Natasha Whiteman

 

 

 

 

A.I. ON THE WEB: THE HARNESSING OF AN ONLINE COMMUNITY

 

 

 

 

 

 

 

 

 

Dissertation submitted in part fulfilment of the requirements of MA Media Studies Degree of the University of London

Institute of Education (2001)

 

 

 

This report/dissertation may be made available to the general public for borrowing, photocopying or consultation without the prior consent of the author.


Contents

 

Abstract                                                                                                                    3

Introduction                                                                                                              4

 

CHAPTER ONE: THE WEB                                                                                          10

1          Webness                                                                                                       13

2          New Mode, Old Content?                                                                           20

3          Innovation                                                                                                     23

 

CHAPTER TWO:  FANS, COMMUNITIES AND ONLINE PARTICIPATION    29

4          Divide and Conquer                                                                                    34

5          Perverse Approaches                                                                                39

 

CHAPTER THREE: THE A.I. GAME                                                                           

6          In The Beginning                                                                                         42

7          Game As Text/As Project                                                                          49

8          The Cloudmakers                                                                                       59

9          Uncertainties                                                                                                            65

                       

Conclusion                                                                                                               70

Bibliography                                                                                                             72

 

Appendix A - Web pages from the A.I. Game

Appendix B - Clonaid.com web pages

Appendix C - Photographs of ÔCloudmakersÕ


 

Abstract

 

 

This dissertation aims to consider the manifestation of fan activity on the World Wide Web.  More specifically, it will investigate how the Òvisibility and volume of fan talk on the WebÓ (Clerc, 2000, 227) is affecting the reception of ÒoldÓ media products, and the ways in which this fan presence is being factored into on-line marketing strategies for film and television programmes.

 

The recent Web campaign for the upcoming film A.I. will be used as a case study to demonstrate how forms of communal discourse around texts are being integrated into marketing strategies through the formal coaxing of fan-type activities. This dissertation will argue that the A.I. game is a breakthrough event that draws upon traditional modes of fan activity in order to bring to life a hybrid form of entertainment; mediated by Information and Communication Technologies, and drawing on the uncertainties of online environments.  The emergence of the game demonstrates the ways that the Web has created possibilities for forms of interactive, communal entertainment and the grouping together of like-minded individuals.

 


 

Introduction

 

Media texts have always been dispersed by external commentary: secondary texts, gossip and fan activity. The incorporation of films and television programmes into the World Wide Web has however, transformed the speed and reach of conventional processes of dissemination.  This development has coincided with, and been part of, an electronically mediated culture of the instant dominated by the Òneed to knowÓ and a generalised fan-type mode of reception. Writers such as Henry Jenkins have acknowledged the speed of transition and the effects of technological developments on fandom, a social, traditionally oral culture.  The ÔelectrificationÕ of fan customs has largely been examined in regards to the deluge of information, gossip and trivia circulating within the Internet, and the propagation of a Òdo-it-yourselfÓ mentality (Rushoff, 2001).  This mentality has helped lead to the creation of vibrant communities around niche-interests. Web sites such as pemberley.com (a fan site for Jane Austin fans) and dawsonscreek.com (the official Warner Bros. site for DawsonÕs Creek) have demonstrated the way that the Web can support unique collective enterprises built on fan-interest.  Whilst satisfying special interest information needs, these sites form often long-running allegiances, and demonstrate the audienceÕs playful involvement with texts, characters and narrative.

 

Up until now, on-line marketing of films has tended to be less participatory than the marketing of serial productions; seemingly restricted to the provision of a steady stream of trailers, wallpapers, onset reports, and ÔleakedÕ information.  The possibilities for novelty and conceptual innovation, and the nurturing of communities, have often been ignored. Emerging marketing campaigns are, however, beginning to exploit the ontology of the Web and the influential power of ÔpatterÕ campaigns; helping to form Òmixed medium schedule[s]Ó (Moriarty, 2001, 20) which see producers taking the reigns and openly manipulating fan activities, using their imaginations and devotion as raw material.  In the process, new forms of entertainment and participation are being spawned which represent a shift away from conventional pre-release activities to more ambitious (pseudo) techno-literate creations.  These projects see fan activities being factored into innovative uses of technology to create hybrid entertainment events that merge marketing, fandom and gameplay, and producers with audiences.

 

The most striking example of this to date is the enigmatic web-based game linked to the upcoming film A.I. Constructed as a cutting-edge marketing campaign, the game first emerged in April 2001, when rumours of mysterious email messages posted to media forum sites and clues hidden in movie trailers/posters spread through online entertainment communities. News spreads fast on the Web and in the scope of three months these clues took their place within the newly formed mythology of the game, which had swiftly become an object of study and (obsessive) fascination.  The emails led to the discovery of a series of websites which served as portals into a future universe.[1]  Presented matter-of-factly, these sites contain few formal traits which betray the fact that they are part of a fictional project.  Their relative authenticity comes from the use of established Web aesthetics: drawing on the conventions of corporate and institutional web-sites and homepages.  A living, organic diegesis was fleshed out by the use of external communication mediums (telephone calls and faxes) which spread the game outside the margins of the Web.  The world entered into was founded upon artificial intelligence and shot-through with dark mysteries played out in real time.  Events were presented to players as if happening in a parallel universe, accidentally accessed via some misplaced connection.  Once glimpsed, the challenge was to then learn more by finding your way into a deeper involvement with the world - by travelling ÔdeeperÕ into this fictional diegesis. 

 

The specialist film and gaming press, as well as the more mainstream media outlets have heralded the A.I. phenomenon as a breakthrough event.  Not since The Blair Witch Project, it is argued, has on-line marketing been carried out in such an audacious manner.  Here however, a game borne of marketing strategy had really taken root, capturing and maintaining the participatory involvement of an audience by offering not just a myth but a truly innovative and complex entertainment experience. A game heralded by an archetypal murder-mystery question ÒWho Killed Evan Chan?,Ó metamorphosed into something much bigger via the constant interplay between game players and the shadowy presence of the powers that be; the game developers.

 

The key to all of this interest was the execution of online activity as explicitly delineated game of detective play; a form of electronic paper-chase, imbued with puzzles to solve, clues to decipher, literary and mythological references to unwrap, mathematical algorithms to calculate, languages to translate, pages to hack. The scope and complexity of A.I.Õs web presence was almost immediately rewarded with an enthusiastic response from cyber gossip mongers and from web aficionados eager to test their search and discovery skills.  The game rapidly gained an eager ÒofficialÓ following, the ÔCloudmakersÕ - a collective that formed quickly, imposed its own guidelines and began creating structure out of excess.[2]  The group eagerly responded to the invitation to create,  generating their own Web sites and game documents.  In doing so, and by picking up the game and running with it, they demonstrated the unique forum for participation offered by electronic environments. This audience, these players, proved themselves to be the essential element of the game, their discourse and enthusiasm helping to create a work of collective fiction which brought an aura of sophisticated experimentation to the film, A.I. As the last film that Stanley Kubrick had been working on before his death (at which point Steven Spielberg took on the project), the film had been the source of speculation and debate online for years.  The marketing of the film harnessed this speculative interest, using the central text as an unseen presence (unmentioned within the gameÕs parameters) whilst drawing on the broader streams of expectation surrounding it - for example the renowned secrecy of the Kubrick oeuvre.  The online campaign thus stood alone, whilst also supporting the ÔcannonÕ text.

 

The A.I. game acknowledged the move towards communal reception strategies; formally playing with the notion of mass problem solving, and driven by an elitist data and access-based epistemology.  It celebrated and glorified the activities that fans and ÔNetziensÕ demonstrate on- and off-line.  Stringent enough to invoke the notion of web-mediated Òcollective intelligenceÓ (Levy, 1997) it encouraged/demanded the give-and-take mode of exchange central to both communal fan activity and web-based communication. In doing so it openly encouraged two very traditional aspects of fan activity: vigorous exchange/discussion, and a Ôperverse,Õ obsessional interaction with texts and extra-textual information.  By audaciously attempting to transform the Web, and the processes of searching and surfing into a possible text, however, the game threw its own phenomenon into question. The Web is fraught with uncertainties, an environment in which it is often difficult to gain reliable perspectives. Recent news features have dwelt upon sophisticated web hoaxes and confidence tricks built upon the anonymous access of the web and the way that itÕs virtual aspect dislocates it from the real world.  As a relativist focus  on logic and discovery is set within  an abundance of signs, images and references, this enterprise, like much Web content, is imbued with doubt and paranoia.  Coverage of the AI campaign has come up with various Ôfacts.Õ Game statistics are bandied about, that there are 6,000 ÒofficialÓ players, that there are 45 ÒgameÓ sites incorporating 380 web pages. Photographs of players are posted photos as icons of uncertainty.  Editorials are written.  Emails and bulletin boards posted to.  These facts, and this content, is undermined by the fact that on the Web the judgement of the user and faith in sources vital in determining the validity of signifiers.  Additional complications come from the fact that as a marketing campaign it was seeking certain forms of reactions, and whilst may tell about community and textual involvement, the game was built upon questions surrounding content and power - the encouragement of specific forms of consumer agency.   

 

These uncertainties mean that the attempt to analyse an event like this is in itself fraught with complications. In a transitory media environment such as the Web, it is important to acknowledge  and question these uncertainties, which are themselves revelatory.  At the same time, the consideration of content and collective activity can offer valuable insights into contemporary web culture: the attitudes flowing within it, the role of fandom,  the mutually supportive relationship between producers and fans, the position of texts in the electronic age, and the potentials for web-based collective enterprises.  In order to see how the game may represent a step to the future, a look to the past and to the mainstay and experiences of Web life - both social and formal - is essential.

 

Chapter One: The Web

 

The Web provides both media producers and fans with a vast arena.  With television and films generating two of the most fanatical areas of devotion on the Web it is a site for both celebration and exploitation: Òa means of disseminating information to film fans and of generating hypeÓ (King, 2000, 53).  On the Web nothing is sacred, and everything celebrated by someone, somewhere.

