overload” conveyed by this number of messages (Bilton
2012), it is interesting that from 1998 through 2000, readers of ATXC had
nearly this many X-Files-related posts per day to read on an average day,
and sometimes had twice or even three times this number to get through.
Of course, fandom-related postings are typically more pleasurable, and
therefore easier, to consume than work-related emails. But if 58 business
emails per day per person constitutes a glut of information in the early
2010s, then 30 to 50 X-Files fan posts per day on ATXC in the late 1990s
surely constituted a tidal wave of online entertainment.
The ATXC daily post figures offer us some insight into what the everyday
experience of participating in The X-Files online fandom might have been
like. Let us now look at the cumulative story output of this fandom over
time.
In the summer of 2013, Professor El Ghaoui and his doctoral student
Godbehere joined the Fan Data project. Godbehere had earlier developed a
tool for the purpose of extracting data from various social media sites, and
at my behest, he refined his scraper so that it could extract data from online
fan fiction database archives. Figure 8.2 is Godbehere’s visualization of his
“master scrape” of the largest X-Files fan fiction archive, called the Gossamer Project, which is widely known among fans simply as “Gossamer.”
Most of the fan fiction posted to ATXC was archived in Gossamer, and
Gossamer also archived stories posted to other X-Files electronic mailing
lists and online communities. Gossamer is an opt-in archive (authors must
give Gossamer explicit permission for every story they write to be added to
the archive), so not every author who posted stories online allowed their
stories to be saved in Gossamer; also, since 2007, 878 stories have been
removed by author request.1 Therefore, Gossamer cannot be said to contain every fan fiction story ever written for The X-Files narrative universe.
But the fans that we interviewed who were active on Usenet and other
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Conclusion
X-Files Gossamer: cumulative distinct authors and works over time
35,000
Max stories:
34,246
Number of stories
Unique authors
30,000
20,000
15,000
10,000
Max authors:
6,558
2012
2011
2009
2010
2008
2007
2006
2005
2004
2002
2003
2001
1999
2000
1997
1998
0
1996
5,000
1995
Count
25,000
Date
Figure 8.2
Gossamer: Cumulative X-Files fan fiction stories and authors, 1995–2013.
online spaces in the 1990s shared the opinion that Gossamer is as complete
a single-fandom archive as was ever built. To my knowledge, Gossamer
is the most comprehensive database archive built for fanfic based on one
source text.
Figure 8.2 shows that between 1995 (Gossamer’s opening) and 2013,
34,246 fan stories were archived, written by 6,558 unique authors, for an
average production rate of 5.2 stories per author. This means that if an
X-Files fan found the Gossamer archive today and set out to read one fan
fiction on Gossamer every day, he or she would require about 94 years to
work through the entire archive.
At the same time, 6,558 fan authors seems minuscule in comparison
to the number of people who watched The X-Files: at its peak, during its
fourth and fifth seasons (1996–97 and 1997–98, respectively), the show
averaged over 19 million viewers per episode (Kavka n.d.). This means that
only approximately 0.03 percent of the show’s maximum number of viewers made the transition from audience to author. This can perhaps be taken
as an indication of the effort that fiction writing requires—not everyone
who watches or likes a source text will take the trouble to write stories
about it. Also, the small number of fan authors relative to the number of
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323
viewers may underscore the “boutique” nature of fan fiction as a genre of
writing and as a mode of entertainment—most people who enjoy consuming mass media do not want to write fanfic about that media, or perhaps do
not know what fanfic is and for this reason, do not opt to participate in fic
writing communities and archives. One question I will raise as we explore
data from later time periods is whether we can detect a change in the overall awareness of fan fiction as a phenomenon over time, as measured by
the number of people contributing stories to fic archives or the number of
people using fic archives.
At the same time, based on the stories-per-author number of 5.2, it
seems there is a “stickiness” to the practice of fan fiction writing: once a
fan begins to write fiction, she keeps on doing it. So, while many fans never
undertake the writing of fan fiction, or at least, never share their stories
online, fans who do engage in this form of production appear to enjoy it
enough that many or most of them produce multiple works. Few fans, we
can surmise, write and post fan fiction only once. Learning to write and
post fan fiction, then, might be regarded as a kind of skill acquisition—the
acquisition of “media literacies,” as I discussed in chapter 7—that media
audiences learn: once they know how to create and share stories online in
response to a media text they consume, they continue to respond to the
text in this way. They turn definitively from consumers-only (who might
limit their creative transformations of source texts to their private imaginations) into consumer-producers (who exteriorize these transformations in
the form of fan fiction).
As for the number of stories produced by X-Files fans and stored in the
Gossamer archive, however, we must acknowledge that fan authors have
greatly augmented the total story universe, or what I call the meta-archive,
of The X-Files.
Figure 8.3 is an infographic designed by Hutz based on Godbehere’s master scrape of Gossamer. Between 1993 and 2008, 204 official installments
of X-Files narrative were produced and distributed: 202 television episodes
and two films (I am not including the three official X-Files video games
in this count, nor ancillary material such as home media bonus features/
extras). As stated earlier, between 1995 and 2013, 34,256 X-Files fan stories
were archived in Gossamer. While 204 installments is not an insignificant
number—at nine full seasons and two feature films, The X-Files is one of
the most robust television-based media franchises ever made—this figure is
dwarfed by the number of fan fiction stories written for the franchise.
What figure 8.3 illustrates is that, in the age of Internet fandom, when
fan fiction is counted as part of an individual storyverse or meta-archive
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Conclusion
Figure 8.3
X-Files fan fiction stories (total stories on Gossamer), 1995–2013, versus official
X-Files installments (total TV episodes + films), 1993–2008.
(the total archive of narratives told about a given a source text), the quantity of fan-authored stories will constitute most of the meta-archive, just in
terms of the sheer number of stories told. Because there are far more fans
than official producers telling and distributing stories at lower costs, the
sum total of fan-made narratives will always swamp the sum total of official narratives in any given meta-archive. While the official installments
heavily influence the fan-authored stories, as they comprise the “canon”
of a meta-archive, an individual fan fiction reader interested in the X-Files
meta-archive can read up to 168 fan stories for every official X-Files episode
or film she views. Even if a fan reader discounts most of those stories as
not suited to her personal tastes, or poorly written according to her subjective standards, it is readily conceivable that, of the total time that an
individual fan spends consuming narratives within a given meta-archive
such as The X-Files, she spends a greater percentage of that time reading fan
Fan Data
325
texts rather than viewing official texts. In other words, fan stories can easily
dominate the experiences that fan readers have of a meta-archive in terms
of time spent on media consumption and quantity of media consumed,
even though the canonical source texts may be often (though not always)
more heavily “weighted” by the fan in terms of importance.
I have suggested that we can think of each source text as an archive
that expands each time a reader/viewer/listener/player of the source text
elaborates on the source, revises it, interprets it, or adapts it; this is my
theory of archontic production. Each new version of the source is added to
this conceptual meta-archive, enlarging it. Every meta-archive is infinitely
expandable, as all new readers/viewers/listeners/players of a source text can
add their own reworkings, retellings, and extensions to the archive, even
if their archontic productions take place only in their imaginations. I also
suggested that Internet fan fiction archives are the nearest we can come
to concrete, perceptible instantiations of these meta-archives. Gossamer, as
the most comprehensive database of X-Files fan fiction in existence, containing most of the written fanfic produced for this source text from 1995
to the present, is an excellent example of an online fic archive serving as a
concretization of the conceptual meta-archive that grows and grows each
time an audience member engages with the source text imaginatively.
Of course, Gossamer cannot archive all of the X-Files stories that have
ever been dreamed up by X-Files fans; it houses only the stories that have
been written out as fictional narratives and posted online. But figure 8.3
helps us to visualize that every meta-archive contains mostly nonofficial
narratives. The vast majority of the stories told about a given source text
are not told by the source text’s authors/makers, but by its receivers/users.
This is true whether or not a source text has a large online fic archive that
can be examined, but visualizing the data of a central online fic archive
such as Gossamer allows us to clearly see that every meta-archive contains
a much greater number of “reader response” versions than official/source
productions.
Harry Potter: LiveJournal and Fanfiction.net
If The X-Files fan community was a representative Internet fandom of the
1990s—meaning, a fandom that is often associated with the ’90s because
it began in that decade, was heavily populated, and was highly visible to
online fans (whether or not they were “in” the fandom) at that time—then
the most representative Internet fandom of the 2000s is surely the Harry
Potter fan community. Just as The X-Files series was one of the highest-rated
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Conclusion
and most critically acclaimed sci-fi media texts of the 1990s, the Harry Potter novels and films were phenomenally popular fantasy texts of the 2000s
(although the first three novels appeared in print in the 1990s, the online
fandom around Harry Potter grew substantially with the premiere of the
first film in 2001, and continued to swell throughout the 2000s). Both The
X-Files and Harry Potter fandoms have generated copious amounts of fan
fiction, particularly in their respective decades.
In the summer of 2013, Cuntz-Leng joined the Fan Data team and
spearheaded the development of another Fan Data tool, one specifically
designed to scrape LiveJournal (LJ). Harry Potter fan fiction was not concentrated in one specific single-fandom database archive, as X-Files fan fiction was in Gossamer. At the moment that Harry Potter fan fiction began
to appear online in significant quantities, much of it was posted to the
blogging platform LiveJournal, in communities or “comms” that were dedicated to specific Harry Potter fan fiction pairings. Thus, Cuntz-Leng selected
the five Harry Potter LiveJournal fanfic comms that contained the greatest number of posts and extracted data from each of them. Here is CuntzLeng’s description of the scrape:
The data collection of five popular Harry Potter fan fiction communities on LiveJournal was done using a Bash shell script that counts the number of postings in each
community in a given timeframe. It uses the LiveJournal web interface to enumerate
all entries and produces a comma-separated text file with the number of posts for
each day. The post-processing, including monthly aggregation, was performed with
Microsoft Excel.
The script counts all postings without distinguishing between actual fan fiction
postings and other messages, e.g., of organizational nature. As the LiveJournal users
can alter the post dates, the data collection only captures the shown dates, which
may or may not be the actual posting dates. Outliers that have obviously been set
to a date before the creation of the community have been removed in the postprocessing step.
The script only captures public postings. Postings that are only available for members of the probed communities are not included. This may bias the chronological
distribution in special cases where the community changed the privacy settings over
time. The data was collected on October 14 and October 15, 2013 and captures all
postings till September 30, 2013. Future collection of the same time frame may yield
different results, because postings can be added at an arbitrary date, be deleted, or
moved to a different date. (personal communication with the author)
The five LJ communities that, as of mid-October 2013 (when Cuntz-Leng
conducted the scrape), had the greatest number of public postings were
(from greatest number of posts to least): harrydraco (dedicated to stories
Fan Data
327
90
80
70
60
50
40
30
20
10
0
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
Figure 8.4
Five Harry Potter fan fiction communities on LiveJournal: Posts per day, 2003–2013.
about the characters Harry Potter and Draco Malfoy), remusxsirius (Remus
Lupin/Sirius Black stories), harry-draco (another comm for Harry/Draco stories), hp_fanfiction (a general comm for Harry Potter fics), and snape_potter
(Professor Severus Snape/Harry Potter stories).
Figure 8.4 shows the aggregate number of posts made daily to the five
LJ comms between 2003 and 2013. It is an analogue to figure 8.1, which
showed the number of posts made daily to the major X-Files community,
ATXC. Like ATXC, the posts on the LJ comms are not exclusively fan fiction
stories; members of LJ fan fiction communities often post links to interviews with members of casts and production staffs, icons and wallpapers,
reviews and commentary, and other types of material related to the fandom
(these materials often serve to inspire or inform the comm members’ fan
fiction production). However, fan fiction is a primary focus of these five LJ
comms, as it was on ATXC.
It is striking that ATXC achieved higher peak numbers of daily postings
in the 1990s than did the combination of five of the most productive Harry
Potter LJs in the 2000s. Before seeing the data, I hypothesized that the most
heavily trafficked Harry Potter LJ comms would beat ATXC for peak daily
activity. Internet fandom was very new in the 1990s, when ATXC was most
active, and I thought that fans in the 2000s would simply be more accustomed to participating in online comms and would therefore post more
328
Conclusion
content than 1990s online fans. However, the five LJ comms we analyzed
had peaks in aggregated daily post numbers ranging from the mid-teens to
the mid-40s during their most active years (2005 to 2008), not greater than
ATXC’s 30 to 50 average daily posts in that community’s years of peak participation. The LJs did see higher post numbers on some days, reaching the
mid-50s or low-60s, but ATXC’s highest-post days saw more than 100 messages circulated. On the Harry Potter LJ comms, the highest number of total
daily posts reached was 79 in late summer or early fall of 2005 (perhaps
driven by the publication of the sixth novel, Harry Potter and the Half-Blood
Prince, and anticipation surrounding the premiere of the fourth film, Harry
Potter and the Goblet of Fire, in November 2005). The moving average (the
thickest part of the daily activity graph) was between 25 and 35 posts per
day from 2005 through 2008, at which point it began to drop to around
20, then below, though the moving average spiked to around 30 in 2009,
perhaps coinciding with the release of the film version of Harry Potter and
the Half-Blood Prince that July.
That the daily average of the five combined Harry Potter LJs in the 2000s
does not match the daily average of postings to ATXC in the 1990s is likely
attributable to the shift from centralization to diffusion that took place in
online fandom around the turn of the twenty-first century. In the 1990s,
the first full decade of Internet fandom, Usenet newsgroups (such as ATXC),
mailing lists, and custom-built database archives like Gossamer were sites
for posting fan fiction for all characters and pairings in a fandom (so, Gossamer archives stories written about the show’s main characters, Mulder
and Scully, but it also archives every other pairing that X-Files fan authors
wrote about). At the start of the 2000s, as social media platforms multiplied, offering fans without deep technical skills the tools to launch their
own fan websites and communities, online fandom splintered. Many fan
fiction communities organized around specific pairings; sites where all of
the fan fiction written for a given source text could be found became rare.
Thus, when I look at the combination of the daily posts on the five Harry
Potter LJ comms in figure 8.4, I think that we would have had to combine
the daily posts from many more than five LJs—perhaps as many as the top
70 Harry Potter LJ fanfic comms—to get a true sense of the daily activity of
what we might call the “Harry Potter fan fiction community on LJ” in the
largest sense.
However, when Cuntz-Leng and I examined the total numbers of posts
for the top 70 Harry Potter LJ comms, there was a significant drop-off
between the fifth and sixth most voluminous comms (a difference of over
2,600 total postings), and we decided to limit the scrape to the top five
Fan Data
329
Harry Potter on FF.net: cumulative distinct authors and works over time
700,000
Number of stories
Unique authors
Max stories: 631,075
600,000
Count
500,000
400,000
300,000
Max authors: 217,292
200,000
2013
2012
2011
2010
2009
2008
2007
2006
2005
2004
2003
2002
2000
0
2001
100,000
Date
Figure 8.5
Fanfiction.net: Cumulative Harry Potter fan fiction stories and authors, 2001–2013.
comms. Perhaps we will execute a more comprehensive scrape at a later
date. In any case, the fact that the five most active public Harry Potter LJs
could not match the activity of ATXC is itself interesting, in that it shows
that no single Harry Potter LJ could even come close to the single most
popular fan fiction site for The X-Files—such was the difference between
centralized and comprehensive fan fiction sites of the 1990s and diffuse,
pairing-specific fan fiction sites of the 2000s.
However, when we examine the total number of Harry Potter stories
stored in the largest multifandom database archive, Fanfiction.net (FF.net),
we see a significant difference between this number and the number of
total X-Files fan fiction stories archived in Gossamer.
Figure 8.5 is a visualization of the data extracted from the Harry Potter
category of FF.net. The extraction was performed with Godbehere’s scraper,
and the visualization was rendered by Godbehere and Pham. In figure 8.5,
we see that the total number of Harry Potter stories housed in the FF.net
archive (631,075) is approximately 18 times the total number of X-Files
stories housed in the Gossamer archive. Also, the number of unique authors
330
Conclusion
who posted Harry Potter stories to FF.net (217,292) is 33 times the number of unique authors found on Gossamer. This shows that, while the top
five Harry Potter LiveJournal communities show less daily activity than the
X-Files ATXC community, the overall fiction production of the Harry Potter fandom was much greater than that of the X-Files fandom. Above, I
attributed the lower levels of daily activity on the Harry Potter LJ comms
to the fact that Harry Potter fan fiction activity was spread out over many
individual fic comms, most of which were devoted to particular pairings.
But figure 8.5 shows that when the fic production of Harry Potter fans is
aggregated, inclusive of all characters and pairings, that the preeminent
fandom of the 2000s generated more fan fiction than one of the preeminent fandoms of the 1990s. This is borne out by the fact that the four next
most productive fandoms on FF.net after Harry Potter each show more stories than the 34K stories housed in Gossamer: Twilight (214K), Lord of the
Rings (50.1K), Percy Jackson and the Olympians (46.1K), and Hunger Games
(34.8K) are all media franchises that, like Harry Potter, comprise novels and
big-budget Hollywood film series, and also like Harry Potter, all of the film
versions were released in the 2000s and 2010s.
Internet fan fiction production increased substantially from the 1990s to
the 2000s. This is perhaps the result of the media industries getting increasingly savvy about building successful multi-installment film franchises out
of bestselling novels, but it may also be the result of the fact that online
fandom has simply become a more popular pastime overall, as the Internet
has attracted more users and become a more common site of entertainment and recreation. The number of US households with Internet access
increased from 18 percent in 1997 (the first year that the Census Bureau
asked about Internet use, and the year when ATXC daily activity reached
its highest peak) to 50.4 percent in 2001 (when the first Harry Potter film
opened) to 74.8 percent in 2012 (Census Bureau 2014). As Internet use has
grown, so have Internet fan fiction archives; fandom is obviously a compelling activity, and fan fiction writing an engaging form of digital participation and production, for network users.