 

In the cross-over between old and new mediums on the Web, scavenging fans can now gather information about upcoming shows and films to a degree of explicitness and accuracy previously unheard of Ð the systematic revelation of big secrets through officially and unofficially sanctioned gossip sites, fan pages and chat rooms.  The on-line fan community forms a constellation of dedicated sites, specialist search engines, web rings and affinity points.  Within this, certain high-profile sites such as imdb.com and aintitcool.com serve as key junctures leading traffic and often draw press attention away from surrounding activities.  The variety of sources and focuses which spread out from these sites serve as testament to the enterprise of fans.  Exchange sites such as darkhorizons.com, comingattractions.com, countingdown.com, serve as information hubs, foreshadowing upcoming film and television productions with news and rumours gathered from daily user updates.  Dedicated show-sites and listed sites offer detailed fan-written episode guides of shows from Happy Days to Angel to Law & Order, whilst network-associated sites serve as archives for official episode guides. Spoiler sites like moviepooper.com and themoviespoiler.com advertise themselves on their ability to offer revelatory synopses.  They reduce films to the barest of elements - their plotlines - by consuming films (or pooling information from elsewhere) and revealing the Òcardinal functionsÓ[3] packaged as the information you need to be Òin the knowÓ. The information being circulated within all of these sites is both the breadcrumbs that fans are following/seeking/being fed and also tied into chains of involvement with the media by which textual information is dispersed, and hype built.   Just like online news which - 

has less to do with creating a record of life and more to do with anticipating whatÕs next by accumulating information and making connections among stories, heresay, gossip... (Jones, 2000, 178),

these sites cannot remain static; postings scoops and speculation are their lifeblood and constant updates are vital.

 

A site of mini-uprisings and challenges to authority, the Web is playing a key role in shaping early 21st century Western culture.  From the immediacy of new information to the creation of virtual communities, the Web offers an instantaneous connectivity branching out across geographical boundaries. This development is communication based and to do with information and the bargaining of knowledge - a shift that Levy sees as part of the move towards: ÒA new anthropological space, the knowledge space... which could easily take precedence over the space of earth, territory, and commerce that preceded itÓ (Levy, 1997, 255).  The impact of the Web is a result of its unique elements such as its fluctuating nature and connective information-based architecture. The studios are finally starting to recognise these characteristics and taking a more medium-specific approach to online promotions which recognise the powerful audience units that are being created.  After years pushing out conventional content whilst attempting to reign in the raucous copyright-challenging activities of fan sites, most of which are: Òanarchic, filled with the kind of underground information (test-screening results, unauthorised artwork) that prompt studio lawsuits, not imitationÓ (Horn, October 2000), media corporations are increasingly channelling this taste-driven activity. Having set up specialist departments to look at the interactive possibilities for ÔoldÕ media, they are beginning to produce richer, fan-integrated campaigns.  By taking fan activities seriously and expanding the reach of shows across the Web, investing in complex official sites and by carefully seeding the gossip-mongering URLs, producers have built hype and devotion around shows such as such as The X Files, Buffy The Vampire Slayer etc Ð simultaneously broadening resources for fans and building on-line constituencies.  Such strategies have added layers of involvement to the reception of these shows and broadened the reach of their narratives.  Crucially to the consideration of online entertainment that merges fantasy and reality, these campaigns are also maximising the fact that the Web is an environment in which it is increasingly difficult to distinguish Òeditorial  content from advertising, or to tell whether thereÕs really just an accomplished charlatan behind a web siteÓ (Shapiro, 1999,140)

 

Technophilic celebrations of this new technology centre on its possibilities for interaction and resources.  As Murray notes, when the web user turns on the computer (Òthe most capacious medium ever inventedÓ (Murray, 1994, 83)), and starts up the Web browser Òall the worldÕs resources seem to be accessible, retrievable, immediateÓ (Ibid.).  Yet this enthusiasm is qualified by the fact that much on the Web is traditional in nature.  When a new medium is used in ways which hark back to the ÔoldÕ - such as the transferral of magazine-like editorial content onto web pages - the separation of ÔtraditionalÕ and modern technologies is problematic.[4]  The formal contrasts between print and web layouts and capabilities may not be activated if the possibilities of web technology are not called on.  As Murray notes, the Web; whilst offering the appearance of endless possibilities/resources: Òis still depending on formats derived from earlier technologies instead of exploiting its own expressive powerÓ with many sites demonstrating a Òderivative mind-setÓ that sees them taking Òadvantage of the novelty of computer delivery without utilising its intrinsic propertiesÓ (Murray, 1997, 67).

 

Webness

 

The ÒnewnessÓ of an emerging medium is often established by its being set in comparison to precedents in the attempt to pin down ÔuniqueÕ elements and map out historical progression.  The question of how the Web is different to those mediums that have gone before is complicated by the spectral nature of online experiences and by the lack of concrete information about reception. The development of user profiling strategies is still at a relatively new stage and David Gauntlett argues that access statistics, the most consistently relied upon sources of information (the ÔfactsÕ), tell us more about the culture of market research than about the cultural significance of the web (Gauntlett, 2000, 32). The WebÕs complexities mean that generalisations are fraught with danger - the concept of Òusing the InternetÓ (Burkeman, 2000) is, for example,  in itself relatively uncharted.  The Web is constantly in flux and, as the rise and fall of the dot.coms have demonstrated, sites and initiatives come and go.  These rapid transitions mean that studies of the Web are very much of the instant.  As Henry Jenkins notes:

Writing the history of digital media will be much more like writing the history of a transitory medium, like early radio or vaudeville, than like documenting the evolution of a textual medium, like the printing press or the cinema. (Jenkins, 1999)

For those interested in the Web (and digital media in general), the obligation (or initiative) to archive and Ôpreserve evidenceÕ of new media and the technological and aesthetic changes it is bringing about (Jenkins, 1999) is a pressing concern.

 

This apparent race-against-time, combined with a desire to take the Web seriously as a cultural force,  has led to an often journalistic, specialised  and incident-based approach to the study of it, with quick turnover time defending against out of dateness. Moments when the Web has been involved in events that have spilled into real-world consciousness - the Lewinsky affair, the state of dot.coms, the evil threat of anonymous chat room figures -  have presented the Web in varying lights; as a site of anarchy and liberation, of fantasy and danger.  As well as considering the cultural repercussions, academics and cultural commentators have focused upon the formal elements of the web, examining how new forms of narrative and publishing online reflect the ways in which the Web is Òa technology of interaction and display, a medium and an archiveÓ (Elmer 162). 

 

Just as film theorists such as Bazin and Munsterberg argued that cinemaÕs ontology could reveal its ideal usage and lead to specific forms of expression, so too contemporary theorists have attempted to tie down the nature of ÒwebnessÓ in order to posit how it should be used and provide analytical paradigms  for looking at digital Web technology. Lawrence GrossbergÕs notion of ÔsensibilityÕ - which he outlines in the context of fandom - is also applicable to the consideration of the Web as a new medium with its own intrinsic processes:

The sensibility of a particular cultural context (an ÔapparatusÕ) defines how specific texts and practices can be taken up and experienced, how they are able to effect the audienceÕs place in the world, and what sorts of texts can be incorporated into the apparatus.  Different apparatuses produce and foreground different sensibilities. (Grossberg, 2001, 55)

           

Various strategies of definition have been offered up in the consideration of the sensibility of the Web and the processes to which it lends itself most naturally.  Shield appropriates BakhtinÕs notion of the chronotrope to try and define that which:  Òcharacterises the World Wide Web and differentiates it from other forms of expressionÓ (Shields, 2000, 159), Herman and Swiss (after Jody Berland) describe how Òall. media cultural technologies embody a spatialized logic of production, dissemination, and consumptionÓ that Òinvolves a mediation of a mode of address, the occasion of its reception and its consolidation as techniqueÓ (Herman and Swiss, 2000, 1.) Differing theorists offer differing guidelines, most of which (somewhat unsurprisingly) associate the characteristics of the Web with the characteristics of digital media - linking the shift from analogue to digital technology to the resulting malleability and interactivity of new forms of textual production.  In this work, the Internet is often separated from the Web - its user-friendly offspring.  For:

Where the Internet was largely textual, almost wholly owned by the academic community and serious in tone for the most part, the Web is open to all, uses a wide range of media and is often frivouless, recreational or commercial. (Sefton-Green, 1998, 84) 

 

The Web offers both multimedia and hypertext technology, creating an immersive playground, a space which demonstrates the essential properties of digital environments outlined by Janet Murray: interactive and immersive habitats stemming from the procedural and participatory nature of digital forms and their spatial and encyclopedic properties.  (Murray, 1994, 71).  Mitra and Cohen (1999) outline what they see as the six characteristics of the web page: that it is overtly intertextual, rarely has linearity of conventional texts, links the reader to the author via choice, offers possibilities of multimedia, a global reach and is characterised by ephemeral and impermanent nature (Wakeford, 2000, 33).  Wakeford argues that these attributes demand specific consideration of web texts - particularly, consideration of the newly generic features of web pages  - the themes, structures, technical features and iconography involved and how create particular mode of address (Wakeford, 2000, 34). Derrick de Kerckhove offers a one-word summation - that ÒwebnessÓ is Òconnectivity.Ó (de Kerckhove, 2001, 240).

 

This user-friendly connectivity was made possible by the creation of hypertext transfer protocol (HTTP) and hypertext markup language (HTML) in 1993.  The point-and-click navigation these developments enabled ÔdemocratisedÕ the Web (Feldman, 1997), and meant that not only was it was Òpossible to jump from page to page, document to document, server to server, creating a kind of web of interconnectivity spanning the InternetÓ (Feldman, 1997, 112), but that it was also possible for the user to add content  to it.  Ideal for fostering the exchange of information, this Òacephelous Ôpeer-to-peerÕ architectureÓ (altculture: Internet), results in the experience of a dynamic fluidity of movement, an ever-forwardly expanding space growing with each click of the mouse.  An environment perfect for building hype;  a type of exploratory space unique to digital environments, one that we can transverse, propelling ourselves via our own individual paths of desire. 

 

The WebÕs interpellating strategies, like televisionÕs, encourage particular activities and assumptions and have created an Òenvironment within which Òa certain type of consumer activity is assumed and propagatedÓ (Ang, 1996, 22).  One of the most familiar is the notion of surfing.  Theories built around the dynamic nature of ÒsurfingÓ need to be tempered by the actions of ÒsurfersÓ - for the possibilities of a new technology are only demonstrated as far as the knowledge/habits of the user.  Surfing the Web is often more of a static experience than its name suggests.  Indeed Feldman argues that it is Òone of the worst clichŽs of the digital worldÓ (Feldman, 1997, 118).  Whilst Murray describes the pleasures involved in travelling through the Web, and the Òpleasure of the repeated arrivalsÓ (Murray, 1994, 79) as repeatedly instigating onward movement,  the notion of surfing as a Òcarefree voyage of discoveryÓ (Feldman, 1997, 118) may be an ideal which does not correlate to the everyday experience of the frequent Web user.  The static nature of many people experiences online attest to the fact that the Web is a market with market leaders who draw and maintain dominance.[5]  Whilst some people trawl the Web, many stick to their favourite sites, popping in to acquire specific information and updates.  Internet magazines trawl the Web collecting the strangest, coolest and most essential sites, Òsites of the weekÓ are a regular occurrence in a mainstream press fascinated by the WebÕs oddities and sites like darkhorizons.com provide a meeting place for information so that this (time consuming) trawling process can be avoided.  Once people have settles on sites they like they tend to be faithful:

60% of users visit fewer than 10 sites on a regular basis... Web surfing is not an arbitrary wandering, a voyage of discovery.  Web users find the sites they like and stick to them. (Feldman, 1997, 119)

 

The pleasures of logging on and coming home to a favourite/most relied upon sites can provide as much pleasure as discovering and arriving at a new site - if not more so due to the familiarity and established identification with the atmosphere and lay-out of the preferred site. Logging onto a favourite sites and viewing updates is like viewing a metamorphosis, with the site as a living, evolving entity.  This vibrancy becomes clear when abandoned, ÔdeadÕ sites are viewed - for the update is a vital component of the ontology of the web site.    The sticking to a preferred site is based on choices and preferences, and around the sensibilities of particular groups and interests. Of course, the Web also has to incorporate navigation guidance for those for whom the idea of searching is in itself an alien entity, and those who only want to use it to purchase flight tickets etc.  Such points of explanation and forms of use constrict scope for radical formal innovation. 