I stated that it would take an X-Files fan 94 years to read all of the stories
in the Gossamer archive, if she read one story per day. In comparison, it
would take a Harry Potter fan 1,729 years to get through all of the Harry Potter
stories on FF.net at a rate of one story per day. However, there is one metric
in which the 1990s X-Files fan fiction authors top the 2000s Harry Potter fan
fiction authors: the number of stories per author (5.2 stories/author on Gossamer versus 2.9 stories/author in the Harry Potter section of FF.net). I am
uncertain about what might have caused this gap in productivity,2 but one
Fan Data
331
possible explanation is that the X-Files in the 1990s may have been a more
“cult” fandom than Harry Potter in the 2000s, if we define “cult” by some
subjective notion of commitment or dedication—“cult” fans being more
“hard-core,” more deeply involved in their fan communities, than “casual”
fans. It may be that fan fiction was, at the start of online fandom, an activity that only hard-core fans engaged in, but that as the 2000s progressed,
fanfic writing became a form of online participation and, as I argued earlier,
a type of media literacy that grew common enough among Internet users
that casual fans practiced it alongside very dedicated cult fans.
However, with the average stories-per-author in the Harry Potter FF.net
archive being close to three, fan fiction writing appears only slightly less
the domain of “hard-core” fans in the 2000s than in the 1990s. Most fans
who wrote and posted Harry Potter revisions and extensions did so more
than once. Thus, “casual” may be the wrong descriptor for Harry Potter fan
fiction writers—their repeated acts of fiction production show that these
fans were quite immersed in their fandom, just perhaps not to the degree
that X-Files fan fiction authors were committed to theirs. This hypothesis
suggests that there is a spectrum of fan engagement, with not too great a
distance separating Harry Potter fan fiction writers from X-Files fan fiction
writers.
Harry Potter on FF.net: reviews over time
Max:
20,253,133
20,000,000
Count
15,000,000
10,000,000
Date
Figure 8.6
Fanfiction.net: Cumulative Harry Potter fan fiction reviews, 2001–2013.
2013
2012
2011
2010
2009
2008
2007
2006
2005
2004
2003
2002
2000
0
2001
5,000,000
332
Conclusion
Like figure 8.5, figure 8.6 was rendered by Godbehere and Pham based on
a scrape of FF.net’s Harry Potter subarchive. Figure 8.6 shows that, between
2000 and 2013, over 20.2 million reviews were posted in response to Harry
Potter fan fiction stories on FF.net. On average, there are 32 reviews per
Harry Potter story, and 93 reviews per unique author, on the archive. (Gossamer does not have a feedback or review feature, so we could not determine
how many reviews were done per story on that archive.) While we cannot
tell how many unique users the number of reviews represents (and since
many Harry Potter stories on FF.net consist of multiple chapters, it is likely
that the same readers left multiple reviews—one per chapter—on many stories). Nevertheless, I think it is fair to assume that many more people have
read and reviewed Harry Potter fics than have written Harry Potter fics on
FF.net. On the spectrum of fan engagement that I just proposed, we might
think of reading fics as a practice located at the lower end of the spectrum,
and writing fics being located at the higher end of the spectrum. As there
are evidently far more readers/reviewers than writers, we might presume
that writing fics takes more effort than reading and reviewing them. “Lurkers,” or readers of fanfic who do not post reviews for what they read, would
then be lower on the engagement spectrum than reviewers.
However, I also think that the terms I have been using to differentiate
between kinds of fans—lurkers, reviewers, “casual” fan authors who write
2.9 stories each on average, and “cult” fan authors who write 5.2 stories on
average—do not necessarily correspond to fans’ levels of commitment or
dedication to their fandoms. After all, we can easily imagine a lurker feeling
as passionately about a fandom as a very prolific fan writer. The difference,
then, is likely not the degree to which a fan feels immersed in her or his fandom, but the degree to which a fan feels comfortable exteriorizing—making
public—her or his interior acts of archontic production. I thus revise my
earlier proposal of a spectrum of fan engagement and now suggest that
there is a spectrum of fan performativity. Some fans feel uncomfortable
“performing” online in the “global theater” sense that I discussed in Break
0; by performing online, I mean any type of online communication, ranging from leaving a review on a fan fiction story to writing and posting a
fan fiction story, or multiple stories, to running a fan fiction archive. Using
this rubric, we might say that more people are willing to perform online by
reviewing a fic than by writing a fic. This would explain the great discrepancy between the number of reviews and the number of stories/authors on
the FF.net Harry Potter subarchive as well as a notion that fan engagement
differs between reviewers and writers.
Fan Data
333
One final note about figure 8.6: 20.2 million reviews represents a significant amount of attention being paid to Harry Potter fan fiction. If 20.2
million viewers tuned in to a television show, that show would place second in the primetime broadcast ratings, coming in just after Sunday Night
Football and ahead of all fiction and nonfiction television series, according to the most recent weekly Nielsen ratings available to me at the time
of this writing (Bibel 2013). Of course, Sunday Night Football draws more
than 20 million viewers on a single night, and the 20.2 million reviews on
the FF.net Harry Potter subarchive accumulated over more than ten years.
Nevertheless, figures 8.5 and 8.6 illustrates that fan fiction is not as “niche”
or “boutique” a form of cultural production as it was in the 1990s. Fan fiction is rapidly approaching a size—in volume of stories and in quantity of
users—that one might say is worthy of the title “mass,” as in, “a genre of
mass media production.” This raises the question of what exactly constitutes “mass media” in terms of user-generated online content. How many
stories, and how many readers/reviewers, would make fan fiction a form of
crowdsourced, bottom-up, largely unmanaged, mass media?
Figure 8.7 is an infographic designed by Hutz based on Godbehere’s
scrape of the Harry Potter subarchives on Fanfiction.net and Archive of Our
Own. Figure 8.7 offers another measure of the world of Harry Potter fan fiction: a comparison of the number of words contained in all of the Harry
Potter fan stories on both archives to the number of words contained in all
of Rowling’s Harry Potter novels. Many fans of the Harry Potter books would
say that they are among the longest books they have read, but as figure 8.7
illustrates, the total of all of the novels’ words is minuscule compared to the
total of words authored by fans based on those books and their film adaptations. Just as we saw in the case of The X-Files in figure 8.3, the meta-archive
of Harry Potter is absolutely dominated by fan texts, not by the source texts,
even when the source texts are voluminous in their own right.
Fanfiction.net and Archive of Our Own: Master Scrapes
I will now turn from examining fan fiction production and reception
within individual fandoms to examining the entirety of two multifandom
database archives FF.net and AO3. FF.net and AO3 are currently the most
significant fanfic archives in operation, as FF.net is the largest and AO3
is the fastest-growing. Following are the results of the “master scrapes” of
both FF.net and AO3, executed by Godbehere. Here are Godbehere’s descriptions of his data collection processes (although in the following sections,
334
Conclusion
Figure 8.7
Fanfiction.net and Archive of Our Own: Words in Harry Potter fan fiction stories,
2000–2013, versus cumulative words in Harry Potter novels.
I discuss FF.net, the older archive, before AO3, Godbehere scraped AO3
before FF.net, and so AO3 precedes FF.net in his descriptions):
Archive of Our Own “Master Scrape”:
Data collection began on July 29, 2013 and ended on August 2, 2013. The archive is
constructed hierarchically, listing fandom types (such as Anime & Manga, Movies,
TV Shows) at the highest level. In each fandom type, there is a list of fandoms (Harry
Potter, Marvel, etc.). These two categories serve as tags for works. Within each fandom, there is a list of works on which our data collection software iterated. (Note—
Works may appear in multiple fandoms. This led to over-counting. Currently trying
to resolve these duplicate entries in database for the correct counts. This error only
applies to the master count, not the individual fandom counts.)
Fan Data
335
Technical—Data collection (or “scraping”) was performed with Python 2.7. The
library urllib2 was used to load individual web pages and gather the page html:
html = urllib2.urlopen(url).read()
Data is stored in an SQLite database. A table in the database saves the following
information on each work:
•
•
•
•
•
•
title
author (user name)
fandom type
fandom
date (Date when published)
summary (user-provided summary of the content)
Dates are represented as Unix timestamps, which count the number of seconds since
the Epoch (Jan 01 1970 00:00 UTC). As of this writing, the Unix time is approximately 1377969792, indicating that nearly 1.4 billion seconds have elapsed since the
epoch. Times before Jan 01 1970 are represented as negative numbers.
FanFiction.net “Master Scrape”:
Data collection began on August 14, 2013 and ended on August 22, 2013. Technical—Fanfiction.net uses javascript to dynamically generate its web pages. This
means that urllib2 is unable to correctly grab the HTML representation of the page.
A more sophisticated means of data collection was required, with our Python 2.7
script needing to simulate a complete web browser. To this end, we used QtWebKit
from PyQt4. (personal communication with the author)
Figure 8.8 is a visualization by Godbehere of the data he extracted from
FF.net. In this graph, we can see that the rate of production of fan fiction
has increased steadily from FF.net’s opening in 1998 to the present. As
active as Harry Potter fan authors were throughout the 2000s, through the
release of the final film (Harry Potter and the Deathly Hallows, Part 2) in 2011,
Harry Potter has obviously not been the only driver of fan fiction writing on
FF.net; while there have been periodic dips, monthly production has grown
overall. As of this scrape, which was done in the late summer of 2013, fan
authors are now contributing over 80,000 new stories every month to the
FF.net archive. The climbing rate of monthly production of fan authors
indicates that fan fiction production did not cease or slow with the end of
the Harry Potter franchise; as large a role as those books and movies played
in fan fiction output throughout the 2000s, fan fiction has continued to
thrive as a “media industry” after Harry Potter.
Let us recall that, on ATXC in the late 1990s, the high moving average
was 50 daily posts, and the peak daily post count sometimes reached over
100; on the top five most active Harry Potter LJs in the 2000s, the high moving average was 35 daily posts, and the peak daily post count sometimes
336
Conclusion
Number of new stories per month on FF.net
90,000
80,000
70,000
60,000
Count
50,000
40,000
30,000
20,000
Date
Figure 8.8
Fanfiction.net: Stories posted per month (8,101 fandoms), 1999–2013.
2013
2012
2011
2010
2009
2008
2007
2006
2005
2004
2003
2002
2001
2000
1999
0
1998
10,000
Fan Data
337
reached over 60. This means that, within a single fandom, in a thirty-day
month of average-to-high production, a fan reader might have encountered
between 1,050 and 3,000 new posts per month in the 1990s and 2000s.
But combining all of the fandoms on FF.net, we get a much different sense
of the rate of fan fiction production over the past fifteen years: figure 8.8
shows us that by 2010, fan authors were posting approximately 50,000 new
stories per month, and that only three years later, fan authors were posting 60 percent more new stories per month than the 2010 figures. (Let us
also keep in mind that not all of the posts on ATXC and the Harry Potter LJs
contained fan fiction stories, as I explained above; however, all of the posts
to FF.net are fan fiction stories.) Eighty thousand new narratives per month
is an incredible rate of content generation. By contrast, at the time of this
writing, only 251 new episodes of scripted television (inclusive of reality
and fiction shows on broadcast, basic cable, and premium cable networks)
air every week, meaning that 1,004 new episodes air in a month (Locate TV
2013). On FF.net, fan authors are currently publishing nearly 80 times that
quantity of fresh content monthly.
Max Horkheimer and Theodor Adorno proposed in their 1944 essay
“The Culture Industry” that the technologies of cinema and radio exemplified “the rationality of domination” (2002, 95), exposing all audience
members “in authoritarian fashion to the same programs put out by different stations” (95–96), and thereby subjecting them to a set of unified
ideologies, ideologies informed by and serving corporate interests. What
if Horkheimer and Adorno could see that media audience members in the
2010s are not meekly consuming the narrow range of programming offered
up by broadcast and cable TV, but are generating their own responses to,
and revisions of, mass media content, in quantities that dwarf the number of cultural productions issued by media corporations? As I mentioned
above, it would be an easy matter for an individual in the United States
today to consume far more fan fiction stories, or fan productions/remixes
in general, than episodes of television in any given week. Horkheimer and
Adorno would likely say that it is difficult to ascertain whether a person
who watches and reads more fan-made than corporate-made content subscribes to a different set of ideologies than one who consumes only what
is put out by “the culture industry”—they might be quite skeptical that
media fans can escape the “domination” of the industry’s logics and beliefs
(though I have argued in the chapters of this book that many fans produce
counterhegemonic narratives and discourses). But Horkheimer and Adorno
argued that many-to-many technologies (Poster 2012), such as the telephone, facilitate a very different type of use, and giving rise to a different
338
Conclusion
type of user, than one-way technologies, such as film and broadcast radio—
they write that the telephone “liberally permitted the participant to play
the role of subject” while broadcast radio “makes everyone equally into
listeners” (95)—and they might acknowledge that the Internet, as a manyto-many technology, enables participants to be “subjects”/makers of media
and not merely “listeners”/receivers of media.
Might we one day be able to quantitatively measure something like
“degrees of absorption” and “time spent on consumption” between different official and user-generated content types? Any such measure would
be confused by the increasing amount of time people spend simultaneously engaging with multiple media platforms, for example, participating
in a social media site while watching television or home media. One might
also have to differentiate between long-form user-generated genres, such
as novel-length fan fiction stories, and short-form user-made texts, such as
140-character tweets and six-second Vines.
A quantitative comparison of fan fiction production to television or film
production may be an unfair one, as the barriers to entry and the costs of
production are far higher in media production than in fan fiction writing.
Let us then turn to book publishing, which is perhaps a more comparable
media industry to fan fiction: according to the most recent data available
from Bowker, the number of fiction books published (by US publishers) in
2011 was 43,016 (Bowker, “New Books Titles and Editions, 2002–2012”),
and the number of total books (in every genre) self-published by authors,
in either print or ebook format, in 2012 in the United States was 391,768
(Bowker 2013). If the number of stories published monthly on FF.net were
to stay steady at 80,000 for a twelve-month period, FF.net would see a rate
of publication of 960,000 fiction stories per year, which would be more
than 22 times the number of fiction books issued by US publishers in 2011,
and 2.4 times the number of books in all genres and formats self-published
in the United States in 2012. But the rate of story production remaining
steady of FF.net seems extremely unlikely, as this rate has, for the most part,
only risen since the archive’s founding.
Figures 8.9 and 8.10 were rendered by Godbehere and Huang based on
Godbehere’s data collection. Figure 8.9 shows that, as of the summer 2013
scrape, approximately 5.4 million stories in 8,101 fandoms, by 1.2 million authors, have been archived in FF.net, for an average of 4.5 stories per
author (closer to the 5.2 stories/author we saw in The X-Files fandom on
Gossamer than to the 2.9 stories/author we saw in the Harry Potter fandom
on FF.net). Figure 8.10 shows that 139.5 million reviews have been left, an
average of 25.6 reviews per story and 115.4 reviews per unique author.
Fan Data
339
Harry Potter on FF.net:
cumulative distinct authors and works over time
6,000,000
Number of stories
Unique authors
Max stories:
5,441,011
5,000,000
3,000,000
2,000,000
Max authors:
1,209,207
2013
2012
2011
2010
2009
2008
2007
2006
2005
2004
2003
2002
2001
0
2000
1,000,000
1999
Count
4,000,000
Date
Figure 8.9
Fanfiction.net: Cumulative stories and authors (8,101 fandoms), 1999–2013.
At 5.4 million, FF.net’s number of stories dwarfs Netflix’s library of
60,000 television episodes and movies available for streaming (Levy 2013)
and Project Gutenberg’s 100,000 free ebooks (including the Project’s affiliates and partners) (https://www.gutenberg.org/). It is slightly larger than
the number of texts (5 million) available for download from the Internet Archive’s Digital Books Collection (https://archive.org/details/texts),3
and slightly smaller than the number of torrents (5.75 million) currently
housed on the Pirate Bay (http://thepiratebay.se/). It falls far short of printmedia and tangible-object collections such as the Smithsonian’s repository
of 137 million artifacts (Smithsonian, “Smithsonian Collections”), and the
Library of Congress’ total of over 158 million items (Library of Congress,
340
Conclusion
FF.net: reviews over time
140,000,000
Max:
139,492,054
120,000,000
100,000,000
Count
80,000,000
60,000,000
40,000,000
2013
2012
2011
2010
2009
2008
2007
2006
2005
2004
2003
2002
2001
1999
0
2000
20,000,000
Date
Figure 8.10
Fanfiction.net: Number of reviews (8,101 fandoms), 1999–2013.
“General Information: Year 2013 at a Glance”). So, when we compare
the FF.net “library” to the largest print and artifact libraries in the United
States, FF.net seems small, but when we compare FF.net to digital libraries and collections, it seems equivalent in volume to some of the larger
repositories.
I am opting to compare FF.net to Netflix’s streaming library, Project
Gutenberg, the Internet Archive’s Digital Books Collection, and the Pirate
Bay because these are all digital archives from which a user can access complete content files—an entire fan fiction story, an entire book, or an entire
movie or television episode—rather than content listings or content “previews” (parts of a book or audiovisual text). Thus, while many larger digital
Fan Data
341
archives permit users limited access to content, like Google Books, or access
to content catalogs, like many online library catalogs, I think that only fullaccess digital archives, such as those just listed, are comparable to online
fan fiction archives. It is interesting to note that, barring Netflix, the fullaccess digital archives have a distinctive relationship to copyright law in
each instance: Project Gutenberg and the Internet Archive’s Digital Books
Collections offer unrestricted access to texts that are in the public domain;
both the Pirate Bay and FF.net violate copyright as it has been historically
understood, as the Pirate Bay facilitates the networked exchange of media
files that are primarily digitizations (“rips” or “scans”) of Blu-rays, DVDs,
printed books, and other hard-copy media that are traditionally sold commercially; and FF.net’s authors appropriate copyrighted materials (that is,
materials found in copyrighted print and audiovisual texts) such as names
of characters and settings, plots, some dialogue, and so on. Netflix offers
access to copyrighted material under a paid subscription model that has,
so far, been successful, but Netflix’s model has not gone unchallenged
by copyright holders (for example, numerous film studios and television
networks have ended their content licensing deals with Netflix, either
because they wished to launch rival subscription services [Scoblete 2013] or
because they decided that Netflix was not paying a high enough price for
the licenses [Emerson 2012]); Netflix has lost thousands of titles because of
these conflicts.
So, one way we can view fan fiction archives, and in fact, all rogue
archives, is as part of a specific breed of online distribution service—the
full-access, unrestricted (or nearly so) digital archive—and to note that
many of these full-access archives are viewed as potential threats or enemies by industries protected by nondigital copyright norms. Fan fiction
authors and archives have been the targets of legal action over the course
of fan fiction’s history, but not nearly as much as the Pirate Bay and other
file-sharing sites. The point I wish to make with regard to FF.net is that it
is remarkable that this fan fiction archive has been allowed to grow to its
present size. FF.net is neither a repository of public domain content nor
of Creative Commons–licensed content, nor does it pay for licenses for
the content its authors appropriate. In many respects, it is closer to the
Pirate Bay than to any of the other full-access digital archives, because it
makes free use (in every possible sense) of copyrighted media, but probably because fan fiction is a transformative use of copyrighted media rather
than a strict replication of that media, FF.net has been allowed to operate
(so far) relatively unhindered, while the Pirate Bay has been the defendant
in a number of high-profile legal disputes. That the two sites are of similar
342
Conclusion
size but have received very different treatment by the legal representatives
of copyright holders in the US media industries shows that, to some extent,
media copyright holders consider fan fiction production to be “fair use,”
while they consider media piracy to be illegal infringement. (The question
of what percentage of fans are actually media pirates—that is, how many
people participate in both transformative and replicative appropriations of
copyrighted media—remains open.)
Fanfiction.net is by far the largest online fan fiction archive operating.
At a rate of one story per day, it would take a fan 94 years to read all of the
X-Files stories on Gossamer, 1,729 years to read all of the Harry Potter stories on FF.net, and 14,907 years to read all of the stories, in all 8,000+ fandoms, on FF.net. The number of unique authors who have contributed to
FF.net (1.2 million) is 9.3 times the number of writers and authors who were
employed in the United States in 2012 (129,100, according to the Bureau of
Labor Statistics [2014]). The number of reviews posted to stories on FF.net
(139.5 million) over the past fifteen years is greater than the number of people who bought tickets to sporting events in the United States and Canada,
inclusive of all games played in the National Football League, National Basketball Association, Major League Baseball, and National Hockey League,
in 2012 (131 million) (Motion Picture Association of America 2012, 10).
In my view, there is no question that FF.net is on the path to becoming a
major content distributor, attracting significant quantities of makers and
audiences. The FF.net data show that fan fiction is not a trend of media
production and consumption that is slowing or shrinking. In regard to figure 8.8, I stated that the past three years show a 60 percent growth in the
rate of fan fiction production. This is a rate that no other traditional media
industry or entertainment genre can match: the number of films released
in 2012 was only 21.5 percent higher than the number of films released in
2009 (Motion Picture Association of America 2012, 20), and the number of
fiction books published in 2011 was 19 percent lower than in 2008 (Bowker,
“New Books Titles and Editions”). One new media industry, self-publishing
in print and in ebook formats, is outpacing the increase in the rate of fan
fiction production: 252 percent more texts were self-published in 2012 than
in 2009 (Bowker 2013, 1). Fan fiction is a form of self-publishing, so perhaps one conclusion we can draw from these data is that self-publishing
in all genres, including media fans’ self-publishing their fiction works digitally, is an industry on the rise.
In any case, I argue that at 5.4 million archived works—90 times as many
works as are housed in Netflix’s streaming library—with 80,000 new works
currently being added every month, FF.net can be considered a mass media
Fan Data
343
Number of new stories per month on AO3
45,000
40,000
35,000
Works per month
AO3 open beta
AO3 launch
FF.net purge
Max: 42,295
25,000
20,000
15,000
10,000
2013
2012
2011
2010
2009
2008
2007
2006
2005
0
2004
5,000
2003
Count
30,000
Date
Figure 8.11
Archive of Our Own: Stories posted per month (12,023 fandoms), 2008–2013.
channel. The FF.net data show that fan fiction is a fast-growing type of
media content production and distribution, and that it is attracting significant numbers of consumers. If one could invest in the “stock” of FF.net—if
one could bet on whether the site will see continuing growth in its numbers
of works, authors, and consumers—it would be a relatively safe investment.
However, while FF.net is unquestionably the largest fan fiction archive,
it is not the only major archive, it is not the fastest-growing archive, and it
is not a well-liked archive by many fans. An alternative archive, to which
many fan authors and readers have flocked in recent years, is the Archive
of Our Own, or AO3.
Figures 8.11 and 8.12 are visualizations by Godbehere based on his master scrape of AO3. AO3 was launched in closed beta on October 3, 2008
(during closed beta, only a limited number of people were allowed to create
accounts and upload works), and then entered open beta on November 14,
2009, and is still in open beta today (newcomers may register for accounts
on the archiveofourown.org website, and once they have accounts, they
may upload works). AO3 allows users to assign any dates they wish to the
works that they upload, hence some of the stories have dates that precede
10
9
10
8
10
7
10
6
10
5
10
4
10
3
10
2
10
1
10
0
Conclusion
Cumulative totals of fan activity in AO3
Max hits:
668,112,232
Max kudos:
21,082,528
Max bookmarks:
3,569,258
Max works:
780,922
Max authors:
68,675
2013
2012
2011
2010
AO3 Launch
FF.net Purge
2009
2008
2007
2006
2005
Bookmarks
Kudos
AO3 open beta
2004
2003
2002
2001
Works
Authors
Hits
2000
1999
Total
344
Date
Figure 8.12
Archive of Our Own: Cumulative authors, stories, bookmarks, kudos, and hits
(12,023 fandoms), 2008–2013.
the 2008 closed beta launch of the archive (and figures 8.11 and 8.12 show
these predated stories—all numbers prior to the “AO3 Launch” marker in
2008—these are likely stories that fans wrote earlier than 2008, but posted
to AO3 after the 2008 launch). But figures 8.11 and 8.12 clearly show that
open beta was the archive’s true launch. And, in figure 8.11, looking at the
rate of new works added per month following the November 2009 open
beta, we can see that there was a large uploading push as soon as users could
get accounts, and then a decrease in the rate of uploading in early 2010,
then an increase starting at the beginning of 2011, and then sharp climbs
in the rate of uploading continuing to mid-2013, when the rate of new
works added per month is 42,295.
We can also see that several surges in this rate took place after the FF.net
“purge” of June 2012: on AO3, the rate of new works added went from
18,000 per month in spring 2012 to over 20,000 right after the purge, then
rose above 30,000 at the end of 2012, spiked to about 35,000 right at the
beginning of 2013, and, after a dip back down to 30,000 in spring 2013,
has climbed steadily to its current peak of over 40,000. The FF.net purge
consisted of FF.net choosing to remove approximately 62,000 stories from
Fan Data
345
its site, without notifying authors before the removals, because those stories
allegedly violated the site’s content rating policies (FF.net removed stories
that, in the moderators’ opinions, deserved an “MA” rating—stories containing “detailed descriptions of physical interaction of sexual or violent
nature” [Wikinews 2012]).
It is likely that FF.net’s deletion of stories drove many fan fiction authors
to seek out AO3 as a “safe harbor” for their fics. Although FF.net’s 60 percent increase in productivity over the last three years seems remarkable,
AO3’s increase in productivity over the same period has been 323 percent.
Granted, this is the growth over the entire period of time that AO3 has been
in open beta, but even if we look only at the increase from the FF.net purge
in June 2012 through summer 2013, that figure is 101 percent. Therefore,
in part because of FF.net’s imposition of what many fans call censorship of
adult content, AO3 is a faster-growing archive than FF.net, and while it is
not yet as large as FF.net in any category (works, authors, or reviews), it is
well on its way to catching up with the much older archive.
As I noted in earlier chapters, AO3 is an archive for fan works (not only
fan fiction stories, but fanvids, fan art, and other genres of transformative
works, though the vast majority of works uploaded to date have been stories) that has, from its inception, been designed, maintained, and managed
by fans. AO3 is run by a not-for-profit fan organization called the Organization for Transformative Works (OTW), its governing board members are
voted in via online elections open to OTW members, and it is financially
supported by donations from fans. The FF.net, in contrast, is a for-profit
company whose governance is not transparent to the public, which generates revenue through advertising on the site. FF.net’s owners and moderators can therefore implement content restriction policies and delete users’
stories without advance warning or permission-seeking; the OTW and AO3
were specifically structured so that fans would have greater control over,
and input into, their archives than FF.net and other archives have allowed.
Throughout AO3’s initial planning, closed beta, and open beta phases, it
has welcomed feedback and requests from fans as to its affordances. AO3’s
designers and users have had the benefit of years of prior experience with
fan fiction archives (Usenet newsgroups, Gossamer, LiveJournal comms,
and FF.net, among others); therefore, much collective intelligence about
what fans desire and need from fan archives has explicitly informed the
architecture of AO3. AO3 combines utilities offered by previous archives
(Gossamer and FF.net’s database format, FF.net’s author-uploading, review,
and bookmarking features) with new functions, such as the reader being
able to hit a “Kudos” button for a fic without commenting on it, and
346
Conclusion
authors being able to see how many “Hits,” or views, one of their stories
has received, apart from how many “Comments,” or reviews, have been left
for that particular story. We were able to scrape all of these categories for
AO3, and thus the visualization of AO3’s cumulative data is more detailed
than our visualizations of any other archive.
In its five years of existence (four if we take the open beta entry date as
the launch date), AO3 has accumulated 780,922 works, across 12,023 fandoms, by 68,675 authors. The average number of works per author is 11.4,
higher by far than FF.net’s 4.5 or Gossamer’s 5.2 average works per author.
Also, while AO3’s average number of works per fandom (65) is far lower
than FF.net’s (672), it is noteworthy that AO3, a smaller and newer archive,
has 48 percent more fandoms than FF.net (12,023 fandoms in AO3 versus
8,101 fandoms in FF.net). Thus, AO3’s authors are far more productive than
FF.net’s, and AO3 is a much more diverse archive, in terms of the range of
fandoms that it houses.
To my earlier proposition that a high productivity-per-author figure
within a fandom suggests that that fandom’s members have a high level of
comfort with online performativity, let me add another proposal: perhaps
AO3’s mission as a fan-built and fan-run institution makes it a “safer space”
for online performance—a safer stage, we might say—than FF.net, and thus
AO3 is already seeing higher rates of productivity in its authors and greater
diversity in its content. In other words, FF.net’s content purge in 2012 could
have signaled to fan authors that some of their content, and perhaps even
entire fandoms, were not welcome on that archive, and thus fans migrated
to AO3, where they felt free to contribute whatever content, in whatever
fandoms, they wished.
An archive whose policies specifically do not place limits or constraints
on fans’ productions will be preferable, as a space/stage for fans’ online
performativity, to an archive that announces and enacts content restriction
policies seemingly (to its users) at random. High output-per-author and
diversity of fandoms may not be desirable to all fic archives—and FF.net
may have had understandable reasons for initiating their purge, for example, in order to minimize risk of legal action on the part of media watchdog
organizations that seek to shut down websites that expose minors to sexual
content—but I think that most fans want authors to write a great deal, as
much as they can and as much as they want to, in as many fandoms as they
wish. AO3 is a “better” archive than FF.net by the metrics of author productivity and fandom diversity.
There are other interesting lessons from AO3’s data: the number of bookmarks in AO3, accumulated from its 2008 launch through summer 2013,
Fan Data
347
is 3,569,258 (4.6 bookmarks per work on average); the cumulative number
of kudos left on works is 21,082,528 (27 kudos per work on average); and
the cumulative number of hits is 668,112,232 (855.5 hits per work on average). The fact that there are more kudos than bookmarks left per work is
especially interesting given that AO3 offered the bookmark function from
its 2008 launch, but only introduced the kudos function on December 15,
2010 (Archive of Our Own 2010), so fan readers were not even able to leave
kudos for works they appreciated for the first two years of AO3’s existence;
the data show a clear overwhelming preference for kudos over bookmarks,
but knowing that kudos were not even an option until two years into AO3’s
history makes the preference for kudos even more emphatic. While there
are many more kudos than bookmarks left on works on AO3 as feedback for
authors, most readers choose not to leave any formal feedback for authors:
the number of hits far exceeds the numbers of kudos or bookmarks.
AO3 is the first fan archive that tracks the number of hits (not reviews,
bookmarks, or kudos) left on works. Thus, this is the first indication we
have of how large the readership of fan fiction may be, apart from any
purposeful traces that readers leave of their attention. In other words, AO3
is the first archive that allows us to grasp the actual dimensions of fanfic’s
readership, inclusive of “lurkers.” The figure that we discover—855.5 average hits per work—leads me to wonder: What if 855.5 views per fan fiction
work is typical? What if this were the average hits per story on FF.net? Then
we would postulate that the 5.4 million total stories archived on FF.net have
attracted a total readership of 4,654,784,910. We have no way of knowing
how many people have read stories on FF.net, but if our guess, based on
the AO3 ratio of readers to stories, of more than 4.6 billion hits on the largest fan fiction archive over the past fifteen years is even in the ballpark of
accuracy, that would be an extraordinary figure. That number is more than
the number of movie tickets sold in the United States and Canada between
2009 and 2012 (3.98 billion tickets [Motion Picture Association of America
2012]). If each hit represented one user reading one story on FF.net over the
past decade and a half, the size of this readership would be the equivalent
of 65 percent of the world’s population (7.1 billion). Again, this is just a
thought exercise, since it is well known that fans do not read just one fan
story each; each fan consumes multiple fanfics over a lifetime. But it is yet
another prompt for readers to consider the world of fan fiction to be more
than a niche subculture.
Appendix: Oral History Project, Demographics, and Ethical
Considerations
A
A
p
p
p
p
e
e
n
n
d
d
i
i
x
x
Fan Fiction and Internet Memory
Much of the primary qualitative data used in this book was collected
through an oral history project called “Fan Fiction and Internet Memory”
(FFIM), directed by the author. The FFIM project took place from June 16,
2012 through March 2, 2013, with the approval of the University of California, Berkeley’s Committee for the Protection of Human Subjects (CPHS).
The CPHS Protocol Number for the project was 2012-01-3948. The project
was funded by several grants from the UC Berkeley Committee on Research
and the Doreen B. Townsend Center for the Humanities’ Geballe Research
Opportunities for Undergraduates Program (GROUP). The author and two
UC Berkeley students, Andrea Horbinski and Lisa Cronin, conducted fiftysix interviews with fifty individuals who have participated in Internet fan
fiction archives as founders, archivists, moderators, contributors, and/or
users. Interviewers followed CPHS guidelines and requirements, and the
Principles and Best Practices for Oral History established by the Oral History Association (2009): all participants gave “informed consent” to being
interviewed after reviewing written materials stating the goals and terms of
the interviews and a list of possible interview questions, and all were given
the choice to be interviewed anonymously, pseudonymously, or using their
actual names. Participants received gift cards to online retailers following
their interviews.
Demographics
All FFIM participants were given the option to answer demographic questions to any degree of specificity and in any words they chose, or to not
answer the questions if they chose.
350
Figure A.1
Demographic information of FFIM oral history project participants.
Appendix
Appendix
351
Figure A.1 provides the fifty FFIM participants’ demographic information. The table was created by UC Berkeley doctoral student Adam Hutz,
under the author’s supervision.
Figures A.2 and A.3 provide visualizations of the demographic information of the FFIM oral history participants. The visualizations were designed
by UC Berkeley doctoral students Andrew Godbehere, Andrea Horbinski,
and Adam Hutz, and were generated by Godbehere, under the author’s
supervision.
In figures A.2 and A.3, the size of the circles is indicative of the number
of FFIM participants who gave the same response to a specific question
about demographics; for example, the more participants who responded
“Female” to the question about their gender identification, the larger the
circle containing the trait descriptor “Female.” The thickness of the connecting “band” between the circles indicates the frequency with which two
traits were given by the same participant; in other words, the more frequently “White” (as a racial/ethnic identification) and “Female” were given
by the same participant as demographic traits, the thicker the band that
connects those two traits in the visualization.
We opted not to merge any of the participants’ answers. In figure 9.2, for
example, while “White” appears as the most frequently stated racial/ethnic
identification, some participants also gave answers such as “Jewish-American,” “White British,” “European,” and so on, which might be construed
as the equivalent of “White”; however, we chose to leave each participant’s
self-identifications exactly as he or she stated them. This resulted in a visualization that does not contain a circle for “Non-White,” but instead shows
circles for “Korean American,” “Black,” “Asian American,” and so on. Similarly, we include circles for the gender identifications such as “Cis female”
and “Female blank,” rather than combining these with “Female.”
Similarly, in figure 9.3, we created circles for every response that participants gave to a question about their sexual identification, so that in
addition to a circle for the trait “Queer,” there are also circles for “Bisexual,”
“Hetero Queer,” “Asexual,” “Ambiguous,” as well as a blank circle representing the participants who opted not to answer this question.
Ethical Considerations
In accordance with the “Ethical Guidelines for Research Online” formulated by Amy Bruckman (2002), all websites cited in this book (except
one, the website “Sly,” discussed below) are officially, publicly archived,
requiring no password for archive access and lacking any policy prohibiting
Genderqueer
Caucasian
Female
blank
Female
feminine
cisgendered
femme
30–34
Cis
female
Asian
I
don’t
know
20–24
35+
Male
50–54
40–44
White
European
Jewish
25–29
White
Jewish
White
(Italian
American)
40+
Female
KoreanAmerican
45–49
35–39
55–59
AsianAmerican
Greek
German
English
Black
White
British
Caucasian
Multiethnic
Russian
Jewish
Figure A.2
Age, ethnicity, and gender of FFIM oral history project participants.
Appendix
Limerick
City
Ireland
353
New
England
Iceland
Columbus
OH
Alabama
Blue
state
Boston
Germany
Asexual
UK
Philadelphia
N
A
SF
Bay
Area
Virginia
Heterosexual
Southeast
England
Ambiguous
UK
(Scotland)
Northeast
Pittsburgh
New
York
City
Queer
Canada
Berlin
Minnesota
New
York
state
Maryland
German
USA
France
Jay
Maine
San
Francisco
CA
Portland
OR
DC
area
Massachusetts
Ohio
Midwest
Chicago
Pacifica
Sapiosexual
Pacific
Northwest
Hetero
Queer
Colorado
USA
(Alaska)
Los
Angeles
Bisexual
Argentina
Buenos
Aires
Belgium
Kyoto
Japan
Figure A.3
Locale, nationality, and sexual orientation of FFIM oral history project participants.