-------------------------------

 

Whether the Web user surfs or sticks, topics of interest such as films and television programs are relayed through links and chains of references - this dispersal freeing Òinformation from time by erasing the gaps between production, transmission and consumption of informationÓ.  (Jordan, 1999, 169). When television and film texts and audiences are subsumed within this fluid positioning, and picked up by web users (whose own experience of the Web may be more static), a form of choice-driven and responsive involvement is created that is both personal and also has formal repercussions on the text.

 

In his book Television Culture (1999), John Fiske makes a series of distinctions between texts which are problematised by the WebÕs dynamism and by the blurring of boundaries between author/receiver.  Within a consideration  of intertextuality, he describes three levels of texts: primary texts (the program/film Ð the notion of the cannon text), secondary texts (extra-textual knowledge sources such as specialist magazines, advertising, publicity etc) and a third layer Ð tertiary texts.  These tertiary texts are audience-sourced, the conversation/gossip/letters of the fans, Ôethnosemiological dataÕ (Fiske, 1999, 124).  The Web blurs the boundaries between these areas, the anonymous nature of involvement enabling a merging of opinions and sources. Fiske creates a polar distinction between sites of discourse that the WebÕs ontology draws together.  He maps out the position of producers at one end of the scale (providing source information for publicity and articles), fan magazines in the middle (pseudo-independent as relying on press releases) and the (independent?) viewers at the far end.  These distinctions are based on the availability of source information and knowledge and assumptions about independence in the face of commercial domination.   As well as providing a forum from the intertwining of FiskeÕs secondary and tertiary texts, the Web submerges this distinction in the flow of mainstream and more specialist fan culture and the division between viewers and producers blurs.  Boundaries have never been fixed - now they are ever more permeable - with texts and voices become inter-responsive, involved in processes transformation.  For the Web enables: Ògrassroots cultural production to reach a broader readership...Ó (Jenkins,1998) and has led amateurs creating sites that are: Òoften more detailed and more accurate to the original that the commercially-produced sites.Ó (Ibid)  The audience is not just retrieving information but sharing,  witnessing and adding textual resources and information.  Now producers take part in debates, whilst looking to the Web for feedback - with figures such as Chris Carter, (the creator of  The X-Files) taking part in online web dialogues with fans after episode screenings and admitting to logging on to chat rooms and listening in on discussion boards to gauge responses to narrative developments.[6]

 

This merging of different types of texts with often opposing driving forces is useful for covert strategies of promotion in cyberspace. Messages Ònow revolve around receptorsÒ (Levy, 2001, 366) and gossip, traditionally part of folk culture, is increasingly being integrated into strategies of Ôsoft sell.Õ  Spinning, viral marketing, seeding and ÔrogueÕ film reviews - these trends foster an environment of uncertainty which undermines the notion of empowerment for the user.   Shields comments upon the way that the Web offers an illusion of mastery with; the Internet presented as a Òlandscape before us...awaiting our instructionsÓ (Shields 2000, 147). Much discourse on the Web takes on the guise of friendly impartiality or opinionated single-mindedness. The significance of web hosting, and the relationship between the content/author and server. (Wakeford, 2000, 35) (who is paying for site and why?) thus takes on added importance.

 

New Mode, Old Content?

 

Most web sites still pander to the Ôcontent is kingÕ ethos which ties the medium to the display and retrieve mode of print formats - presenting content in a way which all but ignores the malleable nature of the Web.  The move towards more technically adroit strategies has been signalled by the perceived failure of banner culture and advertising.  The response of marketing strategists has largely been seen in the integration of product information and points of purchase into lifestyle-dominated electronic shop-fronts. ÔDressing upÕ traditional content with Òpostmodern multimedia flashÓ (Friedman, 1995, 75), many big name sites use multimedia to liven up content, build brand awareness, improve click-through and consumer conversion (registration to membership or the making of on-line purchases).

 

The Diesel jeans website (www.diesel.com), for example, carries its fashionable, Òcutting-edgeÓ deconstructionist tendencies across into the aesthetic and content of its site via its clean, abstraction of design and quirky, pseudo-interactive elements such as a weekly Òjeans plannerÓ and a Òsave yourselfÓ guide to life.  These sections attempt to provide a Diesel Òway of lifeÓ and utilise the interactive elements of the Web but fail to move the aesthetic of the site away from the flat nature of the web page. The siteÕs ÔinteractiveÕ nature is limited to the viewing of flash animation and the chance to send in ideas/photographs/ commentary. The Ôjeans plannerÕ feature attempts a lifestyle link but is merely a flash-enabled catalogue set alongside simpler product folders and contact details.  The site compensates for this by being visually sophisticated, with an aesthetic ÒcoolnessÓ which both feeds from and back into its products - displaying a stylistic world view clearly designed to appeal to the Ôhip kidsÕ.

 

This packaging of multimedia experiments with conventional content is a trend which runs through the online marketing of films and television programmes. In some ways the Web is mainly being used by the media industry as, Òjust another marketing outlet for old-style celebrityÓ and discourse (Gamson, 2000).  ÒRecycled old-media tacticsÓ (Horn, October 2000) are relied upon just as much as traditional content.  Seeding strategies are not a new technique - merely an technologically-mediated extension of the Hollywood rumour-mill.  And spoiler sites are merely taking a long running trend towards revelation through the media to a rather cynical extreme.  Magazines like Premiere, Entertainment Weekly, Heat and TV Guide offer a blend of teasers and spoilers alongside celebrity interviews with actors who offer ÒuniqueÓ insights into their characters motivations and future prospects.  Key story-lines[7] of soap operas are picked up by the national press, are carried along in commentary, reviews and features, dissected and mulled over by critics and other ÔauthoritativeÕ voices.  In the process, they are transformed into events.  Front-page headlines on newspapers and television guides often make the discovery of narrative secrets redundant.  In this way, the inescapable circulation of journalism, news, advertising and cultural debate sets upcoming plotlines within the historical context of the series and also within national the consciousness.  Information available on the Web is vastly more detailed and trivialised because of the range of sources and the individual interests and sources called upon.  In some ways however,  the WebÕs influence is less intrusive - the user must go down certain paths to discover information - and it is possible to avert attention.  This possibility of avoidance means that the information available is often more geeky and less generalised (highlighting details of costumes and backstory) - as those looking are the enthusiasts.

 

Official web sites for television programmes/films have demonstrated the shift away from the: Òmarginality of the television texts appropriated by fansÓ (Pullen, 55):

serving as a clearing house for fan activity.  Most of these websites provide the kind of information previously available only through fan clubs and fan activities such as newsletters and conventions. (Ibid.)

Despite breakthroughs in on-line fan involvement, however, official sites tend to appropriate the techniques of fan activity but not the attitude; the anti-establishment, us against them, revelatory dominant. The Box office Ôtricks of the tradeÕ are still relied upon, with the Web serving as a support medium; hosting trailers, press junkets, reviewer quotes, promotional tie-ins, and the work of publicists (Snead, 2001).

 

The break from previous antecedents comes from the notion of content as experience.  An increasing number of producers have grasped the fact that the web is not a Òbackground mediumÓ (Jones, 2000, 175) and integrated this aspect of the Web into new experience-based projects. As Feldman argues (perhaps optimistically):

While the Web may become a place where some traditional content is traded, it is more a place where trade will be based on very different notions of content than previously understood by the media industry... The type of content that flourishes on the Web is much more an experience than a fixed body of intellectual property in the traditional sense. (Feldman, 129, 1996)

Specific marketing strategies have attempted to deliver the appearance of such experienced-based events, by merely disguising conventional marketing activities.  Many use the fluidity of web navigation and incorporate scavenger-hunt compositions but create campaigns which are restricted by the fact that following clues leads to conventional content as Ôtreasure.Õ  The recent campaign for Swordfish (operationswordfish.com), for example, involved the search for 10 passwords and key codes - clues available in the real world (from interviews and posters) as well as online.  This search befits the filmÕs hacker sub-plot, but all that the players are rewarded with after discovering these codes is access to restricted interviews, photographs and reports about the film. If all 10 are discovered, the player can enter a contest to win £50,000 - (Paul Semel, 2001, 47), but this is merely a conventional send-back-to enter prize draw of a direct marketing campaign. Whilst this extends a campaign across into the real world from the Web, the payoff is empty. This unsatisfying textual involvement seemed one of the key reasons that the campaign failed to capture the imagination of web users.

 

Innovation

 

The elements that combine to form ÔwebnessÕ are beginning to be harnessed to create more Òdigitally sophisticatedÓ interaction and participation (Murray, 1994, 67)  ÔProductÕ (and, by association, content) is being reconfigured as ÔexperienceÕ with functional content becoming inspirational material.  Producers are beginning to call upon a  sophisticated, playful audience by replacing clear and recognisable media content with more complex creations often with postmodern Òontological dominantsÓ (McHale, 1987).  Whilst using new ways of communication to provide a richer experience around a core product, the strategies utilised have largely depended upon the form of the text, which, in turn, has helped determine the aesthetic of the campaigns. Series and soap operas are free to demonstrate the way in which the Web can build collectives over a period of time - creating online environments which can grasp the power of the update to build a loyal audience, smoothing across season breaks and narrative upheavals.

 

One of the most impressive online presences to date is the official site for DawsonÕs Creek (dawsonscreek.com) - a site which puts ÔDots DiaryÕ on the BBCÕs Eastenders website to shame by skilfully melding the fictional world of Capeside and the characters within it, with those of the audience.  It does this by breaking down the relationship between fiction and reality, and by linking the perspective of the visitor to that of the characters.  The site has generated 100,000 subscribers to its weekly email update notification Dawsonsscoop. Both this and the site, tie in direct sales - making the most of product placements by presenting a range of purchasable Capeside Memorabilia..   During the planning stages, the siteÕs producers aimed to ensure that online participants returned to the television screen each week, but also wanted to offer:

more of the DawsonÕs Creek experience to online users, so not only could they get more of the story, they could participate in the charactersÕ lives. (Andrew Schneider, quoted in Crosdale, 1999, 145).