354
Appendix
citation. Given the preponderance of scholarly publications on the topic
of fan fiction and fan cultures generally that have appeared since the early
1990s, I do not consider online fandom or fan fiction to be a “highly sensitive” topic. However, I acknowledge that many individuals may think of
fandom and fan productivity as “private” (i.e., limited to consumption and
interpretation by members) rather than “public.” As a number of Internet
researchers have noted,1 scholars currently lack consensus as to what online
sites and communities scholars should be considered private as opposed
to public; Radhika Gajjala argues that “ideas of private/public, closed and
open spaces are blurred and reconfigured” (2002, 182) in online research
methodologies. The same uncertainty applies to quantitative, “Big Data”
analyses, such as those that I present in the conclusion, and it may be the
case in the future that fan archives ban data scraping or other third-party
studies of their contents, to protect the privacy of their participants and the
health of the communities that they serve. However, as of this writing in
2014, the websites that are explicitly quoted and the archives scraped have
no stated restrictions on such studies, and I consider them to be public sites.
I have chosen to pseudonymize one website, the private torrent tracker
(password-protected peer-to-peer media file-sharing site) that I discuss
in several chapters, as “Sly.” Although other scholarly publications have
named this site in the past, I have found none that cite text from the site;
since I quote text and data from the site, I have decided not to name it, to
protect the site from any potential unwanted discovery.
Notes
Introduction
1. At the same time, Mbembe argues that a state often detests its archives, for
archives record the state’s past violence and crimes, and for this reason, states
secretly “long to abolish the archive and anaesthetise the past” (Mbembe 2002, 23).
Some states indeed have attempted to “silence” or “destroy” their archives—but
more commonly, states “have sought to ‘civilise’ the ways in which the archive
might be consumed,” for example through instituting commemorations of past
events, the ultimate objective of which is “less to [cause the people to] remember
than to forget” (23–24).
2. See “History of the Internet” (Brady and Eikner 2011) and Brügger 2010, 2–3.
3. I first articulated this theory of appropriation as an archival operation in my 2006
essay, “Archontic Literature” (Derecho 2006). In Technologies of History, Steve Anderson makes a similar argument about the recent ascendance of a conception of “history” as available for constant access and reorganization, and for possible
re-renderings as multiple diverse histories, owing largely to the rise of computing
and the subsequent proliferation of databases of historical records (and database
logics, as Manovich [2001] describes in The Language of New Media). Anderson
defines “recombinant or ‘database histories’” as “histories comprised of … collections of infinitely retrievable fragments [that] offer users, whether they are artists,
gamers, or geeks, both the materials and structures by which the past may be conceived as fundamentally mutable and reconfigurable … offering us a relation to the
past that is always already open to continual revision and reinterpretation” (Anderson 2011, 122).
4. “Digital divide” refers to the separation between people privileged by ethnicity
(white), gender (male), class (middle and upper class), sexuality (heterosexual), and/
or nation and region (Global North), and people who do not enjoy these privileges,
in terms of access to computer devices and networks. Paul DiMaggio and Eszter Hargittai advocate for a shift in terminology from “digital divide” to “digital inequality,” as they call for more investigations of differences in skills, types of equipment,
356
Notes
and purposes for which technology is used—in other words, investigations into how
diverse demographics interact with digital devices that expand beyond the question
of access (DiMaggio and Hargittai 2001). See also: Hargittai 2002, 2003; Schradie
2013.
5. “Fuck Yeah” was a popular genre of individual blog names on the social media
Tumblr from approximately 2009 to 2012 (see Know Your Meme 2012 for a data
visualization of the number of Fuck Yeah blogs created daily from 2007 to 2012). For
example: “Fuck Yeah Dykes” is the name of a Tumblr dedicated to lesbian culture,
“Fuck Yeah Hermione Granger” is a Tumblr devoted to the Hermione Granger from
the Harry Potter books and films, and “Fuck Yeah The Beatles” is a site for Beatles
fandom.
6. See De Kosnik 2009, 2013a, 2013b.
7. hooks (1994, 76) also notes that many such “‘safe’ spaces” for women, in “the
early years of [the] contemporary feminist movement,” tended to be characterized
by internal dispute and disagreement rather than harmony. Similarly, Internet fan
fiction communities have never been free of conflict or “flame wars.” The “safety”
of offline and online women’s spaces is experienced by many members as occasional
and contingent. We might also conceive of open disagreement as integral to “safe”
spaces, as most women would not associate being silenced with feelings of safety.
8. As bell hooks did with in-person women’s groups, fans have criticized the notion
that women’s online fan communities are always “safe,” or even that they should
be. Katherine Larsen and Lynn Zubernis cite one fan, named kalichan, who posts,
“We talk a lot about ‘safe’ spaces here in internet fandom. … Safety is, perhaps,
overrated. … The world I want to live in is filled with both peril and enchantment.
To discard one, is to discard the other.” Larsen and Zubernis interpret kalichan’s
post as an argument “for the continued existence of open dialogue in fandom”
(Zubernis and Larsen 2012, 142). For additional discussions of fandoms as “safe
spaces,” see M I C H I, “on fandom, bullying, and respectful spaces,” and Fanlore,
“Fandom as a Safe Space.”
9. “TOS’ing” or “Terms of Service-ing” refers to the imposition of unwanted rules
and regulations about what content may or may not appear on a website. If a corporation owns a site, it may determine the terms of service by which all users of the
site must abide, and can therefore require users to take down, or can refuse, any
types of content categorized as undesirable by its terms of service.
Break 0: A Glossary of Key Terms
1. See also Blouin and Rosenberg 2006; Boswell and Evans 1999.
2. See Keen 2007; Gorman 2003; Isaksen 2008.
3. See Terras 2010, 436–437; Finnegan 2005; Burke 2000.
Notes
357
4. The Phaedrus contains a famous exchange between two Egyptian gods, Theuth
and Thamus. Theuth tells Thamus that he has invented writing in order to aid
humans’ memories. Thamus replies that writing will not improve humans’ memories, but “will create forgetfulness in the learners’ souls, because they will not use
their memories; they will trust to the external written characters and not remember
of themselves.”
5. See Olick, Vinitzky-Seroussi, and Levy 2011; Winter 2001.
6. See Harth 2008; A. Assmann 1996; J. Assmann 2008.
7. See Meyers, Zandberg, and Neiger 2009; Van Dijck 2007; Kuhn and McAllister
2006; Morley and Robins 2002; Naficy 1993; Strong 2011.
8. I stress that new media potentially constitutes a “global theater,” but this potential
has not yet been fully actualized. As research on the “digital divide” shows (see
introduction, note 4), great differences in people’s access to, and education in, digital networked technologies persist, and many regions in the Global South do not
have the capacity to participate in the “global theater” of the Internet. In addition,
as Paul Dourish and Scott D. Mainwaring note, many attempts by Global North
organizations to introduce new media to areas that lack them are highly problematic, as they replicate and reenact colonialist attitudes and fail to account for “polyvocality, diversity, and multiple perspectives” with regards to technology among
local users (Dourish and Mainwaring 2012, 8). That said, the two largest archives
that I will discuss in this book, Fanfiction.net and Archive of Our Own, accept stories in thirty languages and fifty-six languages, respectively, demonstrating that
participatory digital culture does reach many regions in the world, and is not confined to the Global North.
9. See Chan 2000; Waskul 2005; boyd 2006b; boyd and Heer 2006; boyd and Ellison
2007; Pearson 2009; Aspling 2011; Markham 2013.
10. Several performance scholars have published excellent studies of how new
media are utilized in live performance works (see Auslander 2008; Dixon 2007;
Benayoun 2010; Jones 2006). While this is a very significant area of research, it is
outside the purview of my investigation.
11. I am aware that the term “meta” refers to an entire genre of fan works; what fans
call “meta” writings are what most people would call “commentaries” or “analyses”
of source texts. However, by “meta-archive,” I mean something like an overarching
archive, not an archive of “meta” written by fans.
12. See Henry Jenkins’s (2013) Textual Poachers, xxvii–xxviii and chap. 8: “‘Strangers
No More, We Sing’: Filk Music, Folk Culture, and the Fan Community,” 250–276,
for a discussion of fan works in relation to folk culture.
13. In “A Brief History of Media Fandom,” Francesca Coppa discusses earlier fanzines and Amateur Press Associations (APAs), dating to the 1930s and organized by
358
Notes
fans of science fiction literature (Coppa 2006a, 42–43), but in my view, most fan
fiction communities operating today would acknowledge a direct debt, and trace
their genealogy, to the 1960s Star Trek fandom and the zines that they produced,
and would not recognize the same type of relation to the 1930s fandoms that organized around sci-fi literature. Coppa names both The Man from U.N.C.L.E. and Star
Trek fandoms of the 1960s as the direct predecessors of contemporary media
fandom, and credits the Trek fandom with going beyond “the critical discussion
typical of science fiction fandom” to produce “creative responses to their favorite
show,” in the form of fan art and fanfic (43–45).
14. See Katz and Lazarsfeld (1955) 2009; Lowery and DeFleur 1995; Berger 2012.
15. See Fiske 1987.
16. See Fiske 1987; Lewis 1991; Hall 1998; Hebdige 1988; McRobbie 2000.
1 Memory Machine Myth: The Memex, Media Archaeology, and Repertoires of Archiving
1. See Engelbart 1962, “Augmenting Human Intellect: A Conceptual Framework”;
Nelson (1972) 1991, “As We Will Think.”
2. Bush may in fact have been the father of the bomb, or at least the instrumental
decision maker with regard to the question of whether or not to build the bomb. In
a 1992 article, Stanley Goldberg presents persuasive evidence that Vannevar Bush
was the driving force behind the United States’ development of atomic weapons.
Goldberg writes that, in “the absence of a strong consensus” among American scientists who were evaluating the prospect of fission bombs, it was Bush who “engineered the decision that the U.S. government would undertake an all-out, emergency
effort to develop weapons using nuclear fission” (Goldberg 1992, 450).
3. A description of the mission of the US Task Force on Archiving of Digital Information, and a link to its Final Report and Recommendations, called “Preserving Digital
Information,” released in 1996, can be found at “Digital Information Preservation—
The Landmark Study,” http://oclc.org/research/activities/digpresstudy.html.
4. Today, the “IWM” is simply called “Wayback Machine,” and is a resource available on the Internet Archive’s website.
5. The gerund form, “infrastructuring,” was coined by Helena Karasti and AnnaLiisa Syrjänen (2004).
Break 1: Canon and Repertoire
1. See, e.g., Sontag (1964) 2001; Huyssen 1984; Jameson 1984.
2. For traditionalists, see, e.g., E. D. Hirsch, Cultural Literacy (1988); for reformists,
see, e.g., Ronald A. T. Judy, (Dis)Forming the American Canon (1993).
Notes
359
3. The person who initiated the use of hashtags on Twitter was Chris Messina
(Edwards 2013).
2 Archival Styles: Universal, Community, and Alternative Digital Preservation Projects
1. “Sly” is a pseudonym torrent tracker (a password-protected site on which peerto-peer file-sharing of copyrighted material takes place). Owing to ethical
considerations, I am not naming the site or providing a citation for the text or data
that I quote from it (see the appendix for more details).
2. See Electronic Frontier Foundation, “A Guide to YouTube Removals.”
3. See Phelan 1993.
4. The Internet Archive’s grants and donations, from sources including Alexa Internet (a for-profit Internet analytics company founded by Kahle), a number of highprofile foundations such as the William and Flora Hewlett Foundation, and ordinary
users, support the Archive’s $10 million annual budget (Internet Archive, “Frequently Asked Questions”).
5. The Rosetta Project is also inscribed on a four-inch nickel sphere that is designed
to protect its contents for thousands of years.
6. “Bandom” usually refers to fandom centering on the rock bands My Chemical
Romance, Fall Out Boy, and Panic! at the Disco.
7. Some scholars and critics might say that fans immerse themselves in fic archives
because they are “addicted” to the consumption of media texts, and because they
have little control over themselves when it comes to their recreational uses of media
machines, such as televisions and digital devices. Lynn Spigel (2001) efficiently summarizes this line of discourse as “master-slave fantasies” (86–87), in which humans
are, inappropriately, slaves to their consumer technologies, and must strive to assert
dominance over their entertainment and leisure apparatuses.
8. See, e.g., Murray 1997; Stone 1991; Rheingold 1993.
9. Here, I am paraphrasing and transforming Deleuze and Guattari’s (1986) statement, “A minor literature doesn’t come from a minor language; it is rather that
which a minority constructs within a major language” (16).
3 Queer and Feminist Archival Cultures: The Politics of Preserving Fan
Works
1. See Fanlore, “Strikethrough and Boldthrough” for a detailed recounting of Strikethrough and another journal-deletion wave that soon followed, called Boldthrough.
360
Notes
For descriptions and analyses of FanFiction.net’s purges, see Wikinews 2012; Ellison
2012; AllianceCommand 2012; Fletcher 2012.
2. See De Kosnik 2009, Cupitt 2008, Jenkins 2007a, and Fanlore, “FanLib” for discussions of FanLib and fans’ extreme disapproval of the company’s attitude toward
fan productions.
3. Full disclosure: I am a member of the editorial board of the academic journal
Transformative Works and Cultures, which is an OTW project.
4. While AO3’s achievements in recruiting women coders warrant celebration, it
must be noted (as I described in break 2) that great demands have been made on
AO3’s technical volunteers, and a number of them have suffered burnout as a result.
Techno-volunteerism almost always helps a worker increase their skills, but its emotional payoffs are less predictable. The experience of volunteering over a long period
of time may produce very positive or very negative emotions, or a confusing mixture of these, or a frustrating alternation between the two poles. See Coleman 2012,
11, for a description of how “adept craftspeople, such as hackers,” can be prone to
burnout. A comparison can also be made between techno-volunteers’ burnout and
activist burnout, as described in Activist Trauma Support, “Sustainable Activism”;
Rettig 2006; Hoffman 2014.
5. “Mary Sue” stories are fan fiction stories in which the author inserts an original
character (the “Mary Sue”), who might be construed as the fan author’s idealized
version of herself, who becomes the center of the narrative universe that the fan
author appropriates. For example, a Mary Sue character in a Star Trek fic will likely
be described as so attractive and compelling that one or several of the main Trek
characters fall in love with her right away. “Mary Sue” is generally used as a term of
derision in fandom, and the category of Mary Sue stories is widely despised, as the
authors of Mary Sues are thought to be immature and unskilled as writers. The Fanlore entry for “Mary Sue” (Fanlore, “Mary Sue”) thoroughly explores the origins and
debates over Mary Sue stories.
Break 3: Fan Time versus Media Time
1. See Rubin 1970; Rothenberg 1981; Schechner 2003; Friedman 1998.
4 Repertoire Fills the Archive: Race, Sexuality, and Social Justice in
Fandom
1. Because this site is private (access is limited to registered members), I am using a
pseudonym (“Sly”) and will not give citation information for the text and data I
quote from the site (see the appendix for more details).
2. There are also popular variants of Big Bang challenges: for example, in Reverse
Bangs, the creation of fan artworks precedes (and inspires) the writing of long fan
Notes
361
fiction stories, and the 2008 Bandom Big Bang matched fan authors with fans who
created soundtracks, rather than artwork, to complement their stories.
3. Only stories from Yuletide 2009 onward can be found on the AO3, as Yuletide
previously took place on LiveJournal. The Yuletide moderators intend to import
stories from earlier Yuletides to the AO3 at some point in the future in order to make
the complete Yuletide collection available at one archive (Archive of Our Own,
“Yuletide”).
4. Since the number of fandoms is greater than the number of works, there must
have been a number of “crossover” stories—stories that merge multiple source text
universes, for example bringing together characters from Star Wars and Star Trek.
5. The Nickelodeon animated series Avatar: The Last Airbender featured lead characters who “were clearly Inuit and Asian,” according to NPR’s Alicia Montgomery
(2010), but in the 2010 live-action film adaptation, The Last Airbender, directed by
M. Night Shyamalan, “most of the top roles in the film cast went to white actors.”
This “whitewashing” of the source material was met with outrage by fans and cultural critics, and sparked calls for a boycott of the film (see Martin et al. 2010).
6. Each square on a kink_bingo card contains the name of a kink—a turn-on, an
activator of libidinal excitement—and to make “bingo,” players must incorporate all
of the kinks in a horizontal, vertical, or diagonal line on their card.
7. For a detailed summary of the events constituting RaceFail ’09, see Fanlore,
“RaceFail ’09.” For fan scholars’ analysis of RaceFail and its fallout, see Sarah N.
Gatson and Robin Anne Reid’s (2011) “Race and Ethnicity in Fandom.”
8. See Rachael’s (2011) “How to Be a Fan of Problematic Things.”
9. See Transformative Works and Cultures’ Symposium, “Pattern Recognition: A Dialogue on Racism in Fan Communities” (TWC Editor 2009).
Break 4: “Works” or “Performances”?
1. “Picspams” are online posts that contain series of photographs of particular
actors or characters (or character pairings). “Icons” are small digital images (for
example, the maximum file size specified by LiveJournal is 40 KB)—usually GIFs,
PNGs, or JPGs—that are typically uploaded by participants to their social media sites
to represent their accounts, as their “userpics.” Most fans will select an icon of a
favorite character or actor as their userpic.
2. The definition of “meta” is contested among fans; some fans consider “meta”
posts to be posts about fandom itself, such as whether a certain trope that recurs in
fan fiction is sexist or misogynist, while other fans consider “meta” posts to be any
posts that are not “fan works,” such as essays about the prominent themes within a
source text.
362
Notes
3. Fanmixes resemble mixtapes; a fanmix is a list of songs that a fan feels are especially relevant to a source text or a favorite character or pairing at a given time.
When a fan posts a fanmix to a fan community, the list is usually accompanied by a
work of fan art whose emotional tone echoes and reinforces the overarching tone of
the songs included in the fanmix.
5 Print Fans versus Net Fans: Women’s Cultural Memory at the
Threshold of New Media
1. “APA” stands for “Amateur Press Association.” According to the Fanlore entry on
“APA,” an APA “is a kind of fan publication in which all the materials, generally letters, would be sent to a central person, who would simply copy the entire packet in
the cheapest possible way (e.g. mimeograph, spirit duplicating, xerography, offset
printing; APAs far predate the photocopy machine)” (Fanlore, “APA”). See also Francesca Coppa’s (2006a) “A Brief History of Media Fandom.”
2. The Professionals Circuit, or Pros Circuit, was a practice engaged in by fans of the
UK television program The Professionals: fan fiction writers would circulate their
typewritten stories via mail. According to the online Circuit Archive (which contains digital versions of many of the original typewritten stories, as well as more
recently authored fanfics): “Originally, fans wrote stories for each other and put
them ‘on the circuit’; i.e., they circulated paper copies by snail mail. Eventually,
some particularly industrious fans gathered these circuit stories together and established ‘circuit libraries.’ Fans who joined a library would receive stories in the mail,
which they could read and/or copy and then return for more stories” (The Circuit
Archive, “About the Archive”).
3. The first Star Trek text that contains this “full” version of the Borg’s assimilation
speech is Star Trek: First Contact (1996).
4. Steven Levy, author of Hackers: Heroes of the Computer Revolution (1984), helped
Brand coordinate a 1984 Whole Earth conference attended by legendary engineers
such as Apple cofounder Steve Wozniak, hypertext innovator Ted Nelson, and free
software pioneer Richard Stallman, and a transcript of the “Future of the Hacker
Ethic” forum that Levy moderated was printed in the Review (Turner 2006, 138).
5. See also historian Londa Schiebinger’s Nature’s Body (1993) for an extensive discussion of how “natural” gender differences were formulated during the seventeenth
and eighteenth centuries. Schiebinger argues that Enlightenment philosophers’
deep interest in “natural” rights extended to an interest in defining “natural” differences, and that classificatory science—which yielded natural history and anthropological taxonomies that stood for centuries—established women and nonwhite
people as essentially inferior to white men, closer to animals (because of their innate
instincts for nurturing) than to rational thinkers.
Notes
363
6. While the class-based digital divide was, and remains, very real, I agree with oral
history participant Jacqueline’s statements (quoted above) that print-based fandom
was not necessarily free of cost, and that the large-scale transition of print fans to
the Internet in the late 1990s indicates that print fans’ strenuous objections to Net
fandom in the early 1990s was not primarily about the cost of computing.
7. B7 Complex was a popular Blakes 7 zine published from 1981 to 1988 (see Fanlore,
“B7 complex”). Blakes 7 was a UK television show that aired on BBC1 from 1978 to
1981.
Break 5: A Femslash Parable of the Print-to-Digital Transition
1. See Fanlore, “Just Between series,” for a description of the “Just Between” fan fiction stories, including several fan readers’ reviews of it.
6 The Default Body and the Composed Body: Performance through New
Media
1. In the series, the “X-Files” is the name of the FBI department dedicated to investigating paranormal, extraterrestrial, and otherwise inexplicable events, staffed by
only two agents: Dana Scully and Fox Mulder. Over the course of the series, Mulder
and Scully uncover evidence of a vast conspiracy, helmed by a small band of US and
international government insiders, to facilitate the Earth’s invasion and colonization by a confederacy of highly intelligent and technologically superior alien species, the “police” arm of which is a species of shape shifters.
2. A disclaimer is a statement by which a fan authors declares that they do not own
the copyright to the source text. Although such a statement, usually condensed to
“Not mine” or “Don’t own anything,” is pro forma, many fan writers think that
including disclaimers in their story headers means that they cannot be accused of
copyright infringement by the copyright holders of the source material.
3. Of The Compass, the first improvisational theater in the United States (founded
in Chicago in 1955), Janet Coleman writes that “with no set script and no fixed
lines,” the Compass Players “improvised much of their stage material by playing off
the shouted concerns of their audience,” and that the company’s popularization of
improvisation “change[d] the course of comedy” in the nation, for example by
launching the careers of Mike Nichols, Elaine May, and numerous other comedians,
writers, and directors, and spawning the legendary improv troupe, the Second City
(Coleman 1990, xi).
4. “Beta reading,” “betaing,” or “beta-ing” means editing or proofreading a fan fiction story. Fan authors frequently seek out “betas” to read and edit their works
before they publish them. Fanlore’s entry on “Beta” states that “The word ‘beta’
comes from the world of software design, in which an unfinished version of the
364
Notes
software (the beta version) is released to a limited audience outside of the programming team. The metaphor was applied to fanfiction, fanart, and vids; a story, piece
of art or vid is tested by outsiders to see if it’s working” (Fanlore, “Beta”).
5. In “Save As,” Taylor (2010) argues, “We have always lived in a ‘mixed reality,’”
referring to actions such as “losing oneself in a literary work of fiction, or getting
caught up in the as if-ness of a performance, or entering a trance state in Candomblé,” which “have long preceded the experience of living an alternate reality provided by the virtual realm online” (3). I agree with Taylor that people grew
accustomed to “mixed realities” long before digital computing and networking, and
would only add that the new media have given rise to the development of many
different kinds of realities.
6. The televised event that Fiske describes was the low-speed chase of O. J. Simpson
by police cars and helicopters on June 17, 1994, four days after Simpson’s ex-wife,
Nicole Brown Simpson, and her acquaintance, Ronald Goldman, were killed; Simpson was the prime suspect in the murders.
7. “Rickrolling” is a bait-and-switch practice that rose to popularity on YouTube in
2007. To be “rickrolled” means to begin watching a video because it appears to have
interesting content, and then to be surprised when, part way through the viewing,
the video switches to the 1987 video of R&B artist Rick Astley’s hit single “Never
Gonna Give You Up.” (See D’Orazio 2014.)
8. However, Hellekson states that the “gifts” fans make and give to one another can
be of any genre or medium: “They may be artworks, as in vids, … podcasts, fan fiction, or manipulated images. But they may also be narrative analysis, known as
meta, of the primary source or of a fan artwork. They may be fan fiction archives,
bulletin board forums, screen capture galleries, fandom-specific wikis, or other
aggregates of information” (Hellekson 2009, 114–115).
7 Archontic Production: Free Culture and Free Software as Versioning
1. For example, what I would call the Pride and Prejudice archive includes the 1995
BBC television miniseries Pride and Prejudice; the film Bridget Jones’s Diary (2001) and
its sequels; the 2005 film adaptation for which Keira Knightley received an Academy
Award nomination; the novels Fitzwilliam Darcy, Gentleman by Pamela Aidan (2003),
Austenland by Shannon Hale (2007), Pride and Prejudice and Zombies by Seth Grahame-Smith (2009), and Death Comes to Pemberley (2011); The Lizzie Bennett Diaries,
a Web series that premiered in April 2012 and concluded in March 2013; over 3,300
stories on FanFiction.net, the largest fan fiction archive, at the time of this writing
(June 2014) (Fanfiction.net, “Books: Pride and Prejudice”); and all of the lectures on
the novel delivered by the late literary scholar Ian Watt at Stanford University,
where I took Watt’s (1990) course on Jane Austen.
Notes
365
2. Lessig explains in Remix that read-only and read-write are terms borrowed from
computing culture: “If the user has ‘RW’ permissions, then he is allowed to both
read the file and make changes to it. If he has ‘Read/Only’ permissions, he is allowed
only to read the file” (Lessig 2008, 28).
3. See Black 2007 and Thomas 2007.
4. See also Van Camp 2012 and Carman 2008.
5. There is an interesting coincidence between Hebdige’s statement that “no one’s
version is treated as Holy Writ” and Bhabha’s (1984) example of the European missionary handing out free Bibles in Bengal in 1817 and then watching those Bibles
being put to use by local recipients as “waste paper.” In some cases, archontic producers do not even treat the Holy Writ as Holy Writ.
Conclusion: Fan Data: A Digital Humanities Approach to Internet Archives
1. Noted in private communication from Chael to De Kosnik, dated November 3,
2013.
2. It is also possible that what I am calling a “productivity gap” between X-Files fan
authors and Harry Potter fan authors, based on the difference between the average
number of stories per author, is illusory. What if, for example, the average number
of words produced per author is equivalent between the two fandoms? Here we run
into the limitations of data scrapers: Gossamer does not include word count in the
metadata of their story listings, so we were unable to compare the number of words
produced by X-Files authors and compare it to the number of words produced by
Harry Potter FF.net authors.
3. Between the time that I initially wrote this chapter in 2014 and the time when I
reviewed it in copyedits in 2015, the “Digital Books Collection” on the Internet
Archive was renamed “ebooks and Texts.” That section of the Internet Archive now
includes other archives discussed in this book—Project Gutenberg and Open
Library—and makes nearly 8.7 million texts publicly accessible. Because I have left
the data for all fan archives and other archives, such as the Pirate Bay, the same as in
my original draft, I have also left the data for the Internet Archive’s “Digital Books
Collection” unchanged.
Appendix: Oral History Project, Demographics, and Ethical Considerations
1. See, e.g., Milner 2011 and Gajjala 2002.
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Index
I
I
n
n
d
d
e
e
x
x
Page numbers in italics indicate figures.
Abbate, Janet, 13
Abercrombie, Nicholas, 155–156,
277–279
Acker, Kathy, 204
Actor-network theory (ANT), 52, 58, 60
Acts of reading, 215
Adorno, Theodor, 277, 298, 337
Aeschylus, 248
Affective power, 138, 249
Affordance(s), 39, 59, 68, 73, 90, 93, 95,
240, 276, 281, 311, 345
Agonistic Participatory Design,
57–58
Akrich, Madeline, 58–60
Alexander the Great, 263
Allen, Robert C., 247
Alternate (or alternative) universe (AU),
36, 228, 250, 287
Amplificathon, 165, 174–176, 179–180,
183, 258
Amateur digital archiving, 26–28, 315
Anderson, Gillian, 239, 243, 246, 320
Anderson, Steve, 355n3
Annex, the, 139
anythingbutgrey, 251–252
Aplet, Molly, 318
Appropriation, 3, 5, 7, 11–12, 19, 23,
26, 35, 39, 58, 60, 90, 104, 136,
144, 153, 172, 179, 190, 239–242,
247–250, 260, 267–268, 270, 275,
277, 281, 290, 292–296, 300–301,
303, 305, 316–317, 341–342, 355n3,
360n5
appropriated bodies, 270
appropriative writing(s), 23, 123, 275,
295
as archival operation, 355
digital, 301
new media studies appropriating language of performance, 60
Arab Spring, 182
Archive(s), 1–4, 6–12, 16–30, 34–35, 38–
39, 41, 44–46, 48–61, 63–68, 70–71,
73–100, 103–106, 123–130, 131–154,
155–186, 187–191, 193–194, 201,
207–208, 212–215, 218–219, 226–
227, 237, 241–242, 247–255, 258–
259, 265–267, 273–306, 311–312,
315–347, 349–354, 355n3, 357n8,
361n3, 365n3
actual, 6–7, 9, 11, 21, 176, 273–274,
276, 279
alternative, 22, 74–75, 86–88, 90, 100–
106, 134, 343
automated, 45, 48, 83, 316
building, 7, 9, 11, 17, 19, 89, 105–106,
123, 161, 164, 276
contribution, 22, 161–162, 164–165,
171
“archive elves,” 22, 92, 123–130
410
Archive(s) (cont.)
Batman, 12
born-digital, 65, 85
built, 8
central, 91–93, 95
Cinderella, 12
community, 22, 74–76, 84–87, 95,
99–100, 105, 124, 134–135, 137–139,
41–142, 153
community archives movement, 84
community aspect of fan fiction, 135
culture-as-archive, 23, 277
dark, 169–171
digital, 1–4, 6–8, 11–12, 17–18, 21–22,
26, 38, 45, 51, 54–55, 65–67, 70,
74, 76, 127, 134–135, 161, 171,
188, 193–194, 303, 305–306, 315,
340–341
as dominant logic in print culture, 266
fan fiction archives as queer spaces,
147–151
of feelings, 138, 153 (see also
Cvetkovich)
founding of, 130
highly centralized, 93
hypothetical digital, 306
Internet archive, 2, 20, 21, 26, 29, 39,
44, 45, 52, 53, 56, 71, 105–106, 273,
296, 315
Internet fan fiction (fic) archives,
11–12, 16, 18–20, 22, 25, 29, 38–39,
74–75, 90–92, 94–99, 103–104, 126,
133–137, 139–143, 145–146, 148–
151, 227, 315, 323, 325, 330, 333,
346, 349, 359n7, 364n8, 365n3
living, 193
maintenance of, 17, 303
mass culture as, 4, 242
mass media, 178, 242, 247
media as, 11, 279, 296, 305
of media culture, 34
meta-, 34–35, 38–39, 286, 290, 323–
325, 333, 357n11
Index
metaphorical, 6–8, 21, 168, 170, 176,
276, 286, 293, 295–296
online fan, 12, 39, 145, 187, 317
predigital, 28
Pride and Prejudice (Austen), 280,
364n7
queer culture, 12, 16, 139, 151, 153
and repertoire, 8, 12, 54, 219, 247
rogue, 2, 17–19, 24, 65, 73, 76–78,
106, 134–135, 161, 171, 276, 281,
305, 311, 315, 341
definition of, 2, 76
slash, 92, 97–98
ultimate, 44–45, 306
universal, 22, 74–75, 77–79, 87, 91–95,
105, 134, 193
unmarked, 78
virtual, 6, 8, 11, 34, 279
Wikis as, 76
women’s digital culture, 12, 14
Archival genres, 10, 275–276
Archival labor, 7, 21, 55, 57, 85, 123–
126, 154
Archival media, 12, 247–248
Archival styles, 22, 65, 71, 73–122
Archival technologies, 29, 48, 51–52
Archival turn, 273–274, 276, 279
“Archive Fever” (Derrida), 35, 274, 280
Archive of Our Own (AO3), 93–94, 121122, 123–124, 126, 129, 131, 133–
134, 142, 147–148, 154, 165–167,
176, 189, 286-287, 303, 318, 333–
334, 343–347, 357n8, 360n4, 361n3
Archive Team, 78, 83–84, 94, 163,
193–194
Archiving, 1–3, 10, 12, 17, 21, 24, 27,
31, 41, 46–47, 50–51, 53–55, 57–60,
63, 71, 73–86, 90–95, 105–106, 123,
127, 130, 133–134, 138–139, 141,
152, 158, 188–189, 193–194, 279,
303, 305–306, 315, 318
amateur, 27, 74, 315
community, 85, 95, 138, 141
Index
decentralization of, 93, 94
digital, 1, 3, 10, 12, 17, 53, 55, 57–58,
60, 71, 73–76, 79–80, 84–86, 90, 127,
193–194, 306, 315
fan, 17, 31, 74, 93, 134, 152, 158
open-source, 93, 133
rogue, 24, 63
US Task Force on Archiving of Digital
Information, 46–47, 358n3
Archivist(s), 1–3, 6, 12, 17–18, 22, 24,
26, 30, 51, 53, 56–57, 74, 77, 83–87,
90–92, 94–95, 97, 100, 104, 106,
123, 126–130, 131, 133, 138–139,
142, 153–154, 158, 161–162, 164–
165, 170–172, 188, 194, 199, 219,
276, 298, 303, 306, 311, 316, 349
amateur digital, 26–28, 161
community, 138, 153
digital, 3, 17, 22, 26–28, 51, 53, 56–58,
127–128, 131, 162, 164–165
fan, 9, 12, 16–17, 24, 34, 74, 90, 94,
97, 142, 153–154, 158, 161, 188, 199
human, 51, 54
Internet, 51, 55, 58, 74, 85
queer, 153
rogue, 2–3, 7, 10, 18, 24, 73, 83, 128,
161–162, 172, 316
as servers, 127, 129–130
volunteer, 21, 106, 161
Archons, 35, 274, 276, 279–280
archon-authors, 279
Archontic literature, 241, 275, 355n3
Archontic producers, 35, 191, 277, 286,
365n5
Archontic production, 7, 9, 11, 21, 23,
34–35, 37, 136, 140, 177, 191, 207–
208, 240–241, 263, 273–306, 309,
325, 332
Arduinna, 185–186, 197–198, 200
Armstrong, Neil, 263
Army of invisibles, 126, 170–171
Arnold, Matthew, 65
ARPANET, 42, 79–80
411
Artstor, 65
Assmann, Aleida, 28–29, 65–67, 69, 180,
214, 357n6
Assmann, Jan, 28–30, 207
Astley, Rick, 364n7
Atom bombs, 43–44
“At the Close” (ficathon), 251–252
ATXC, 139, 318–321, 327–330, 335, 337
Audiences, 4, 6, 10, 35, 37–39, 45, 143,
150, 153, 155–156, 162–165, 170,
179–181, 231–233, 247–249, 252–
253, 277–279, 316–317
active (Fiske), 39, 247–249, 316
Audiences (Abercrombie and Longhurst), 155, 277–278
audiobooks, 265
media, 155, 170, 249, 279, 297, 299,
303, 316, 323, 337
Audiofic Archive, 3, 93, 120, 174–176,
258, 265
Audiofic performances (“podfic”), 23,
175, 265–266
podficcer, 258, 265
Auslander, Philip, 1, 5, 357n10
Austen, Jane, 280, 364n1
Authorship, 142, 161, 190–191, 257,
276
Automated Archive, 92
Avatar, 178
Avatar: The Last Airbender, 361n5
Avatars, 9, 208, 217, 227, 234–235,
240–241
Avengers, 38
Babylon 5, 131
Bagnali, Gaynor, 278
Baker, Houston, Jr., 294–295, 301, 304
Bakhtin, Mikhail, 162, 172–177, 259
Balsamo, Anne, 218–219
bandgeek, 250
Bandom, 96, 359n6
Barish, Stephanie, 291
Barnraisings, 171
412
Barthes, Roland, 288–289
Bastian, Jeanette, 138–139
Batman, 12, 46, 150, 268–269
Battlestar Galactica, 92, 250
Baudrillard, Jean, 219
Bayley, Alex Skud, 133–134
Bear, Elizabeth, 182
Beauty and the Beast, 169, 196–198, 200,
216
Becker, Konrad, 88
Benjamin, Walter, 304–305
Benkler, Yochai, 59
Bennett, Tony, 1
Berlant, Lauren, 145, 159, 207–208
Berry, Halle, 268
Beta readers, 185, 219, 233, 290, 363n4
Beyond the Valley of the Dolls, 163
Bhabha, Homi, 293, 301, 304, 365n5
Big Bang challenges, 165, 360n
Bind (Freeman), 158
Bionic Woman, 200
BitTorrent, 70, 89, 162
Bjoögvinsson, Erling, 57
Black, Rebecca W., 292, 365n3
Black English vernacular tradition, 294
Blog(s), 13, 41, 46, 50, 68, 84, 92,
132–133, 157, 164, 188–189, 238,
275–276, 315, 326, 356n5
Body medium, 23, 227, 234–235, 246,
263–271
body and voice in fan production, 23,
263–271
fan fiction as, 227, 246
Borg, the, 197–200, 205–206, 221–223,
225–226, 362n3
Bowker, 338, 342
Brand, Stewart, 47–48, 83, 203, 362n4
“Brightly Shone the Moon” (brynnmck), 250
Brönte, Charlotte, 275, 295, 300, 304
Brough, Melissa M., 177
Brown, John Seely, 291–292
brynnmck, 250
Index
B7 Complex, 215, 363n7
BSG Femslash Archive, 92, 113
Burdick, Anne 45, 64
Burroughs, William, 204
Burton, Tim, 150, 268
Bush, Vannevar, 42–45, 48–50, 52–53,
59–60, 78, 85, 358n2
Busse, Kristina, 16, 96, 102–103, 133–
134, 148–149, 265
Caldwell, John, 125–126
Callon, Michael, 52
Call-out culture, 185–186
Cameron, James, 178, 204–205
Campbell, John Edward, 15, 144, 146,
148
Camp Trans, 87
Canclini, Nestor, 293–294
Canon(s), 21, 63–71, 73–81, 85–87, 94–
95, 99–100, 104–105, 175, 180, 214,
260, 290, 294, 324–325
anticanon movements, 75
as archive, 65
“Canon and Archive” (A. Assmann),
65, 214
canonical styles of digital archiving,
71
canon wars, 63–64, 180
cultural, 63–65, 69, 71, 73–75, 95, 104,
180
personal, 66, 71, 99
Canonicity, 21, 63–64, 75–76, 85,
99–100
Captain America, 263
Captain Janeway, 23, 221–226
Carnival, 22, 162, 172–179, 186, 259
Carlston, Doug, 83
Cartesian dualism, 204
Castells, Manuel, 182–183, 186
Cat (fan), 148
Catwoman, 46, 150, 268–269
Censorship, 15, 93, 145–146, 154, 345
Cervantes, Miguel, 175–176
Index
Chael, 91, 129
Chatrooms, 97, 198
Chromatic, 166–167, 169–170, 177,
181, 183, 186
challenges, 169, 177, 186
characters, 166–167, 169–170, 181
Chromatic Yuletide(s), 166–167, 183
Chrononormativity, 158–160
Chun, Wendy, 41, 48–50, 52–53, 55
Citibank, 264
Cities of the Dead (Roach), 217
Closed World, The (Edwards), 203
Coetzee, J. M., 275
cofax7, 139
Coleman, B., 227, 234–235, 239
Coleman, E. Gabriella, 290, 307, 309,
360n4
Coleman, J., 363n3
Collaborative media, 58
Collective memory, 1, 28–29, 69, 139,
151, 212, 217, 276
Comlink, 200, 208
Commission on Preservation and Access
(1994), 26
Common culture, 29, 171–172, 297
Common Culture (Willis), 297
Compass, the, 363n3
Composed body, 23, 227, 236–240, 242–
243, 246–248, 253, 258, 266–268
Compulsory heterosexuality, 151
Computer-generated imagery (CGI),
125
Constable Katie, 91
Consumers, 4, 15, 35, 39, 170, 176, 180,
197, 277–278, 281, 292, 297, 323,
343
Content takedowns, 14, 77, 132
Conway, Paul, 47
Coppa, Francesca, 17, 37–38, 91–92, 94–
95, 97, 126, 132–134, 142–143, 227,
240, 243, 264, 302, 304, 357n13,
362n1
“Writing Bodies in Space,” 37, 240
413
Copyright, 2, 10, 18, 23, 77, 81–83, 123,
190, 213, 266, 276, 281–282, 290,
295, 297, 307–312, 341–342, 363n2.