The web site expands the programmeÕs environment and narrative reach and is so immersive that you donÕt even have to see the programme to keep up with the lives of the characters and feel part of the DawsonÕs Creek experience.

 

The site enables fans to access characterÕs desktops; thus seeing through their eyes, accessing their private lives, and gaining an internal perspective of their psychological and emotional states.[8]  By accessing the email and computer desktops of key characters, seeing their drawings and photographs,  reading their postcards and their diaries, fans can gain an ÒinÓ into their psyches.  Characters are laid out for voyeuristic investigation which allows: Òsurfers to point, click and discover what makes Dawson tickÓ (Crosdale, 1999, 144).  The involvement in charactersÕ thoughts and feelings provides access to meta-narrative ingredients - the fake desktops serving as expositionary portals.  Web pages within the site play upon the suspension of disbelief ethos of fandom - presenting characters and places as real.  In order to merge fantasy and reality, the site utilise the formal conventions of web design to enter users into these ÔrealisticÕ fictions. The fan can enter the world by checking out timetables and school events at Capeside High, booking hotel rooms at the PotterÕs b&b and reading menus from the local restaurants.  

 

The information surrounding soap operas and cult shows seem to function differently to the one-off  text such as an upcoming film release.  The former seems intractably tied into characters, empathy and the investment in long-running narratives (and the Òwhat ifÓ scenario), allegiance to a show/author - normally in serial format which can reward over timeframe. This rounding out of a fictional world is beginning to be tapped into by film marketing.  Apart from sequels (which can tie themselves into a chain), films often have to depend on generic or auteurist antecedents.  The fact that film and gossip sites often displayed industry-based information has lead to information-based content (Òso and so has signed to playÓ, Òhere is a shot from...Ó). Films therefore become linked to the nature of knowing, the status of being an expert. The result is a different focus - which web sites like darkhorizons.com dwell on - the ÒhyperconsumeristÓ sensibility:

the seemingly compulsive consumption of mass media, regardless or whether any actual single text provides pleasure...the very activity of consuming becomes more important, more pleasurable, more active as the site of the cultural relationship, than the object of consumption itself (for example, Ôcouch potatoes,Õ collectors, and so on) (Grossberg, 1992, 56)

 

Films are beginning to move away from this information-based approach and moving towards involvement in campaigns which echo the strategies of the series - extending the narrative across the web and developing an online micro-world to broaden length and degree of involvement and participation.  Films without established followings (like Star Wars and Lord of the Rings which already have fanatical following), are attempting to maximise the fact that if you inspire and generate a collective and create a loyal and enthusiastic group via a powerful web presence, you can appeal to specific groups, generate discourse and lead potential audience members to the film.   For, as Stacey Herron notes: ÒA traditional TV ad might spark interest in a film but only a film site can really cultivate true obsession and extend the life of the filmÓ (Herron quoted in Smalley, 2001).  Whilst successful sites can provide films with artistic validitiy, the cult of the new means that real innovation can almost be counted upon to be fed across the web and into the press as evidence of the Ôlatest trendsÕ in online life - generating further hype.  The groundbreaking work here has been done by tying the unique qualities of the film to the aesthetics of the web campaigns; achieving Òsynergy Ò with the film so that Òthe Web becomes another layer of the filmÓ (Adrian Hennigan quoted in King, 2001, 52).  This is a careful balancing act however, as many sites still adhere to the Ôdressing upÕ pitfall and come off, Òas ego trips for Webmasters,Ó sites that: Òtry so hard to be different and clever that finding any details about the film becomes and adventure in itself.  (Graham, 2001)

 

The embracing of the Web has led to experiments with its thematic and interactive possibilities.   When compiling a list of innovative Web presences journalists always include The Blair Witch Project - whose official site is still taken as the breakthrough in online marketing.  The site; Òblended fiction with reality to create a myth that spread like a virus across the internetÓ (Mark King, 2001, 52).   Its innovation was narrative-bound and tied to use of visual and aural ÒevidenceÓ to round out storytelling, creating a myth and using multimedia forms to break down the division between fantasy and reality.  The importance of the site on the economic success of the film has been overstated, for role of strong word of mouth and old-media coverage was vital to the success of the film (Horn, October 2000) - but the site did set a precedent, awakening producers and viewers to the potentials of web-based marketing. Sites for Fight Club, Final Destination, The Centre of the World, Requiem for a Dream, X-Men, and Memento have also demonstrated skilful uses of web technology, often drawing on its oblique nature to express complex narratives.   Of all the sites, one of the most memorable to date is that for Requiem For A Dream (2000) (www.requiemforadream.com), a site which successfully manages to convey the filmÕs themes (addiction, loneliness, mass culture), with the haunted tone of the film whilst  effectively utilising multimedia resources. Shots from the film are worked into sophisticated design elements - which (echoing the tone of the film) are both beautiful and disturbingly compelling. 

 

The site encourages an experience-based interactivity - taking the user on a trip through a similar nightmare to that of the film.  Its formal palette includes hypermedia, filmic and theatrical conventions alongside flash design.  The visitor is led through a number of fake sites with ÒauthenticÓ banners and advertorials, (Tabbytibbons.com, net-compulsions.org, casino.net) which serve to comment on the film (as direct references to it) and to the compulsive, image-focused nature of massmedia. The progression through the site is detailed, frequently interrupted by technical ÒerrorsÓ - moments of interference which draw on television reception, highlighting the nature of differing mediums whilst also referring to the importance of commercial television in the film.  Tied into a series electronic stream of breaks and introductions, a fractured, tortured stream of consciousness, the user must lead his/her self through the site through series of clicks and has to take an active role in order to progress. Whilst conveying the experience of old mediums through these breakdowns,  the mini-transitions also simulate the hypertext/surf mode of navigation through differing styles of web site within the boundaries of one. These breaks are used as transitional pages between the mock sites and  ÒofficialÓ film content, creating a cosmetic difference between the two which highlights the pauses and breaks of the web. This ÔartisticÕ use of the Web both supports the film, and stands alone as a  mini-experience.  It is very much a work standing in isolation, a site which provides its own payoff, its own unique experience.  In the process, it manages to distil some of the WebÕs own Òexpressive powerÓ rather than just documenting the ÔcanonÕ text.


 

Chapter 2: On-line Communities and Participation

 

Cyberspace is not Disneyland.  ItÕs not a polished, perfect place built by professional designers for the public to obediently wait on line to passively experience it.  ItÕs more like a finger-painting party.  Everyone is making things, thereÕs paint everywhere, and most work only a parent would love. (Amy Bruckman quoted in Jenkins,1999).

 

In their e-encyclopedia entry for ÔThe Internet,Õ altculture.com argues that one of the key strategies for integrating ÔoldÕ media into successful web-based business enterprises is by Òcapturing readers and viewers as ÔmembersÕ of ÔbrandedÕ collectives...Ó (altculture:Internet).  The classification and targeting of specific consumer groups by spending habits and lifestyle preferences is one of the key strategic weapons of the marketing and advertising industries.  It enables companies to pinpoint potential markets and tailor approaches to them - looking for group attitudes and values in order to generate quality responses. This impetus towards establishing and milking niche groups[9] correlates with the natural drive of web users towards tribalism.  

 

Howard Rheingold, an avid proponent of on-line communities,  sees this move toward the propagation of communities as natural human desire ÒWhenever CMC technology becomes available to people anywhere, they inevitably build virtual communities with itÓ (Rheingold, 1995, 6).  As the connectiveness of the Web demonstrates, this building has been expedited by the way that information technology is able to support Òpersonal and social networks... by a technological extension, a technical surrogate of the Central Nervous SystemÓ that provides Òquasi ÔsynapticÕ connections with millions of minds exchanging informationÓ (de Kerckhove, 2001, 18). Only now are the practical applications of such connections being overtly incorporated into campaigns.

 

From these junctions - and this discourse - an ecosystem of subcultures has emerged, Òsome frivolous, others seriousÓ (Rheingold, 1995, 3). Constituencies springing forth via frequent use of sites have, in the main, united around shared interests and affinities.[10] These groups have proved a fertile ground for fan activities for: Òthough many [fan] activities are diverse, many are discursive - the most primal instinct a fan has is to talk to other fans about the common interestÓ (Clerc, 2000, 216). The strength with which a global connectiveness enables people to exchange information and gossip within communities which are Òdefined not geographically but by a commonality of tasteÓ (Feldman, 1996, 124) offers a teasing possibility of being able to effect the show through involvement. Online initiatives around shows such as Freaks and Geeks, Twin Peaks (and initiatives such Bring Back Sliders to the BBC) have been encouraged with producers and studios using the Web to Òrally the troops quickly and efficiently if a series is in danger of cancellation or has already been cancelled but has a chance of resurrection in syndicationÓ (Clerc, 2000, 226).[11]

 

The atomization of web culture into interest groups has been driven forward by the enthusiastic banter of Internet-hosted discussion.  Web talking is instantaneously recorded - breaking down the division between the electronic and the oral.  The WebÕs hypermedia capabilities, has also seen ÔtalkÕ become an annotated, collage-like mix of the visual and verbal with iconic exchanges.  As well as posting commentary, people are able to illustrate their words and scoops with images, downloads and links.  The exchange of knowledge, gossip, texts and advice within these groups has turned Òcooperation into a game, a way of life - a merger of knowledge capital, social capital and communicationÓ (Rheingold, 1995, 110).

 

This banter sees the Web duplicating, Òthe webs of friendship that make up the heart of fandomÓ (Clerc, 2000, 224). Fandom is, as Henry Jenkins points out, historically specific and determinate upon the technological resources available at the time.  The speed and immediacy of the Internet has speeded up the growth and breadth of fan culture, providing: Òthe ideal basis for... multi-authored and collaborative fantasiesÓ (Jenkins,1998) The speed of these transitions are demonstrated by the differing environments described in two of JenkinÕs key texts about fandom, his book Textual Poachers (1992)  and his essay The Stormtroopers and The Poachers (1998).  The period of time between these works saw a major overhaul of resources and the fan experience.  In the latter, as well as highlighting the speed of web discussion, Jenkins describes how new technology has swept fandom into the mainstream.  By 1998 it had become a familiar mode of activity which had broaden interests whilst seeing users band into units whereas: Òa decade ago... I was describing a subculture that was oddly alien to a good percentage of the audience I was addressingÓ (Jenkins, 1998).    As other critics have noted, as well as opening out fan culture, the Web has Òdesignated more television programs, celebrities and films as worthy of web activityÓ (Pullen, 2000, 55) leading to a general hyper-celebratory approach within a cultural shift to an even more ÒpostmodernÓ culture of the image and the instant.