See also Free Software Foundation
(FSF)
copyleft, 276, 282, 285, 311
fair use, 77, 281, 342
holders of, 18, 123, 213, 295, 308,
341–342
Cornell University’s Rose Goldsen Archive of New Media Art Archive, 77
Cosplay (costume play), 23, 29, 178,
264, 285
Cossman, Brenda, 15
Craig, E. Gordon, 227, 241–242
Creative Commons, 82, 285, 307–311,
341
Cronin, Lisa, 19, 199, 317, 349
Crossover settings, 36
Cultural death, 199
Cultural dominant, 1, 5–6, 8, 260
Cultural dopes (Hall), 39, 317
Cultural imaginary, 169, 193, 202, 206–
208, 219
Cultural memory, 2, 4, 9–12, 18, 21, 22,
25–30, 35, 47, 49–50, 60–61, 65–67,
73–74, 76, 79, 83, 85, 96, 130, 135,
140–142, 152, 154, 191, 193–194,
207, 212–214, 216, 218–219, 225–
226, 273, 276, 278, 303, 316
digital, 11–12, 18, 21, 25–28, 30, 35,
49–50, 54, 60–61, 67, 73–74, 83, 85,
130, 191, 226, 273, 276, 316
fan archives as cultural memory of a
fandom, 96
print-era, 76
rogue, 10, 22
Cultural production(s), 3, 14, 19, 22, 26,
30, 34, 41, 54, 76, 87, 97–100, 103,
105, 134, 140–142, 154, 168, 179,
190, 207, 216, 219, 275–276, 289,
291, 298, 333, 337
amateur, 26
414
Cultural production(s) (cont.)
memory as basis of, 3
niche or boutique, 333
scandalous category of, 14
Cultural texts, 4, 6, 16, 75–76, 85, 87,
96, 128, 137–139, 150, 153, 172,
184, 207, 277, 312, 317
Culture industry (industries), 4, 10,
103, 156–157, 160, 169, 176, 180,
277, 281, 284, 289–290, 297, 300,
308–310, 337
Culture seekers, 105
Cuntz-Leng, Vera, 317, 326, 328
Cvetkovitch, Ann, 138–139, 146, 148,
151–153
Cyberbullied, 15
Cyberdystopianism, 206, 208, 212,
217–219
Cyberpunk narratives, 23, 196–197,
202–206, 209, 212
Cyberutopian hopes, 12
Cyborg, 23, 193, 196–200, 203, 217–
220, 221–226. See also Cyberdystopianism; Cyberpunk narratives
“Cyborg Manifesto” (Haraway), 218
feminism, 218–219
Dada, 5, 293
Daley, Elizabeth, 291
Dance battle(s), 258
Daniels, Jessica Henderson, 168
dark_agenda, 166–167, 169–170, 173–
174, 176, 179–180, 183, 186
Dark Knight Rises, The, 46, 251
Dark matter, 126, 170
Darnton, Robert, 29
Dartt, G. L., 222–223
Data scraping, 20, 24, 317, 354
Data visualizations, 24, 315–316
Dawn, Morgan, 38, 50, 129, 199, 210–
212, 221
Dawn of the Dead, 178
DC-universe, 268
Index
Dean, Roger, 231–232
Default body, 23, 175, 236–240, 258,
266
Defoe, Daniel, 275
Deirdre, 91, 131
Deja News, 318
Deleuze, Gilles, 100, 359n9
Delicious (bookmarking site), 92
Delinquency, 2
DeLuca, Maria, 264
Democracy, 2, 9, 24, 63, 88, 296, 309,
311–313
and rogue constituents, 313
semiotic, 88
Democratization, 2–3, 9–10, 18, 26, 161
de Montaigne, Michel, 305
Derrida, Jacques, 2–3, 9, 18, 24, 35, 158,
274, 280, 288, 309–313
“Archive Fever,” 35, 274, 280
Diachrony, 155, 299
Digital culture, 3–5, 8–9, 12, 14, 16,
41–42, 47, 54, 63, 66–67, 69–71, 88,
95, 100, 104, 191, 197, 202, 220,
259–260, 276, 305, 307, 312–313,
357n8
female, 12, 16
proclivity of for ephemerality and loss,
17, 30, 50, 95, 131, 134
queer, 12, 16
Digital dark age, 21, 46–51, 82
Digital design studies, 56
Digital divide, 10–11, 86, 202, 291, 355,
357n8, 363n6
Digital humanities, 20, 24, 45, 64, 67,
315, 317
Digital Humanities (Burdick), 64, 67
Digital Millennium Copyright Act
(DMCA), 307–308
Digital networks, 1, 6, 9–12, 16–17, 30,
32, 37, 54, 97, 141, 158, 193–194,
202–203, 217, 227, 234, 241, 254,
261, 309, 311
digital networked archives, 6
Index
digital networked culture, 17, 54,
227
digital networked media, 1
Digital technologies, 2–3, 8, 10, 28–30,
47, 54, 73, 82, 197, 209, 216, 225,
237, 274, 281, 305
Digitizing Race (Nakamura), 205
DiMaggio, Paul, 355n4
Disclaimer, 230, 233, 363n2
Disney princesses, 169
Distros (Linux distributions), 80–81,
282, 284–286, 289
Diversity, 24, 166, 168–169, 175, 183–
184, 186, 234, 312–313, 346
Dixon, Laura, 12
Doane, Mary Ann, 273–274
Doctor Who, 251, 253, 320
Documentary culture, 79
Dog-piling, 185
Doing-archiving, 76
Don Quixote (Cervantes), 175–176
Dostoevsky, Fyodor, 175, 177
Doty, Alexander, 148, 150–152
Double helix structure, 11, 25, 273
Dourish, Paul, 357n8
Download Finished, 77, 88, 90, 104
Dracula, 263
Dreamwidth, 133, 165–167, 176,
188
Duchovny, David, 239, 243, 246
as Fox Mulder, 239, 243, 246
Due South, 91, 96, 101, 136
Duncan, Isadora, 241
Duncombe, Stephen, 178, 181
Dunnett, Dorothy, 270–271
Duras, Marguerite, 162–163
Dworkin, Andrea, 86
Dynarchive(s) (Ernst), 188, 275,
305–306
Edensor, Tim, 171–172
Edwards, Paul, 203, 206
EEBO, 65
415
eFiction, 92
Egyptian revolution, 182
Ehn, Pelle, 57
Eichhorn, Kate, 274–276
Elba, Idris, 268-269
Eldred, Eric, 81–82
Eldred v. Ashcroft, 82
Eldritch Press, 77, 81–82
Electronic Frontier Foundation, 14
El Ghaoui, Laurent, 317, 321
Elliot, Shanti, 174, 177
Embodied play, 263–264. See also Cosplay; LARP; Performance(s)
embolalia, 250
Emmy (award), 320
Engelbart, Douglas, 42, 68
Enhanced critical curation, 64
Epimetheus, 236–237
Erll, Astrid, 65
Ernst, Wolfgang, 49, 52–53, 188, 275,
305–306
Eroticism, 145, 148, 224
eruthros, 136, 148, 174, 185, 258
Europeana, 65
Expressions (digital gestures), 233, 235,
292
exStream, 88
Facebook, 14, 84
FaceTime, 235
FAMA Collection, 77, 86, 99
Famous Monsters of Filmland, 263
Fan casting, 23, 267-269
Fan cultures, 12, 14, 17–18, 22, 31, 92,
133, 145, 153, 156, 187, 199, 206,
213, 217, 224, 241, 247, 255, 310,
316, 354
“casual” fans, 331–332
“cult” fans, 331–332
fan archivist(s), 9, 12, 16–17, 24, 34,
74, 90, 94, 97, 142, 148, 153–154,
158, 161, 188, 199
Fan Cultures (Hills), 156
416
Fan cultures (cont.)
fan fiction communities, 11–12, 16,
18, 74, 98, 133, 148, 165, 188, 235,
320, 326–328, 356n7
fannish spaces, 146
fan practice(s), 145, 195, 197, 227,
240, 265
female fan communities, 14, 22, 35,
133–134, 193–220, 224
female fan expression, 14, 135
feral fans, 93, 97
hard-core fans, 144–145, 331
Latin American soap opera fan cultures, 247
print fan(s), 22–23, 35, 193–220, 221,
223–225
queer fans, 17, 135, 224
roguish behavior of fans, 310
slash fan(s), 91–92, 96, 98, 101, 136,
142, 147–149, 160, 212, 221
source text fans, 266
Fan Data, 20, 24, 189–190,
315–347
fan databases, 189–190
Fandom(s), 19, 22–23, 29, 35, 38–39,
91–96, 101, 103–104, 124, 131–132,
134, 136, 140, 142–149, 152–154,
156–158, 165–170, 175, 178, 182–
186, 187–191, 193–220, 223–225,
227–228, 254–259, 279, 286–287,
290, 297, 301–302, 308–311,
315–347
free software and fandom as not coinciding, 309
“gift culture” of Internet fandom,
255–256
Internet, 19, 94, 132, 145, 182–183,
186, 197–198, 202, 216, 219, 224,
255, 318, 323, 325, 327–328
print, 35, 195, 200–201, 208–209,
212–220, 221–225
print fans vs. net fans, 22–23, 35,
193–220, 224
Index
slash, as a queer female space,
147–151
social justice, 182–186
Fan fiction (fanfiction, fanfic, fic),
19, 21–22, 29, 35–38, 74–75, 84,
90–92, 100–104, 136–137, 151–152,
154, 158, 160, 165–166, 173, 179,
187–191, 195–196, 201, 206–207,
212–214, 216, 221, 223, 225, 227,
231, 233–235, 237, 240–241, 243,
245–261, 264–268, 270, 275, 285–
287, 292, 302, 305, 308, 315–347
archives, 11–12, 16, 18–24, 25, 29,
38–39, 74, 90–91, 94–95, 97–98, 100,
103, 134–137, 140–143, 145–146,
148–149, 151, 154, 158, 173, 188,
259, 315–347, 349
as a body medium, 227
definition of, 35
dirty, 102
event-ness of, 253, 256
fanficcing, 207, 289, 293
software engineers as, 289
femslash, 101–102, 221
as forkings, 289–290
“good” and “bad,” 101–103
Harry Potter, 96, 135–136, 165, 289,
318, 325–338
id, 102–103
literary, 103
Mary Sue, 101–102, 137, 360n5
as performance genre, 37
as restored behavior, 36
Fanfiction.net (FF.net), 84, 92–93, 113114, 132–133, 145, 318, 325, 329–
347, 357n8, 364n1, 365n2
Fan Fiction and Internet Memory
(FFIM), 19, 195, 349–354
FanLib, 14, 132–133, 360n2
Fanmixes, 189–190, 315, 362n3
Fanzines (zines), 9, 23, 37–38, 133, 144–
145, 157, 195, 197–198, 201, 208,
213–216, 218, 292
Index
Amateur Press Associations (APAs),
195, 208, 357n13, 362n1
as cultural objects, 218
dealers, 213
exchanges, 197
investment, 201
letterzines, 208
reading, 215
“Fault of Epimetheus, The” (Stiegler),
236
Female subculture(s), 9–14, 16–17,
22–23, 35–36, 87, 92, 98–99, 101,
131–154, 184, 193–220, 223–226,
264, 268, 275, 310, 351
fan fiction archives as women’s and
girls’ culture, 142–151
female affect and sexuality, 16, 98,
147, 149, 151, 154
female sexual expression, 135, 149–
151, 154
harassment directed at women, 13, 16,
193, 210–211
social media use, 13–14
threats to online expression of, 13–14,
154
Feminist Porn Book (Taormino), 98
Festival(s), 87, 92, 104, 166, 171–172,
253, 258
Fetishism, 130, 153, 216
Ficathon(s), 166, 174–176, 179–180,
183, 251–252, 258
Finnegan, Ruth, 27
Firefly, 250
First Days Project, 163–165, 167
Fiske, John, 103, 128, 170, 237, 247,
316
Flinn, Andrew, 84, 139, 141–142
Florini, Sarah, 11
Florrick, Alicia, 169
Fluck, Winfried, 207
Foe (Coetzee), 275
Ford, Sam, 305
Forever Knight, 198, 200
417
FortuneCity, 84
Foucault, Michel, 74, 273–274, 311
Francesca (fanfic author), 101
Francis, Kay, 162
Franco, 163
Frankenstein, 263
Franklin, Benjamin, 70
Free Bitflows, 88
Free culture, 23, 273–306, 307–313
Free Culture (Lessig), 81–82, 276,
280
Freeman, Elizabeth, 158–159
Free software, 23, 81, 273–306, 307–309,
311
free software and fandom do not coincide, 309
Free Software Foundation (FSF),
280–282
four freedoms, 282, 285, 291
Frost, Robert, 81
Fuchs, Christian, 130, 183
Gabaldon, Diana, 265
Gaines, Jane, 7, 303–304
Galloway, Alexander, 89
Gates, Henry Louis, Jr., 294, 301
Gay, Lesbian & Straight Education Network (GLSEN), 15
Genderbending fic, 36, 267–268
Genderswap, 23
General Public License (GPL), 23, 282,
285, 307–308
Generative humanities, 64
Genette, Gerard, 231
GeoCities, 84
Getty Images, 65
GIFs, 9, 68, 84, 159, 190, 241, 268
Gibson, William, 204–205
Gift culture, 255
Gleick, James, 47
Global North, 8, 13, 78, 355n4
Global South, 11, 13, 182, 249, 312,
357n8
418
Global Theater (McLuhan), 25, 30–33,
37, 155–156, 172, 189, 227, 240,
246–250, 253, 259, 270, 332, 357n8
GNU/Linux, 23, 282-284, 285–286,
288–290, 300, 303–305, 307
GNU Project, 276, 282, 284
Godbehere, Andrew, 317, 321, 323, 329,
332–335, 338, 343, 351
Goffman, Erving, 33–34, 55, 155–156,
240
Goggin, Gerard, 52
Golden Globe, 320
Good Wife, The, 169
Google, 77, 84, 235, 318, 340
Google Books, 340
Google Groups, 318–319
Google Hangout, 235
GoogleReader, 84
Gopher, 80, 82
Gossamer Project, the, 91, 107-108, 129,
131, 136, 139, 318, 321–326, 328–
330, 332, 338, 342, 345–346
Gossip-Fic, 92, 117
Gossip Girl, 92
Grandmaster Flash, 21
Gray, Jonathan, 4, 177
Green, Joshua, 305
Guattari, Félix, 100, 359n9
Gutenberg Parenthesis, 259-260
Hackathon(s), 161, 165
Halberstam, Jack, 148, 150–152,
158–159
Halbwachs, Maurice, 28
Half-digital, half-not, 195–197, 218, 224
Hall, Stuart, 39, 247, 317
Hamlet (Shakespeare), 39, 266, 302
Hammer, Rhonda, 296–297, 300
Hammer films, 162
Hamscha, Susanne, 207–208
Hansberry, 248
Happening(s), 32, 104, 240, 246, 259
perpetual happening, 240, 246, 259
Index
Haraway, Donna, 218–219
Hardt, Michael, 124–125
Hargittai, Eszter, 355n4
harrydraco, harry-draco, 326–327
Harry Potter, 36, 96–97, 135–136, 165,
251, 270, 284–286, 289, 318, 325–
339, 342
Hart, Michael, 79–80
Hartley, Nina, 204
Hawthorne, Nathaniel, 81
Hayles, N. Katherine, 140, 205
Hebdige, Dick, 171, 247, 301–302, 304
Heidegger, Martin, 300
Heinau, Vera, 91
Hellekson, Karen, 92, 227, 255, 257,
364n8
Hello Avatar, 234
Hemingway, Ernest, 170
Hemispheric Institute’s Digital Video
Library, 77
Heng, Harry, 318
Her, 217
Heritage institution(s), 278–279
Herodotus, 305
Herrold, Sandy, 38
Highlander, 92, 96, 126
Hillgren, Per-Anders, 57
Hills, Matt, 156–158
HILUS Intermedia Project Research, 88
Hip-hop culture, 21
Hiroshima, 43
Hoffmann, E. T. A., 217
Hoggart, Richard, 301, 304
Hogwarts School of Witchcraft and Wizardry, 36
Holcomb, Julie, 26
Hollywood, 14, 125, 168, 170, 180, 204,
230, 268, 290, 308, 330
Hollywood Diversity Report, 168
non-Hollywood films, 87
hooks, bell, 16, 356n7
Horbinski, Andrea, 19, 317–319, 349,
351
Index
Horkheimer, Max, 277, 298, 337
House, 238
House arrest, 274, 279–280, 295
hp_fanfiction, 327
Huang, Zhiling, 317, 338
Human–computer interaction (HCI), 32
theatergoing as model for, 32
Hunger Games, The, 330
Hussien, Saddam, 296
Hutz, Adam, 317, 323, 333, 351
Huynh, Sean, 318
Huyssen, Andreas, 63
Hwang, David Henry, 248
Hypermedia, 42, 44–45, 306