 

--------------------

Before the commercial potential of the Web was fully realized, the first web sites were based around points of group focus: ÒCampus internet servers quickly became hosts to a wide-range of interest-based web sites covering every imaginable enthusiasm.Ó (Feldman, 1997, 114).  Since then, allegiances to specific areas of interest have both strengthened and undermined the Web.  Whilst they have generated imaginative and challenging readerships/followings, the public reception of these groups have added to the image of the Web as an environment inhabited by ÒgeeksÓ and obsessives demonstrating misguided enthusiasm.[12]  This perspective has resulted in serious web-use being tainted by links to fandom; seeing the Web as the realm of low culture (Òa vast repository of porn and drivelÓ (Dean, 2000).  Assumed to be dominated by Òthe trivia-obsessed micro-fan followings of pop culture obscuraÓ (altculture:Internet), it is often represented as the domain of people with too much time on their hands.  Rather than being directed into an attack on the mode itself, this hostility is founded upon value judgements about the choices and the degree of investment that people are making in what they choose to share/celebrate.  For communal reception is united by choice of not only of what is celebrated but also how, the Òparticular form of engagement or mode of operationÓ (Grossberg, 1992, 53) involved in a personÕs relationship with texts.  As the derogatory labels (geeks...) suggest, this relationship is unusually strong in case of fans who grant certain texts: Òan importance and perhaps even a power denied to othersÓ (Grossberg, 1992, 53).  Studies of the ÔactiveÕ audience have distinguished between types of viewers and identified differing approaches to reception.[13]  Jenkins describes fans as:

readers who appropriate popular texts and reread them in a fashion that serves different interests, as spectators who transform the experience of watching television into a rich and complex participatory culture. (Jenkins, 1992, 23)

 

The emergence of vibrant communities on the web has helped awaken communal participation and, in certain cases, made theoretical dreams of Òcollective intelligenceÓ appear to be a normal part of web communal life.  A vast bank of references, knowledge and recollections is housed in chat rooms, entertainment news sites, multiplayer networked roleplaying games like Ultima Online and discussion boards.  The groups built around texts (films, literature, computer games and TV programs) have become powerful resources, playful, self-referential, creative, loud, resourceful and vocal - demonstrating an ability to acknowledge and play with postmodernist tendencies and generic conventions.   Whilst feasting upon the highly self-referential nature of many of the texts they celebrate, fans document their own activities and efforts with fan fiction and commentary.   Occasionally this production slips into the voicing of elitist perspectives, the criticism of other groups and other approaches. Demanding and unruly, fans hold texts up as objects of adoration whilst ÔdisrespectfullyÕ carving the text up for analysis.  This refusal to be bound by the text and the skills they bring to the communal reception and ÔreadingÕ of texts offer producers with a challenge. :

as the Internet becomes a standard adjunct of broadcast television, all program writers and producers will be aware of a more sophisticated audience, one that can keep track of the story in greater detail (Murray, 1994, 85)

The studios have begun to pander to this sophistication, playing the Ôweb-literateÕ card in advertising campaigns, whilst also recognizing the on-line fans as a resource.  As Andrew Schieder, Director of Marketing  at Columbia Tristar Interactive notes: ÒInternet fans are perhaps our best fans... we support them.  We recognize their talent and their enthusiasmÓ ( Schieder, quoted in Crosdale 1999).  


Divide and Conquer

 

Of course we hope you like it here, because we made this place in our own image, but if you donÕt like what you see, keep shopping.Ó (Pemberley.com/faq.html)

 

The Republic of Pemberley (www.pemberley.com) a site for ÒJane Austin obsessivesÓ demonstrates the power of the Web to join fellow-obsessives in a space which ideally suits the demands of exchange and display central to fandom. An on-line Òimaginary womenÕs nationÓ (92% female) led by a Òmatriarchal governance,Ó  the site is presented as a safe cultural haven - an ÔislandÕ of tranquillity amongst the choppy, polluted waters of the mass culture surrounding it. The site demonstrates many of the complexities of life online, and the ideals and aspirations of web communities, as well as the tendency towards exclusivity. This ÔrealmÕ is linked to amazon.com through banner advertising and the groupÕs suggestion that books acquired in order to take part in the Ògroup readÓ are purchased from them - demonstrates the intertwining of the cultural and social with the commercial; the mass participation and consumption of texts generating further layers of consumption and subsidiary consumer groups.

 

This volunteer run siteÕs original incarnation was a bulletin board for ÒaddictsÓ to the 1995 BBC adaptation of Pride and Prejudice. Since then it has grown into a micro-universe for Austin fans. The site offers its members a feeling of identity and belonging tied into a specific, chosen  ideology posited  as independent from mass culture and built into sense of belonging.   It is presented as a place where virtual friends will ÒgetÓ your obsession with Austin, or Mr. Darcy, or Emma, unlike most ÒÔrealÕ families and friendsÓ (www.pemberley.com Welcome Page)  It is a culture to Òsoak in,Ó - built on discussion and exchange. Postings, discussion boards, photo boards and general information are joined by fan art, online publishing of sequels (fan fiction) - all or which are bound by a Òcommon fascinationÓ (www.pemberley.com/newbie.html).  In this way the site house a gallery type space to Ògush,Ó show off skills and knowledge and share gossip. As well as these literary fan-productions and activities there are social elements - photo galleries of members, birthday notices, advice board, biographies of individual members, and a summer travel board; these domestic issues linked to ladylike, ÔfeminineÕ sensibility of the site.  Perhaps due to the groupÕs television fan-base, the site is less ÔliteraryÕ than others (such as the Òmother planetÓ AUSTEN-L) - a lower leaning reflected in the groupÕs abbreviations (CF= Colin Firth, JN=Jeremy Northam) which demonstrate an interest in ÔhunkyÕ actors as much as in Austin characters.  Nevertheless, it takes itself, and its way of life, very seriously.

 

References on the siteÕs welcome page to ÒstayingÓ, ÒvisitingÓ, ÒtouristsÓ or Òlifelong friendships,Ó see involvement with pemberley.com being codified as various forms of cohabiting.  These categories of involvement provide a framework which defines the roles and responsibilities of members.  Murray argues that:

one of the simplest ways to structure participation is to adopt the format of a visit.  The  visit metaphor is particularly appropriate for establishing a border between the virtual world and ordinary life because a visit involves explicit limits on both time and space.  (Murray, 1994, 106)

Yet the use of these words seem to reflect the breaking down of considerations between the virtual and the real.  The idea of visiting, rather than watching or reading, suggests a physical absorption into virtual worlds as part of (or an escape from) everyday life.  This absorption involves becoming part of a social group - the ÒweÓ used in the FAQ and welcome pages. When a user first comes across a site like pemberley.com and decides that this is home, she (or he) must enter into a process of acclimatisation (pemeberley.comÕs moderators describe this gaining of a voice as a type of initiation[14]) - gaining familiarity with the ritualistic modes of discourse specific to the group and earning respect.  Entering a knowledge and dedication-based hierarchy from the bottom, the ÔnewbieÕ must be prepared to gauge what is and is not acceptable to the group (such as references to sex)... or face the wrath of regulars. This process of initiation is based on familiarity - for example with the posting etiquette or the error of raising issues/asking questions made redundant by the previous activity of the group.

 

Whist the welcome page (ÒDarcy Peninsula, The Newcomer Processing CentreÓ) announces that the site for everybody, it is clearly not.  It is not even for anyone who likes Austin.  The siteÕs founders/organisers pronounce this ÒclubbyÓ nature and express the financial and ethical reasoning behind it:

The siteÕs narrow appeal is intentional, and it has a sound basis... by subtle, yet consciously undertaken means, we exude a bit of an attitude, which could be characterized as polite with a bite.  We miraculously manage... to remain one of the most civil places on the Internet, a distinction we prize, but one which is cultivated through an emulation of Jane AustinÕs own honest, moral and forthright ways... The attitude weeds out some people, and thatÕs what we intend.  If you resonate with the tone, visiting the site will be all the more fun for you.  If you donÕt, just donÕt come; itÕs not your kind of place. (www.pemberley.com/faq.htm)

 

The highbrow/lowbrow perspective of the group demonstrates a specific insider/outsider  distinction as:  ÒThrough... investments in specific differences, fans divide the cultural world into Us and ThemÓ (Grossberg, 1992,  58). Lawrence Grossberg distinguishes the fan from the consumer by the differing seriousness of approach each bring to the process of consumption. Pemberley.com raises the stakes and differentiates between the fan and the really obsessive fan.  Even if the technology of the Web means that access to the site is ÔdemocraticÕ in its introductory text the group makes clear that it is for specific sorts of Austin fans only.   Just as companies and brands attempt to establish themselves by differentiating themselves from their competitors. PemberleyÕs ÔbrandÕ identity  is set by comparison to other alternatives in cyberspace - their ÒtoneÓ in comparison to that of the Derbyshire Writers Guild or AUSTEN-L.  In creating brand values they identify the ideal user. This segregationist attitude seems an  aspect of much collective activity online.  In discussion of how going on-line has effected Bad Subjects for example, the dangers of an expanding audience is examined by one regular poster:

Not everyone who encounters Bad Subjects is necessarily what we might consider to be the ideal Bad Reader, and the larger our readership, the more likely we are to encounter the less-than ideal.... (Rubio, 1995)

 

With the segmentation of groups and audiences:  ÒYou can learn a lot about someone by simply looking at their bookmarks to see where on the Net they like to returnÒ   (Rubio, 1995)  Just as moving around numerous web pages often sees rejection  and disinterest serving as a guiding logic, so too the devotion to a specific cause/area of interest involves a divisionism  - a rejection of other approaches/areas and ÔunsuitableÕ people (those less focused, or qualified). These divisions are driven by choice, the act which Ang argues interpellates the audience as ÔactiveÕ (Ang, 1996, 12) taken one step further - towards allegiance.  As Òone of the prime discursive mechanisms through which people are drawn into the seductions of consumptionÓ (Ang, 1996, 12), choice is tied into chains of consumption.  The fact that the Òmultiplication of consumer optionsÓ(Ang, 1996, 57) generated by mass media has been thrown into greater excess by the Web has only  resulted in increased fragmentation.

 

The specialised knowledge and interest underpinning these groups has seen:  ÒInternet newsgroupsÓ and web pages become Ònotorious for both blinkered specialisation and the ferocious debates of blinkered specialistsÓ[15] (alt.culture:Internet). The sorts of approaches displayed by ÔwebbitesÕ are similar to those demonstrated by on-line fans - both of which have free time they are able to give up, are not scared of technology or in recovering and exchanging information.  For, although on-line life:

appears to be even messier and more anarchic than real life... it is actually narrower than our real lives... One can indeed avoid on-line contact with large segments of humanity, because access to on-line systems is still limited to specific social groups (Rubio, 1995, 95)

Jon KatzÕs description of the ÒDigital NationÓ sums up many of the assumptions/judgements of what it is to be one of Net.Gen Òthey tend to be libertarian, materialistic, tolerant, rational, technologically adept....they share a passion for popular culture.Ó (Katz, 1997) .  They would seem to be the ideal demographic to bring a project to life; with money and time to burn.