dream of, 306
Hypertext, 42, 68
Hypodermic needle theory of media reception, 39
ibiblio, 6, 18, 80–81, 193, 303
Ibsen, Henrik, 248
Id (Freudian term), 102
id fic, 102–103
“Identity” (purple_cube), 251
Improv Elements, 229–233
“Incense and Peppermints” (Skylar), 251
Inception, 96
Industrial Light and Magic (ILM), 125
Infrastructure, 14–15, 21, 57–58, 60,
95, 97, 124–127, 129, 133, 135, 155,
187, 226, 307, 358n5
infrastructuring labor, 97, 126–127
Internet Archive, 6, 18, 48–50, 68, 78,
80, 82–83, 94, 100, 105, 164, 193–
194, 303, 339–341, 359n4, 365n3
Internet fan fiction, 11–12, 16, 38, 135,
145, 188, 233–234, 315–316, 330
archives, 11–12, 16, 19–20, 29, 74, 95,
135, 137, 141, 148–149, 151, 315,
325, 330, 349
communities, 11, 165, 320, 356n7
Internet Microgrant program, 164
Internet Relay Chat (IRC), 198
419
Iosseliani, Otar, 162
Iron Man, 263
Irving, Henry, 241
Israel, 163
Ito, Mizuko, 27
Jackson, Shannon, 33, 125, 128
Jacqueline, 201, 238–239, 256–257,
363n6
Jameson, Frederic, 5, 63, 219, 295
Jane Eyre (C. Brönte), 275, 295, 300, 304
Janeway/Seven (J/7), 23, 221–226
Jedi Buttercup, 250
Jenkins, Cynthia, 144–146, 148, 195–
198, 201–202, 208–211, 263–264
Jenkins, Henry, 14–15, 17, 124, 144–
149, 177, 195–198, 201–202, 208–
211, 216, 263–264, 276, 292, 301,
304–305, 316
Jesemie’s Evil Twin (JET), 228–233, 235,
237, 239, 243–246, 250, 256, 259
jinjurly, 3, 93, 174–175, 181, 258,
265–266
Johanssen, Scarlett, 217
Jones, Paul, 80
JSTOR, 65, 76
“Just Between Us” (Dartt), 222–224
Kahle, Brewster, 80, 82–83, 193–194
Kaleidoscope Fanwork Exchange, 167,
183–184, 186
Kapic, Suada, 86
Kaprow, Allan, 32
Karasti, Helena, 358n5
Kelly, Kevin, 194, 203
Kelty, Christopher, 288–290, 307–308,
310
Kernel(s), 80–81, 284–286, 288–289,
303, 305–306
Ketelaar, Eric, 168
kink_bingo, 165, 174–177, 179–180,
183, 185, 258, 361n6
Kinks, 174, 185
420
Kirk and Spock, 146
Kirschenbaum, Matthew, 27, 51
Kitt, Eartha, 268
Klein, Hugh, 168–169
Knott, Judson, 80
König, Sven, 90
Koyama, Emi, 87
KS Nicholas (KS Nick), 91–92, 97
Kuny, Terry, 47
Labor, 6–7, 12–14, 16–17, 21–22, 27, 41,
53, 55, 70, 74, 125, 127–128, 130,
277, 297, 300, 311, 316, 342
amateurs’, 27
archival, 6–7, 21, 22, 55, 57, 70, 85,
123–130, 154
archivists’ labor hours, 316
creative, 22
crew members’, 127
digital, 16, 128
everyday symbolic work (Willis), 171,
297
free, 13–15, 22, 128
human, 30, 56, 88, 130, 277
immaterial, 124–125, 127–128
infrastructuring, 97, 126–127
statistics, 342
techno-volunteer, 74
theatrical, 22, 128
voluntary digital, 16
women fans’, 14
La Jetée, 163
Lancaster, Kurt, 36–38, 240, 270
LARP (live-action role playing), 263
Larsen, Katherine, 356n8
Last Airbender, The, 166, 180, 361n5
Latour, Bruno, 52
Laurel, Brenda, 32–34, 240
Law, John, 52
Lazzarato, Mauricio, 124–125, 127
Leadbetter, Charles, 27
Leaderless movements, 182–183
soft leaders, 183
Index
Le Goff, Jacques, 8
Le Guin, Ursula K., 265–267
Leng, Christof, 318
Lesbian Herstory Archives (LHA), 138
Lesbian public sex culture, 146
Lesbian romance novel tradition, 102
Lesk, Michael, 46–47
Lessig, Lawrence, 3, 81–82, 276, 280–
281, 291–292, 301, 304, 365n2
Levy, Daniel, 28
Levy, Steven, 362n4
Lewis, Lisa, 88, 103, 141
LGBTQ, 15–17, 87, 134, 144, 154
Li, Xing, 92
Liang, Lawrence, 311–312
Libraries, 2, 18, 26–28, 38, 42, 48–49,
51, 55–56, 65, 70, 74, 77, 79–81, 83,
87–89, 135, 141, 145, 189–190, 274,
339–341
comprehensive, 87, 89, 162–163
digital, 82–83, 340
government-supported, 77
librarians, 47, 55–56
Libraries of the Future (1965), 42
Library Company of Philadelphia, 79
as memory institutions, 65
of Netflix, 339–340, 342
university-supported, 77
Library and information sciences (LIS),
1, 46, 54–55, 77
LIS teams, 77
Library of Congress, 65, 78, 100, 339
Licensing, 23–24, 307–313, 341
“taking license,” 24, 309
Licentiousness, 2, 24, 307–313
Licklider, J. C. R., 42
Lima, Manuel, 305
Linux, 23, 80–81, 282-283, 284, 285–
290, 300, 303–305
Listservs, 97
Literacy, 39, 140–141, 259–261, 291–
292, 296–297, 299–301, 323, 331
digital, 259–260
Index
electracy, 260
Institute for Multimedia Literacy, 291
media, 261, 297, 299, 323, 303, 331
new media, 291–292
remix as a new, 39
Uses of Literacy, The (Hoggart), 301
Literary classics, 275
Literary fanfic, 103
Literary Machines (Nelson), 44
Literary quality, 100–104, 264
Literary texts, 8, 65, 240
Litotease, 96, 101–102
Little Mermaid, The, 169
LiveJournal (LJ), 92, 102, 132–133, 182,
188, 214, 250–251, 325–328, 330,
335, 337, 345
Livepeople and mediapeople, 237
Liviapenn, 92
Logan/Rogue (X-Men), 251
LOL (LMAO, ROTFL), 236, 238
LOLcats, 70
Lone Ranger, 170
Longhurst, Brian, 155–156, 277–279
Long Now Foundation, the, 83, 193
Lord of the Rings, The, 38, 136, 330
Loss and disappearance, 29, 131
Lothian, Alexis, 16, 97–98, 135–137,
139, 148–149, 183, 185, 189–190
Lovink, Geert, 30
Löwgren, Jonas, 56, 58–59
Lukács, Georg, 130
Lupino, Ida, 163
Lurkers, 98, 156, 332, 347
Lyman, Peter, 48
Lymond Chronicles (Dunnett), 270–271
Lyotard, Jean-Francois, 219
MacKenzie, Donald, 52
Mad Max, 286-288, 305
Capable/Nux (Riley Keough/Nicholas
Hoult), 286–287
Furiosa/Max (Charlize Theron/Tom
Hardy), 286–287
421
Immortan Joe (Hugh Keays-Byrne),
286–287
Mad Max Fury Road (MMFR), 286-288
Wives (Riley Keough, Rosie Huntington-Whiteley, Zoë Kravitz, Abbey
Lee, Courtney Eaton), 286–287
Magic, 125–127, 243, 246
Mainwaring, Scott D., 357
Mallick, Samip, 86
Malone, Paul M., 242
Man from U.N.C.L.E., The, 358n13
Manhattan Project, the, 42
Manovich, Lev, 2, 355n3
Mao, 163
Maraffi, Christopher, 241
Marginalized groups, 10–11, 75, 84–85,
135, 138, 143, 154, 182, 298, 300
marginalized areas in higher education, 64, 75
marginalized operations, 128
marginalized opinions, 57
Marionette(s), 9, 217, 227, 239–243
digital, 242
marionetting, 239–243, 246
uber-, 227, 241–242
Marker, Chris, 163
Martin, George R. R., 265–266
Martín-Barbero, Jesús, 247
Marx, Karl, 130, 276
Mass culture(s), 4, 39, 103–104, 150,
242, 277, 279, 293, 309, 316
Master of the Month (MoM), 162–165,
167
Matrix franchise, 204–206, 208
May, Elaine, 363n3
Mbembe, Achille, 1, 16–17, 138–139,
355n1
McLaren, Peter, 296–297, 300
McLuhan, Marshall, 31–33, 52, 155,
172, 227, 240, 250, 253
Meat (term for human body; see Gibson), 204, 209
meatspace, 205, 217
422
Media addicts, 96, 159, 359n7
Media events, 248–249
Mediascape, 169, 277–278
Mediated bodies, 263
Media text(s), 3–7, 11, 29, 36, 39, 58,
70, 74, 99, 141–142, 150, 156, 158,
168–170, 177, 191, 239, 247–249,
277–279, 286, 290, 292, 296, 298,
302, 309, 323, 326, 359n7
!Mediengruppe Bitnik, 90
Mellor, D. Hugh, 253
Memex, 21, 42–44, 48–50, 53, 78
Memory, 1–12, 18–19, 26–30, 41–61,
65–70, 73, 76, 79, 96, 130, 135, 138,
152, 172, 179–180, 189, 275, 280,
294, 296, 298–300, 303–304, 313
as basis of cultural productions, 3
collective, 1, 28–29, 69, 139, 151, 194,
212, 217, 276
cultural, 2, 4, 9–12, 18, 21, 22, 25–30,
35, 47, 49–50, 60–61, 65–67, 73–74,
76, 79, 83, 85, 96, 130, 135, 140–
142, 152, 154, 191, 193–194, 207,
212–214, 216, 218–219, 225–226,
273, 276, 278, 303, 316
as cultural dominant, 5–6, 8
digital cultural, 11–12, 18, 21, 25–28,
30, 35, 49–50, 54, 60–61, 67, 73–74,
83, 85, 130, 191, 226, 273, 276, 316
digital memory workers, 19
embodied, 8, 70, 194
institutional, 212
institutions, 1–4, 10, 18, 26–28, 55,
65, 75, 77, 85, 87, 99, 135, 152, 154,
161, 278, 316
keepers, 204
living, 180, 184, 186
magic memory machine, 127
memory-based making, 5–11
memory machine myth, 41–61
networked computer, 48
passive, 66–67, 70, 214–216
racial, 28
Index
as retention (Stiegler), 298–299
rogue, 2, 9, 11–12, 194
rogue digital, 12
social, 26–28, 139
studies, 28, 30
traditional memory institution(s), 1–2,
4, 10, 18, 27, 55, 75, 77, 85, 87, 99,
135, 161
women’s cultural, 193–220
working, 65–67, 69–70, 180, 214–216
Merskin, Debra, 168
Meta, 187, 357n11, 361n2, 364n8
Metropolis, 217
Meyer, Russ, 163
Meyrowitz, Joshua, 33
Michigan/Trans Controversy Archive,
87, 99
Miller, George, 286, 288
Miller, Paul, 27
Mills, Stephanie, 204
Minor language, 100, 359n9
Minsky, Marvin, 203
Misogynistic heritage, 204–206
MMORPG (massively multiplayer online role-playing games), 239
Mnemonic energy (Warburg), 29
MobileMe, 74
Modine, Austin, 84
Moment of discovery, 96, 135–138
Montfort, Nick, 32
Moon, Michael, 145
Morgan, Gigi, 139
Morrison, Toni, 170
MUDs and MOOs, 97, 235
Multifandom challenge(s), 165–166
Mulder, Fox (X-Files), 228–232, 239,
243–246, 328, 363n1
Murray, Janet, 97
Musée du Louvre, 65
Museum of Modern Art, 79, 100
Museum(s), 1–2, 18, 26–28, 51, 65, 70,
74, 77, 79, 86, 88, 100, 135, 190,
274, 278–279, 295
Index
Nagasaki, 43
Nakamura, Lisa, 205
Nature’s Body (Schiebinger), 362n5
Negri, Antonio, 124–125
Nelson, Robin, 92, 136–137, 139, 143
Nelson, Ted, 42, 44–45, 52, 306, 362n4
Nestle, Joan, 138–139
Netbase, 88–89, 104
Netflix, 339–342
Netnews bulletin board system, 82
Neuromancer (Gibson), 204–205
Nevitt, Barrington, 32, 172, 240
New Left, 181
New media studies, 11, 20–21, 25, 28,
30–34, 52, 56, 58, 60, 79, 89, 125,
240
New York Public Library, 100
Nichols, Mike, 363n3
Nielsen ratings, 320, 333
Nietzsche, Friedrich, 242
Nigam, Hemanshu, 45–46, 53
“Night Giving Off Flames” (JET), 228–
233, 237, 243–246, 250–251, 256,
259
Nightflier, 101–102, 135–136
Nikeplatz, 88
Nolan, Christopher, 46, 268
Nonarchive, 94
Non-Asian/Pacific Islander Americans,
99
Noncanonical, 104
Noncommercial use, 308–309
Noncommercial hosting place(s), 93,
133
Nonembodied characters, 263
Nongeneric texts, 75
Nonhegemonic and counterhegemonic
groups, 17
Nonheteronormative, 11, 98, 153, 160
Nonheterosexual, 12
Nonhuman(s), 52–53, 60, 126
Non-LGBTQ youth, 15
Nonmainstream cultures, 154
423
cultural genres, 87
film, 104, 163
Nonmale, 11
Nonnormative, 76, 98, 149–150, 180,
186
Nonplaces, 311
Nonprofessionals, 2, 6, 26, 41, 51, 85
Nonreproducible knowledge, 8
Nonsubjective discourse, 53
Nonvanilla sex, 183
Non-Western, 22, 163, 166, 180, 185
Nonwhite, 10–11, 22, 54, 166, 168, 170,
174, 180, 184–185, 296, 351, 362n5
nonwhiteness, 54
Nora, Pierre, 73
Norman, Donald, 59
“Not One to Settle” (Jedi Buttercup),
250
Nünning, Ansgar, 65
Object(s), 1, 6, 9, 12, 18, 28–30, 34, 47,
51, 59, 71, 75, 141, 146, 152–153,
156, 177, 179–180, 191, 194, 198,
208, 212, 214, 216–218, 223, 235,
249, 253–256, 261, 270, 285, 293–
294, 339
canonical, 71
fannish, 29, 223
new media, 20
nonobjects of identification (Shank),
187
object-oriented archive (Ernst), 306
objets trouvés (found objects), 293, 313
performing, 242
temporal (Stiegler), 298–299
women’s bodies as, 212
zine as fetish, for print fan, 216
Objectivized culture, 28
Occupy Wall Street (OWS), 178, 182
Official culture, 88, 103–104, 141, 297
Ohye, Bonnie, 168
Olick, Jeffrey, 28
Olson, Amelia, 318
424
Online communities, 11, 22, 27, 30, 85,
95, 97–98, 123–124, 128, 132, 137,
142, 156, 163, 178, 193, 255, 317,
320–321
Online infrastructure, 124, 127
Open Content License, 307
Open Doors (conservation effort), 133
Open Library, 6, 76–77, 83, 87, 94,
193–194, 303
Oral history, 19–20, 50, 74, 84, 90–91,
97–98, 141–142, 145, 147–149, 167,
183, 195, 197, 199, 201, 209–210,
221, 227, 256–257, 265, 270, 316,
349–354. See also Fan Fiction and Internet Memory
O’Reilly, Tim, 89, 131. See also O’Reilly
Open Source Transformative Works
O’Reilly Open Source Convention
(OSCON), 133
Organization for Transformative Works
(OTW), 93, 129, 131, 133–134, 308,
310, 345
Original character (OC), 267–268,
360n5
O’Riordan, Kate, 15
oxoniensis, 92, 136, 167, 251, 258
Pacific Rim, 287
Palestine, 163
Palestinian West Bank activists, 177
Paratext, 4, 89, 227–228, 231, 233, 250,
255, 259–260
Parks, Lisa, 13
Parlor games, 258
Participatory culture, 32, 292
Participatory design, 57–58
Paschalidis, Gregory, 26–27, 29
Pastel, Renee, 317
Percy Jackson and the Olympians, 330
Performance(s), 5–8, 10, 12, 20–23, 25,
29–31, 33–34, 36–39, 54, 56, 58–60,
66–68, 125, 127–128, 146, 153,
155–160, 174–175, 178–179, 181,
Index
187–191, 207, 214, 216–217, 225,
227, 231, 235, 240–243, 246–248,
250, 253–254, 259–261, 266, 268,
270–271, 276, 278–279, 293, 300–
306, 332, 346
and archontic production, 303
canon = texts + performance, 66
costumes and role-play, 29, 263
digitized performance art piece,
254
facial, 235
fan fiction as, 37
improvisational, 231–233
legitimate, 207
online performativity, 346
performance-related vocabulary, 20
performing online, 156, 332
perform the self, 238, 297
real-world performances and practices,
23, 60, 145, 171–172, 197–198, 238,
258, 263–264, 292
real-world personas, 240
real-world spaces, 210, 214, 263
space/stage for fans’ online performativity, 346
studies, 8, 20–21, 25, 30–31, 33, 36,
60, 125, 238, 253–254
versioning as, 304
Perversion, 2
Pessach, Guy, 26
Pettitt, Tom, 259-260
Phaedrus (Plato), 28, 357n4
Pham, Vu, 317, 329, 332
Philip, Kavita, 307, 309–310
Phillips, David J., 15
Picasso, Pablo, 63
Picspams, 187, 361n1
Pinboard, 92
Pirate Bay, the, 89, 339–341
Pixar, 125
Plato, 28, 236, 309, 312–313
Playback machines, 7, 303
Podfic, 93, 258, 265–266
Index
Political possibilities of rogue archives,
10
Porn Battle, the, 93, 118-119, 165, 167,
251, 258
Chromatic Porn Battle, 167
Pornography, 86, 93, 98, 102, 146, 204,
238–239
by women for women, 98–99
Postcolonial studies, 23, 135, 293,
297–298
postcolonial subject versions, 304
Poster, Mark, 33, 337
Postmodernism, 5, 63, 90, 180, 294–295
Previously.tv, 252
Pride and Prejudice (Austen), 280, 364n7
Princess and the Frog, The, 169
Princess Diana, 248–249
Print-to-digital transition, 23, 193–194,
227–261
Pro-am, 27
Productive freedom, 290, 305
Professionals Circuit (also Pros Circuit),
195, 362n2
Project Gutenberg, 6, 18, 77, 79–82, 87,
94, 193, 303, 339–341, 365n3
Prometheus, 236–237
Protect IP Act (PIPA), 14–15
p2p torrent sites, 89–90
Public Internet, 2, 5, 80, 210
Public space(s), 31, 57–58, 146
Purges, 132, 145, 343-346, 359n1
purple_cube, 251
PWP (Plot-What-Plot), 102
Quantitative research, 12, 20, 315–316,
338
Queer cinema(s), 163
Queer history, 151–152
Racebending (or “raceswapping”), 23,
166–167, 169, 267–268
Racebending Revenge challenge, 166–
167, 169
425
RaceFail ’09, 182–184, 361n7
Radfem Archive, 86–87, 99
Raley, Rita, 179–180, 184, 186
Raqs Media Collective, 311
Ratliff, Steven, 91, 109-110
Rayner, Alice, 127–128
Reddit, 84, 124
Reid, Robin Anne, 16, 148–149
Reification, 130, 274
Reimer, Bo, 58–59
Remix and remix culture, 3–4, 7, 11–12,
19, 26, 38–39, 82, 123, 132, 141,
156, 165, 167, 240–241, 260, 266,
276, 279–281, 290–293, 301, 303,
307–308, 337
digital, 7, 82, 141
practices, 12, 241
read-write (RW) culture, 291–292,
365n2
Remix (Lessig), 280, 291–292, 365n2
sampled music, 294–295
Remix redux, 165–167
remusxsirius, 327
Repertoire(s), 6–7, 9, 12, 21, 22, 53–56,
58, 61, 65, 67–68, 70–71, 105, 161–
162, 164–165, 172, 178, 180, 187,
193, 212–216, 218, 227, 247–250,
253, 266, 294, 300, 306
acts of downloading as instances of,
249–250
archival, 54–56, 65, 95
archive and, 8–9, 12
of archive contribution, 22, 161–162,
164–165
of archive use, 105–106, 161
canon and, 21, 65, 67–68, 71
carnival, 22, 162, 175
digital, 68–71
of digital archiving, 53
as dominant logic, 266
of practice, 56–61
of print culture, 70, 213, 216
Restored behavior, 36, 241, 246
426
Rheingold, Howard, 97, 203
Rhizome ArtBase, 18, 89, 104, 164–165
Rhizome.org, 88–89, 164–165
Rhys, Jean, 275, 295, 300, 304
Ribaud, Vincent, 57
Rice, Anne, 136, 264–265
Rich, Adrienne, 143, 151
Rickrolling, 241, 364n7
Rifkin, Jeremy, 303
Rituals, 28–30, 55, 68, 96, 207, 212–214,
216, 219, 249, 253
Roach, Joseph, 217
Robinson Crusoe (Defoe), 275
Rogue(s), 1–4, 7, 9–10, 307, 309–313
Rogues (Derrrida), 2
Rogue archives, 2, 17–19, 24, 65, 73,
76–78, 106, 134–135, 161, 171, 276,
281, 305, 311, 315, 341
cultures of, 90
definition of, 2
efforts as political efforts, 17–18
rogue archivist(s), 2–3, 7, 10, 18, 24,
73, 83, 128, 161–162, 172, 316
rogue digital archives, 4, 6, 18, 21, 65,
67, 73–74, 134, 161, 171, 315
Romeo and Juliet (Shakespeare), 38
Romero, George A., 178
Rosetta Project, 77, 83, 94, 193–194
Ross, Andrew, 125
Roswell, 178, 264
Roswell Beauty Divas, 264
Rousseau, Jean-Jacques, 237
Rowling, J. K., 271, 284–285, 318, 333
Rubin, Gayle, 98
Rushdie, Salman, 297
Russ, Joanna, 98
Russo, Julie Levin, 101–104
Sabotini, Rachael, 209
Safe spaces, 16, 145, 147, 153, 346,
356n7
Saliou, Philippe, 57
Sassen, Saskia, 125
Index
Sauerberg, L. O., 259
Schechner, Richard, 36, 240–241, 246,
253–254
Schiebinger, Londa, 362n5
Schneider, Rebecca, 125, 178
Scholz, Trebor, 125
Scott, Jason, 83, 194
Script(s) (form of fan fiction), 37, 56,
58–60, 68, 149, 241–242, 263–264,
267
Scully, Dana, 228–232, 239, 243–246,
328, 363n1
Scullyfic Improv, 230–235, 250–251,
256
Second City, 363n3
Second Life, 234–235
Secrecy, 137–139, 143
Sekula, Allan, 273–274
Selective tradition(s), 10, 73–74, 79, 95,
104, 106
Self-presentation, 238–240
Semipublic (Moon), 145
Sentinel, 96, 101
Seven, 23, 221–226
Sex-related expression, 146
Shadow cultural economy (Fiske), 103,
128, 170
Shakespeare, William, 39, 248, 302
Shank, Barry, 187, 191, 277–279
Sharma, Kalinda, 169
Shaviro, Steven, 5
Shepherd, Elizabeth, 84
Shiffman, Kenneth, 168–169
Shirky, Clay, 27
Sholette, Gregory, 125–126, 170
Shresthova, Sangita, 177–178
Shyamalan, M. Night, 361n5
Simpsons, The, 177
Six Apart, 132
Skylar, 251
Skynet, 206
Skype, 235
“Slash Fan Fiction on the Net,” 91, 112
Index
Sleeping Beauty, 169
Sly (pseud. for pirate film archive),
76–77, 87, 89–90, 104, 162–165, 167,
354, 359n1, 360n1
Smallville, 92, 169
Smallville Slash Archive, 92, 115
Smith, Hazel, 231–232
smith_n_jones, 251
Smithsonian, 78, 339
snape_potter, 327
SnapJoy, 84
Social construction of technology
(SCOT), 51
Social Justice Warriors (SJW), 185–186
Social media, 13–14, 68, 92–93, 97, 132,
157, 182, 187–189, 238, 317, 321,
328, 338
Social memory, 26–27, 139
Sonny Bono Copyright Term Extension
Act (CTEA), 81–82, 307–308
Sontag, Susan, 63
Source text(s), 4, 7, 29, 34–36, 38–39,
92, 104, 114, 131, 140–141, 146,
150–152, 159, 169, 176, 189–190,
210, 213, 243, 245–246, 248, 265–
267, 270–271, 275–276, 279, 288,
303, 322–325, 328, 333
Source author, 266–267, 270–271
Source material(s), 36, 38, 248, 270–271,
280, 290, 294, 296
South Asian American Digital Archive
(SAADA), 86, 99, 163–165, 167
South Park, 177
Spacesantafic/SpaceSanta, 250
Speranza, 91, 131, 133
Spigel, Lynn, 359n7
Spivak, Gayatri, 295
Spockanalia, 35
Springer, Claudia, 203–204
Stallman, Richard, 23, 276, 280–284,
291, 309, 362n4
Stanford Research Institute (SRI)’s Augmentation Research Center, 68
427
Stargate, 238, 257
Starlady, 184
Star Trek, 23, 35, 91–92, 96, 98, 110,
195, 198–200, 205, 208, 211,
221–223, 290, 320, 357n13, 360n5,
361n4
Spockanalia (Star Trek fanzine), 35
Star Trek: Deep Space Nine, 198–199
Star Trek: Enterprise, 92
Star Trek: The Next Generation, 198–199
Star Trek: The Original Series, 208
Star Trek: Voyager, 23, 198–199, 205,
221–222, 223, 225
Trekiverse, 110
Star Wars, 144–145, 177, 264, 290,
361n4
Status, 16–18, 87, 98–99, 126
Stebbins, Robert, 27
Stein, Gertrude, 63
Stein, Louisa Ellen, 178, 264
Stevens, Mary, 84, 139
Stiegler, Bernard, 155–156, 236–237,
298–300
Stoler, Ann, 273–274
Stone, Allucquére Rosanne, 32–34, 97,
210, 212, 238, 240
Stone soup, 188–191, 256–257
Stop Online Piracy Act (SOPA), 14–15
Stravinsky, Igor, 63
Strikethrough 2007, 132–133
Structure of feeling (Williams), 79
Subculture(s), 2, 9–10, 17, 18, 88, 95,
97, 134, 191, 297, 347
art of, 189
collectivity among women and LGBTQ-identifying people, 134
female, 9–10, 17, 98, 131, 217, 312
harassment of, 15–16, 193, 210–211
immigrant, diasporic, transnational,
10
and marginalized groups, 10
production of, 103
queer, 10, 15–17, 98, 151–152
428
Subculture(s) (cont.)
sexual, 146
subordinated individuals, 10
women and children, 312
Sunday Night Football, 333
SunSITE, 80–81, 193
Superman, 169. See also Smallville
Surrogation, 217
Swartz, Aaron, 83, 194
Symbolic annihilation, 168, 171
Synchronization, 22, 155–157, 299
Syrjanen, Anna-Liisa, 358n5
T. (fan), 149
Tactical media, 179–180, 184
Taking liberties, 2, 10, 309, 312
Tari, 178, 183–186, 264
Taylor, Diana, 8–9, 54, 67, 214, 227,
247–250, 364n5
repertoire as “downloading media,”
227, 249
Te, 95–96, 98
Techno-volunteerism, 21, 41, 51, 53–54,
58, 60, 74, 97, 106, 123, 360n4
Telecommunications networks, 31, 37,
69, 172
Teleplay form, 37
Tenth Doctor (“Ten”) and Martha Jones,
251
Terminator, 204–206
Terms of Service-ing (TOS’ing), 356n9
Terranova, Tiziana, 125, 128
Terras, Melissa, 27
Textual Poachers (Jenkins), 196
Theall, Donald, 172–173
Theater, 32–34, 270, 302–303
community theater, 171, 250, 302–303
“community theatre in a mass media
world” (Coppa), 302
Computers as Theatre (Laurel), 32
metaphors and vocabulary of, 34
reading as (Lancaster), 270
studies, 36, 127
Index
technical theater workers, 127–128
theatergoing as model for HCI, 32–33
theatrical gaze, 52–53
theatrical labor, 22, 128
theatrical performance(s), 232, 246
the-other-sandy, 214
thingswithwings, 136, 148, 174, 185,
258
Thomas, Angela, 292
Time, 155–160
carnival, 173, 177, 259
fan, 155–160
human, 208, 212
machine, 212
machinic, 208, 218
queer, 158–160
Tinnell, John, 31
Tonto, 170
Tosenberger, Catherine, 146–147
Torvalds, Linus, 80, 282, 288
Transformations, 6, 11, 34, 131, 152,
207, 266, 277, 294, 300, 303, 323
Transmedia, transmediation(s), 4, 11,
38, 164, 196, 248–250, 276–277,
281, 303
Transmission(s), 1, 8, 12, 26, 31, 54, 60,
69, 85, 156, 213, 218, 247
Trekiverse, 91, 109–110
Tribe, Mark, 89
Trope Bingo, 165–166
Tuchman, Gaye, 168
Tumblr(s), 11, 14, 18, 94, 123, 147, 164,
188–189, 252, 356n5
Turkle, Sherry, 32–33, 203, 240
Turner, Fred, 12, 203
Tushnet, Rebecca, 190, 227, 256–257,
265
Twilight, 330
Twitter, tweets, 41, 84, 157, 188, 315,
338
über-marionette (Craig), 227, 241–242
UFO, 243
Index
Ulmer, Gregory, 260
University of Iowa Libraries’ Zine and
Amateur Press Collections, 38
Unix, 288, 335
Usenet, 136, 188, 236, 318-319, 320–
321, 328, 345
User(s), 1–2, 4, 9, 12, 14–15, 17–18, 23,
31–34, 39, 41–42, 50, 53, 55–56, 58–
61, 66, 68–70, 73–74, 76–80, 82–85,
89–90, 93–95, 97, 99, 104, 123–130,
132, 137–139, 142, 146, 148, 150,
156, 158, 161–164, 171, 173, 200,
219, 227, 234–241, 246, 277, 279,
281–282, 285, 288, 290, 297–298,
305–307, 309, 316–317, 325–326,
330–333, 338, 340, 343–345, 349. See
also Archivists; Fan cultures; Female
subcultures; MUDs
archive, 12, 41, 53, 55, 58, 66, 90,
123–124, 127, 129–130, 161, 164,
171, 311
archontic producers as, 9, 277, 303
of color, 11
computer, 32, 68, 281
female and queer Internet, 15–17, 22,
99, 134–135, 142, 147, 224
Internet as a stage, open to players,
31–32
media, 4, 6–7, 9–10, 34–35, 99, 152,
250, 285, 300
performance, 9, 23
user-generated content, 14, 17, 132,
333, 338
as rogue memory workers, 1–2, 10
US Supreme Court, 82
Vernacular creativity, 171–172
Versioning(s), 141, 150, 161, 266, 276,
301–304, 325
V for Vendetta, 178
via_ostiense, 96, 270–271
Victoria P., 137
Videotapes, 198
429
Vines, 338
Vinitzky-Seroussi, Vered, 28
Vint, Sherryl, 204–205
Virtual face, 233
Vlogs, 238
Voice(s), 174–176, 180–181,
228–229, 235, 240, 244, 246–249,
263–271
Volunteer(s), 2, 21, 60, 65, 74, 77, 79,
81, 83–86, 88–90, 93, 103, 105–106,
124, 128–129, 134, 154, 161, 163,
165, 183, 185, 188, 265, 310, 315.
See also Labor; Techno-volunteerism
von Kleist, Heinrich, 242
X-Files, The, 91, 96, 101, 129, 131, 139,
228–233, 239, 243–245, 318–325,
327–333, 338, 342, 363n1
X-Men, 96, 250
X-reality, 234–238, 242, 247, 254, 267,
270
Wachowski siblings, 178, 204–205
Wajcman, Judy, 52
Walking Dead, The, 178
Wank (flame wars), 257
Warburg, Aby, 28–29
Wardrip-Fruin, Noah, 32, 44, 306
Warhol, Andy, 63
Warner Bros. 285
Warp 5 Complex, 92, 116
Washington, Kerry, 268-269
Watkins, Craig, 21
Watt, Ian, 364n1
Wayback Machine, 48–50, 53, 83
“Way It Should Be, The” (embolalia),
250
Web 2.0, 89, 131–134
Webber, Francisco de Sousa, 88
Weber, Steven, 282
Whole Earth Review, 203
Wide Area Information Server (WAIS),
80, 193
430
Wide Sargasso Sea (Rhys), 275, 295, 300,
304
Wiener, Norbert, 12
Wikileaks, 70
Wikipedia, 18, 70, 165, 171
Wikis, 76
Williams, Raymond, 10, 52, 73, 79, 85,
171
Willis, Paul, 171, 297, 300
WisCon, 185
Wojnarowicz, David, 143
Women contributors, 133–134, 160
Women’s erotic literature, 98–99
Wonder Woman, 263
Wong, Kelsey, 317
Woolf, Virginia, 63
Workerbee73, 250
World of Warcraft, 239
Wozniak, Steve, 362n4
Writing events (fan writing challenges),
165, 181, 252, 257–259
YouTube, 14, 18, 77, 124, 285
Yuletide, 166, 361n3
Chromatic Yuletide, 166–167, 183
0100101110101101.ORG, 88
Zubernis, Lynn, 356n8
Index