Perverse Approaches

 

What you make of the fact that someone is a hard core Will and Grace or Angel fan reveals more about you and your assumptions than it does about them.  In the same way the division of culture into sections has been led by value judgements.  Harold BeckerÕs notion of the ÒArt WorldÕsÓ Ôserious audience membersÕ (Clerc, 2000, 46) breaks down on the Web and can be applied to the demonstrated approaches of Web users; fans taking on high art terminology and perspectives in the context of ÔlowerÕ art concerns.  The distaste many feel towards this degree of involvement  comes from the seemingly inappropriate ÒexcessivenessÓ of behaviour (Jenkins, 1992, 53), as tied into culturally unsuitable products: the misplaced affect which Òdefines the strength of our investment in particular experiences, practices, identities, meanings, and pleasureÓ (Grossberg, 1992, 57).

 

The Web has caused the breakdown of the division between what is and what is not worthy of fan-type attention resulting in a postmodern all-inclusive celebration.  David Harvey describes the postmodern Òrapprochement... between popular culture and what once remained isolated as Ôhigh culture,ÕÓ a merger that has happened before (Harvey giving the examples of Dada and the early surrealists).  Now however, Òthe closing of the gap between popular culture and cultural production in the contemporary  period, seems to lack any avant-gardist or revolutionary impulse leading many to accuse postmodernism of a simple and direct surrender to commodification, commercialism and the marketÓ (Harvey, 1992, 312). When Harvey describes the collapse of time horizons and preoccupation with instantaneity, mediated by exploration new technologies he is referring to television and art, but these characteristics are pertinent to the thematic inclusiveness of the Web, whose multimedia and emphasis on both the update and the outdate further emphases  Òthe fleeting qualities of modern lifeÓ (Harvey, 1992, 312). 

 

Contemporary media fandom on the Web may be a free-for-all of an unprecedented scope,  but it relies upon the established practices of fandom. The pleasure involved with engaging with trivia is central, and expressed by Jenkins as a: Òmixture of emotional proximity and critical distanceÓ (Jenkins, 1992, 278).  He refers to FiskeÕs distinction between semiotic and enunciative productivity - activity involving both the Òpopular construction of meaning at moment receptionÓ and the Òarticulation of meaning through dress, display and gossipÓ (Jenkins, 1992, 278).  In the case of the fan, her argues, these distinctions break down and become integrated into fully rounded ÒperverseÓ approach which lies outside of the Ôuses and gratificationsÕ paradigm. Clerc outlines a further range of activities involved with the transformation of texts into communal projects: the discussion of characterisation, communal alerting of others to the appearances of stars, speculation, the creation of drinking games, the comparison of shows and films, and the picking over of episodes.  These fannish activities have been  joined by emerging popularity of slash fiction and, to a lesser extent,  filk; communal production that helps bind groups of individuals together.  From JenkinÕs descriptions, most of a fanÕs real work begins after the first viewing of an episode - the process of replaying/reviewing/transforming the text via Óclose scrutiny, elaborate exegesis, repeated and prolonged rereadingÓ (Jenkins, 1992, 23).  In this way, fans transform reception into Òa rich and complex participatory cultureÓ (Jenkins, 1992, 23)

 

This scrutiny-led focus means that technology plays an important role in fan activities.  The invention of the VCR, was seized upon as an extension of the individualÕs analytical weaponry ( a ÒcognitiveÓ resource) and revolutionised the focus on the text - enabling rewatching/freeze frame for the close inspection (as well as the exchange) of fan texts. Compuserve and Usenet broadened the approach electronically - serving as discussion forums (community) and sources (information).  These technologies have made detailed examination possible, partially determining the activities and approaches of fans.  The way that the Web has empowered fans and affected interpretation and creativity has been demonstrated by a number of key events and by the persistent and futile attempts producers to reign them in.  In 1999, fans of Buffy the Vampire Slayer used the Web to distribute the postponed season finale (the episode had been screened in Canada but not the US due to controversy about its violence in the wake of Littleton (Wen, 1999)).  In contrast to Henry JenkinÕs discussion of fans sending/swapping videotape copies of unavailable or unscreened episodes or shows, fans now demonstrate Òonline bootlegging,Ó backed up by the Quicktime/Realplayer formats and the increasing speed of flow via broadband cabling and resource channels. The notion of fans doing it for themselves via technological know-how is expressed by Michelle Erica Green in her discussion of episode X-Files:

A decade ago, most fans never would have learned how Amor Fati (episode of X Files) originally ended.  Today they have the Internet, where television fandom has gone from the province of a small group of devotees to a free-for-all in which anyone with a computer can participate. (Green, 1999)

 

This harnessing of technology has seen the emergence of collective projects and Òinternet enabled gamesÓ - with groups forming to argue, play games and Òeven work on a range of complex communications mediaÓ (Kollock and Smith, 1999, 3).  The online gaming community, like online fans:

continue to exploit the NetÕs predilection for community-building,  They hang out in ITC or in chat rooms, arranging contests and swapping stories; they readily take to building clans - allegiances formed among players united by geography, skill level, or shared vision. (Berry, October 1997)

Both the gaming and fan Òinterlinked communitiesÓ (Berry, October 1997), utilise the ÒInternetÕs strength as a distribution mechanism.Ó (Berry, October 1997), showing off knowledge, collectively partaking of an overt form of collective reception and most importantly moving away from the individual experience and: enabling the player and viewer to Ògo beyond his or her individuality and call on group reactions, group knowledge.Ó (Tulloch and Moran quoted in Fiske, 1999, 79). As well as for social reasons then, fans unite in order to maximise their knowledge resources.  Their activities produce cultural capital which they attribute meaning to - knowledge based resources built from collaborative effort.

 

The collective focus on re-watching and group interpretation is bound by the search for hidden secrets and the filling of syntagmatic gaps - a look back into the text from a higher vantage point armed with insider (extra-textual?) knowledge. Complex, open-ended, gap-ridden programmes/films such as Twin Peaks, Lost Highway and The X-Files have provided Ôfood for thoughtÕ and their mysteries have inspired fans to play detective.  Web technology has aided fans in their attempts to ÔmasterÕ texts, extended information, enabled downloads and digital imaging. Whilst treating texts as sacred artefact (Adorno in Jenkins, 1992, 51) fans thus use the resources available to them to dissect texts and bring them Òmore fully under their own controlÓ (Jenkins, 1992, 68).  With the Web, the look back of re-reading has shifted to an applied look forward.  This growing tendency towards being in the know about future narrative events is demonstrated by the pervasive presence of the spoiler in postings and discussions.   The spoiler is a piece of information that has the power to transform the experience of a narrative by revealing the secrets of the textÕs structure.  Depending on your reception preferences and whether you like to know what is going to happen in your favourite soap opera, these are either prized facts or violent revelations. By their nature they are potentially devastating to those who want to be kept in suspense.  In newsgroups discussions, all spoilers must be pre-warned with participants contriving:

Elaborate mechanisms to avoid spoilers.  Large amounts of blank space in the body of a message is required, to act as a kind of radiation shield against the unwary accidentally coming across the potent data.  Social sanctions against revealing  spoilers are severe - even the inadvertent mention of plot data by an inexperienced poster will attract tremendous opprobrium (Caldwell, 1999)

Spoilers are not a new phenomenon, texts have never been air-sealed and there has never been a ÒstandardÓ reading practice.  People skips pages and read tv schedules to discover what is to happen.  With all its updates and speculations however, the Web is stuffed with high and low level spoilers.  The power of the spoiler means that the decision to seek them out reflects a specific involvement, with the text and the technology and a specific form of agency.

 

This attempt at mastery of the text links fans to computer game players, who have also assembled online to broaden resources.  Just as the revelation of plot lines replaces suspense with differing pleasures and a feeling of mastery, the exchange of game cheats give away formal secrets and transform the gaming experience via the acquisition of external knowledge.  The exchange of spoilers and cheats displays the Web serving as an activating device for the collective solving of problems, the group being able to Òexhibit an intelligence higher than any memberÓ (Turoff, quoted in Rheingold, 113).

 

The view of  fan communities as a warm accepting space for the discovery of talents, with the celebration of individual skills and creation of friendships is somewhat altered by this rather functional exchange of information.  Enthusiasts see the Web as an empowering medium for the fan cause - the strength of the virtual group in cyberspace suggesting a Ôpower to the peopleÕ.  However optimistic notions of fandom as offering liberation from the capitalist monotony of the mass media undermined by the harnessing of this desperate Ôneed to knowÕ ethos by producers, and the move towards overt linking of fans and economics:

one of the reasons that the cultural logic of fandom seems less strange to people today is that core aspects of fan aesthetics and politics have been appropriated by the culture industries themselves (Jenkins, 1992)

 

 

Whilst the deluge of information on the Web is a valuable resource for fans, the overwhelming amount of information available often threatens to go beyond usefulness and into overload.   When this happens, the ability to ascertain what is a reliable source is also compromised. The appropriation of this confusion alongside with the harnessing of fan activity, is demonstrated to an extreme extent by companies such as M80.  M80Õs ÔspecialtyÕ is the use of the anonymous nature of web discourse and the organization of Òartist fan communitiesÓ into ÒonlineÓ street teamsÓ (www.m80.com).  These lead and generate hype in chat rooms and bulletin boards, infiltrating and guiding on-line debate. This activation of niche audiences, with fans as corporate agents tears fandom from memories from folk/social background  and demonstrates the malleability of the Web for viral campaigning.  M80 prays upon the need to know, arming the fans who work for it with information and access, and rewards them with ÔswagÕ (fan merchandise, tickets and memorabilia).  In return, Britney Spears fans (for example): Òseed chat rooms, conduct reconnaissance on search engines or bombard MTVÕs Total Request Live, begging for the pop starÕs latest hitÓ (Shreve, 2000).  Although ÔrealÕ  fans are growing increasingly skilled in distinguishing infiltrators - as the company sales patter describes - by seeding  Ònew avenues of communication... the results are immediate: on/offline buzz... Word of mouth, fan to fan, itÕs the most effective way to get information to the people who want it mostÓ (www.m80.com).

 

CHAPTER 3 - THE A.I. GAME

 

In The Beginning

 

Like the best textbook marketing campaign, the A.I. game involved a powerful call to action to a specific demographic, in this case: Òserious film buffs and web afficianados.Ó (Simons, June 2001). The channels and processes by which the game stepped out of the hubbub of online fan-debate and became specific topic of interest reveals a great deal about the nature of viral Ôspread,Õ targeting strategies and the encouragement of specific modes of communal audience engagement.  For the potential player, the point at which he or she first learnt about the game reflected upon their media consumption habits - as the game started as whispers on key media-enthusiast sites and spread out into the more mainstream, traditional press.

 

As the game grew it spread from the ÒundergroundÓ into mainstream attention via press articles and bulletin board discussions.  This discourse displayed a communal digestion of the game and the issues is raised.  These initial responses ranged from the cynical and the enthusiastic, to helpful D.I.Y. instructions as to how to get involved.  The viral spread through the online entertainment grapevine demonstrated an accelerated ÔfanÕ ecosystem. In a matter of weeks game ÔveteransÕ had created guides and FAQÕs to take ÔnewbiesÕ on introductory tours and clarify the gameÕs many oblique aspects.   The hesitant, rumour-spread nature of the gameÕs emergence demanded  group intervention  - the banding together of individuals to try and work out what was going on - as well as imbuing the game with the feeling that something radical and new was underway. 

 

The online mediaÕs coverage of the game ensured that a mythology of the game soon appeared.  The gameÕs quest-like call to arms carried into the way introduced as stuff of web ÔloreÕ; the established importance of the status of who Òbroke the news firstÓ attributing credibility to those who were in on it from the start. The secondary texts around the game ÔinvestigatedÕ the how, where and when people were let in on the big secret.  Alternative offerings as to how the game started were offered with all trails leading to the text search engine entry for Jeanine Salla, and nearly all going along with the opinion that the game had been Òsparked by eagle eyed film fansÓ (Ward, April 2001). 

 

Jeanine Salla is credited on the posters and trailers for A.I. as a ÒSentient Machine Therapist.Ó   A fictional character, she provided the start of the game with a central focus point - a name easy to remember and easy to look up. Of all the reported  ways in to the game, the primary, and most referenced being was email sent on 10th April 2001 to aintitcool.com by the mysterious Anna Ghaepetto (whose surname, it was to be discovered, was that to which all game sites were registered). Elsewhere, other strategies of incorporation were coming to light; ÒsomeoneÓ had noticed the name Jeanine Salla on the credits of A.I.Õs trailers and had the presence of mind to challenge the notion of a sentient therapist by using Google (specifically) to search for her.   Others had discovered a telephone number on one of the posters, dialled it up and received an email address from a recorded message.  After sending an email, they had received a response - an email from the mysterious ÒMotherÓ which had notified them that ÒJeanine is key.Ó Those studying one-sheet posters given out in cinemas had noticed circles and squares on the reverse which highlighted the messages ÒEvan Chan was murderedÓ and ÒJeanine was the key.Ó  All of these paths lead to the same place, the search engine.

 

Entering ÒJeanine SallaÓ on Google or Yahoo brought up links to the Bangalore World University, her Ôemployer.Õ Within this site, the player followed could follow the trail to news of the death of her close friend Evan Chan (who had died in mysterious circumstances whilst sailing on his boat, the Cloudmaker).  Doing a Ôgoogle searchÕ soon became the playerÕs search mode of choice, as they attempted to move outwards from Bangalore via the clues that were threaded through the site.  These ways into the game were reported through news distribution sites and discussion boards via aliases and anonymous parties.  Due to this, the specifics were somewhat displaced - and the mythology is vague.  This confusion only added status to the labyrinthine structure that seemed to have been created right under the noses of web users.

 

Clues awakening potential players to the presence of the game sites were launched at the beginning of March,[16] but it was not until AinÕtitcool became involved that word spread.  AinÕtitcool is a  is a major league fan/breaking news/gossip site (run by Harry Knowles, who has his own online nemesis, Matt Drudge of the Drudge Report[17]); a site abhorred by many in the film industry for providing a housing point for fans to gather and exchange gossip and ÔhonestÕ reviews of films and spoiler information, but also  criticised in the past by the fan community for being under the influence of the studios.  It is a well-known ÔundergroundÕ site, not a tiny specialist site, and one likely to be a gathering point for the target audience.  Gossip dissemination sites, newspapers and magazines also use the site as a resource - a way to keep an eye on the activities and news of the web ÔanarchistsÕ. Whoever sent those first emails (and addresses let us know that at least one involved direct intervention from the gameÕs producers) the game was being set in motion from key points of departure - tapping into the Ôword on the streetÕ that is vital for any successful viral campaign. This choice of entry point was clearly premeditated. 

 

The game sites and references, as in hypertext formations, serve as  a Òseries of discrete lexion linked by overlapping pathsÓ (Murray, 1994, 58) but were transformed into an event through this  absorption into the chains of innuendo and gossip of the web. The emergence of the game was an organic process which maximised the architectural playfulness and connectivity of hypertext construction. (Murray, 1997).  Its carriers were not only the players, but also the news and entertainment sites and forums that picked up on the game.  These ranged from the specific web based journalism (Badsubjects, Wired, Salon.com, E!Online) to traditional press (The Guardian, CNN, BBC, New York Times). Coverage ran from April to July 2001, when previews of A.I. began screening in the U.S. and focus shifted to reviewing the film. Sites like Comingattractions/Darkhorizons had followed the A.I. film for years[18] - from postings about KubrickÕs ideas for the project, through involvement with the game to reviews of the finished product.   In contrast to these sites, the SKG A.I. dedicated fansite provided a good example of the appropriation of fan site style by studios - sharing the underground spoiler-discover style and positing itself as a site for speculation and rumors, feeding off other sites in trawling style, but being scattered with references to Dreamworks (ÒThis remarkable studioÓ April 22nd 2001) productions, memorabilia, soundtracks and presskits, and integrating the release of films such as Shrek, Minority Report and direct-to-video specials such as Joseph King of Dreams. This coverage markedly tied the game into the production of the studio, configuring it as an object, another text.

 

To a large extent journalists were the third group of players involved in the game, alongside the producers and responders, attempting to grasp the validity and significance of what was going whilst circulating information.  The online reports were important because they provided hypertext links directly into the game - enabling an easy back and forth to sites for interested parties who did not want to have to do any work in accessing them.  The positioning of the hypertext link as cheat/spoiler saw some sites holding back, not wishing to spoil the game experience.  As Film.com noted: ÒWeÕve been kind of holding back on reporting the A.I. Internet marketing campaign - just because it seemed like something fans should discover on their own.Ó  (Film.com 2001). 

 

Game As Text/As Project

 

The capacity to represent enormous quantities of information in digital form translates into an artistÕs potential to offer a wealth of detail, to represent the world with both scope and particularity... It offers writers the opportunity to tell stories from multiple vantage points and to offer intersecting stories that form a dense and wide-spreading web.  (Murray, 1994, 84)

 

The misleadingly straightforward cinema trailers for A.I. demonstrate the rush of  being ÔinÕ on the A.I. secret.  Like literary paratexts; Òliminal devices that mediate the relations between the text and readerÓ, (Genette quoted in Koenig-Woodyard, 1999), trailers play an important role in targeting and generating a cinema audience.  Available to download from the official site and sites like darkhorizons.com, they were the first glimpse that people had of footage from the film.  Whilst advertising the film (with classical music, a portentous voice over and a rather cloying style), the A.I. trailers included covert pointers - to parallel texts waiting to be discovered.  The hints within these trailers that something unusual was going on was a silent, hidden extra (the Salla credit, the almost indiscernible flashing of letters), the viewer either had to be highly observant and curious or aware of what to look for. 

 

The screenings of the first trailer in the U.S. resulted speculation that Steven Spielberg might have drowned the film in his notorious sentimentality - auteurist fears were immediately raised in bulletin board discussions and news reports.[19] The contrast between the sentimentality of the Spielberg oeuvre (and memories of E.T.) with the cool, intellectual (Kubrickian) atmosphere of the game, was an important factor in the appeal of the campaign. [20]  Being given access to a secret narrative, whose perversities and horrors impacted upon the sentimental Pinocchio-esque leanings of the trailers, saw the campaign tying in the fascination of the science fiction micro-world.   Although early news coverage linked the narrative of the game sites directly to that of the film (Ward, 2001), it soon became apparent that the game world was a  distant relative to that of the film.  As such it maintained the layers of secrecy surrounding the film that had already built up because of KubrickÕs previous involvement.

 

The bricolage of web sites and external references which emerged from these various reports and speculations together created the sort of absorbing, quest-like story (or Ôintricate environmentÕ Murray, 1994) that invites Òparticipation by offering us many things to keep track of and by rewarding our attention with a constituency of imaginationÓ (Murray, 1994, 111). It maintained the make-believe involvement of identifying with characters and environments, whilst also being studied both as an work of art and in relation to the upcoming film.  The gameÕs formal composition drew from the medium which housed it; taking advantage of the unique interactive and technical aspects of the WebÕs ontology in order to create a complex, multidimensional and immersive diegesis and call forth specific forms of responses. Jenkins argues that, to become a ÔcultÕ object, a text must:

provide a completely furnished world so that its fans can quote characters and episodes as if they were aspects of the fanÕs private sectarian world (Jenkins, 50, 1992)

The game successfully produced such a world; its scope, detail and imagery capturing the imaginations of many players who like fans, were are able to dissect and celebrate their favored texts whilst being ÒtransportedÓ (Gerrig, 1993) by their fictional worlds. The blend of involving sci-fi plotting/writing and impressive aesthetic range with multi-media (and multi-technological) innovation was the reason that the game was soon described as ÒThe Citizen Kane of on-line entertainmentÓ (Simons, 2001).

 

The A.I. game is set in 2142, within  a dark sci-fi future in which the Internet has become Òthe sphereÓ, a world divided by the presence of cyborg technology, populated by murderous sexbots and sentient houses: Òa bleak America where Anti-Robot Militias are crusading to rid the world of androids, and where sophisticated androids, called A.I.s must flee to Canada via a post-modern underground railroadÓ (Simons, 2001). The sites display familiar sci-fi and fantasy referents;  from the ÒWho Killed Laura Palmer?Ó mystery of Twin Peaks, to the paranoia and conspiracy led thinking of the The X-Files - all references familiar to web fans. Here however, Òinstead of  being about the 22nd century [the sites] are designed as if theyÕre from that worldÓ (Scott B, 2001) -  a world waiting to be discovered.  The sites are not supposed to be viewed in isolation, but as part of a mosaic of intertwining references.  Because of this, the consideration of the formal nature of the game is dual natured: in a micro perspective the look at individual sites and in a macro perspective, at  the bigger picture, the grouping of sites and the connections between them.[21]   The enormity of the endeavor is reflected by the fact that the Cloudmakers key text, The Guide, was already 81 pages of listed updates, connections, puzzles and solutions in June, 2 months after the game had started.

 

The varied Òcosmology of game sitesÓ (Burns, 2001) saw individual sites representing the different characters, factions, companies and corporations involved in the gameÕs narrative arc. The gameÕs story-lines were brought to life through the discovery of these sites, the solving of puzzles and reading of clues, and the continued close examination of updates and changes.  To make the game international there were also sites in French, German and Japanese.  By setting up dramatic events such as murders, disappearances, hackers, pro- and anti- AI militant factions and rogue A.I.Õs, the game provided a playground for intrigue and speculation. It started as a quest to discover who had killed Evan Chan, but spread out to an examination of the fictional universe and the characters within it.  The universe took on mythical status through processes of discussion and debate: characters such as Laia, Martin Swinton, ÔMother,Õ Loki, Venus, Enrico Basta; companies and groups such as Rogue Retrieval, Belladerma, Pan-American Coroners Office, and the activities of the Mowz Hackers - fictional agents who meant nothing to those in the film and everything to  the players.

 

The variety of formal styles and thematic content within these sites not only helped keep the attention of players, but also served to round out the illusion of entering Òthe sphereÓ and surfing through the Web of the future. As with the DawsonÕs Creek site, the chance to access charactersÕ inboxes  (such as those of Evan Chan and Jeanine Salla) in order to read their emails, let players gain internal perspectives as well as to gain clues and evidence.  The sites demanded investigation, many of them requiring attention in order to see that something odd was going on.  The game designers utilized the conventions of web design, layouts familiar to web users; from the bland professionalism of uninspiring corporate sites to the Òchatty style and snapshot illustrationsÓ of homepages (Butler, 2001). The reality-effect was propagated by the depth of content, and the documents which could be retrieved, including coroners reports and official documentation. Within these formal archetypes however, secrets were waiting to be discovered and connections to be inferred.  Points of entry into the sites were provided by search boxes and password entry points,  telephone numbers to call and email addresses to contact - all of these waiting to be activated.  The imbedding of clues within the sites (and the required extraction of them) meant that the onus was very much on the player.  The project could not be watched - a suspension of disbelief and imaginative involvement with the text would not suffice alone - as an analytical and scholarly approach was necessary for progression. Otherwise little would happen.  Many of the clues contained self-referential elements : allusions to Pinocchio (Ghaepetto as a play on Geppetto the maker of the boy who, like the Haley Joel Osment character in the film A.I.,  would be real);  to the presence of the Red King from Alice in Wonderland as a central figure (who Òappears in Alice in Wonderland amidst questions on the nature of reality, presumably one of A.I.Õs central themesÓ (Wistreich, 2001)).

 

The extreme difficulty of the puzzles meant that individual progression was almost impossible.  The gameÕs taxing nature demanded Òcollective brain powerÓ (Robertson, 2001) - the support and teamwork of a group response. [22]  The fact that the temporal boundaries of the sites were fluid, with updates, the disappearance of links and arrival of new content, meant that a Ôcommunal eyeÕ was needed to keep watch.   A range of deduction strategies was required to solve puzzles, alongside technical skills (running anagram programs and hacking into sites), and linguistic capabilities in order to translate documents.  In order to work out passwords and to make inferences a vast range of knowledge was called upon: of the periodic table, Greek mythology, Mathematics, Shakespeare. Clues were embedded into the ÔmeatÕ of the sites, the html, and encrypted pages were only viewable through coding. The game took lateral thinking to the extreme and the Cloudmakers rose to the challenge with gusto.  They created a vast mindset, a team of researchers able to crack problems and fill the gaps within the text through deduction as well as through trial and error.  Their attention to detail became notorious and was carried into press coverage:  ÒOne clue came out after game players zoomed in on a tiny screen in a photo, ran it through the software program MS Paint, and discovered a message invisible to the human eye.Ó (Mathews, 2001a).  

 

The paperchase construction of the game meant that whilst part of the whole, each discovery of a URL was an isolated form of payoff - rewards, as in the playing of a computer game, spread through the game experience to maintain play value.  The primacy effect is potent on the web and the arrival at new game sites backed up MurrayÕs description of the pleasure of arrival during surfing.  Here, this arrival was tied into a successful act of discovery by the players. LevyÕs essay The Art of Cyberspace investigates how cyberspace, an environment in which Òcreative effort is shifting away from the messages towards the devices, the processes and languages, the dynamic architectures and environmentsÓ (Levy, 1996, 366) is affecting the notion of a work of art.   In cyberspace, he argues, rather than creating a text/product which is then received, the artist (producer) instead:

attempts to establish an environment, an arrangement of communication and production, a collective event which involves the recipients, transforms interpreters into players, and places the interpretation in the same loop as the collective paradigm. (Levy, 1996, 367)

As much process as product, the game breaks down the distinctions between Òemission and reception, creation, and creationÓ - the type of Òart of involvementÓ described by Levy which: Òplaces us in a creative cycle, in a living environment in which we are always already co-authors.Ó (Ibid.)

 

The game used many technical aspects of the Web in order to challenge and inspire its Ôco-authorsÕ  - from pop-up windows (superstitials), flash design, audiovisual effects, banners and error pages as covert sites, keywords and search boxes - an eclectic multimedia approach to persuade click-through and attention.  Intrusive and challenging email auto-responders and hacked deconstructed sites brought drama to a multi-layered presentation of a world - one embedded in the electronic sphere and thus ephemeral and intriguing.  Part of the ÔexperienceÕ element of the game, that transformed it from just being about puzzles was the generation of suspense and surprise through use of sound and staging of interruptions through the use of pop-up windows.  The use of the Òstartle effectÓ (Baird, 2001) to shock those playing perhaps late at night merged generic conventions from both the film and Web mediums.   It used timing and exposition to create physical, visceral responses - the pacing of direct manipulation of the playerÕs emotions invoking participatory responses (Gerrig, 1993).  Just as in a horror film these moments were dependent on timing,  theatrics based around sensation and hinting at off-screen space - as if more interruptions could come in from the web at any moment.  These intrusions are familiar to any web user used to pop up advertorials - but the content (autopsy photos and threatening messages[23]) was unnerving, presenting the  web as a haunted space.

 

Despite these supernatural, theatrical elements, the game could be a project because it was built upon a rationalist grounding, the fact that the secrets were revealed via the application of logic and reason.   Katz argues that in specialist forums (and,  almost in spite of the face of disorganisation and a Òbrawling and ill-defined WebÓ), the Web is hosting the emergence of a new rationalism based on instantaneity and the ÔdemocraticÕ flow of information (Katz, April 1997).  This rationalist stance is applicable to the A.I. game - a process of teamwork and educated guesswork.  The elements that make the Web such a battleground for ascertaining truth also makes it the perfect place for the acquisition of knowledge.  The game uses this - to inspire involvement and also to invoke paranoia - what is being missed, and what is relevant,  whilst ensuring that the players believe that through determination and hard work they will be able to solve it. In this way agency shifted clearly to the audience.

Gary Saul MorsonÕs distinguishing between product (artefact-structure) and process (moment-by-moment identification) is useful in this context. Like the characters in a book, the players were at first unaware of the shape of the structure around them. The basis of their mode of reference was the process Ð all they could do was document what they knew, without knowing where it would lead them.  The playerÕs had an internal view of the process, whilst the game had an Òopen futureÓ (Morson, 1994, 43).   In order to bring forth the sort of interactive involvement the game demanded, it had to be relatively open in structure - a formal construction in which speculation could be a key building block.  The game sites display this through their polysemic nature - open to interpretation and calling for the making of assumptions (Fiske, in Pullen, p.54).  Playing was thus a producerly process, the intertwined strands of the game ridden with gaps requiring activation. (Pullen, 54).  A mode of agency that the viewer is not often called to demonstrate, but the fan and computer game player is more familiar with.

 

The possibility of textual analysis of the web sites is complicated by the fact that they are tied into a game-system played out into the real world via the use of ÔoldÕ communication technologies - telephone numbers to call and messages to hear.  Following registration on certain sites players received incoming material from the ÔrealÕ world.    At a meeting of the ÔAnti-Robot MilitiaÕ (played by actors) in New York: Òclues abounded: a half-burnt note in the menÕs bathroom, torn fragments of a book, and a Ôhelp wantedÕ posting in the barÓ (Parker, 05.08.01) and references were made at an M.I.T. press conference/screening in which Kathleen Kennedy the filmÕs producer, gave out the business cards of Jeanine Salla.

 

The upcoming interactive computer game Majestic (EA, 2001) has been linked to the A.I. project - suggesting a trend which may herald the future of computer game and online entertainment.  Majestic also blurs reality and fiction by combining the Òexisting tools and content of the web with groundbreaking interactive technologyÓ (Moriarty, AinÕtitcool,  May 2001) - using telephone calls/faxes and pagers, AOL Instant Messenger and Multimedia capabilities,  as well as the involvement of live actors to spread the game out into the real world.   Once paid up and registered, the Majestic player is emerged in a personalised solo experience similar to that featured in the film The Game.  By analysing the information and messages you receive, the player unravels the story/mystery, which is imbued with conspiracy theories and paranoia.  The company behind Majestic, EA, has set up Òdummy corporations, with real phone numbers... and fake websites, containing a mix of real and fictional information, which aim to provide clues and draw you into the storyÓ (Sammons, DailyRadar) - these ÒconduitsÓ drive the player Òthrough a plot of deception and intrigue.Ó (Sammons, DailyRadar.) EA says this is a new generation, a game made especially for the online experience.[24] Unfortunately, outside of the computer game press, the emergence of the A.I. game has somewhat taken the shine off of MajesticÕs novelty. A.I. might not have offered as personalised an experience, but it did integrate all of the elements of Majestic into a free form of communal entertainment....

 

The Cloudmakers

 

The digital young are bright.  They are not afraid to challenge authority.  They take noones word for anything.  They embrace interactivity - the right to shape and participate in their media... [the] sense of novelty, of building something differentÓ (Katz 1997)

 

Just as texts need readers/viewers, games are reliant on players to bring them to life. The A.I. game is tied into both the text which it supports and into a mode of fandom - with the players demonstrating a fan-type approach and an obsessional devotion to a cause. Because of the way it emerged from the grapevine, those who learnt of it first thus were  also those most likely to be embedded in fan culture, the ÔseriousÕ web users most likely to take up the call to participate - the curious and knowledge hungry rather than those who prefer to read about the activities of others.

 

Within days of the posting to AinÕtitcool, an official groups of players had formed, ÔThe Cloudmakers.Õ  They were linked by their common enjoyment of the game, their interest in media and culture and a shared manner of approach.  Throughout, they celebrated their communal resourcefulness - often acknowledging that the game demanded a group mind response. Notions of collective intelligence may once have seemed been laughable in the context of a marketing strategy but as the game actively encouraged this notion, so too the Cloudmakers acknowledged and forwarded the idea of communal problem solving.  Acknowledging, and challenged by, the fact that the game demanded a group response, they celebrated the ÔintelligenceÕ and ÔskillÕ of the virtual unit that they had created.  Their activities demonstrated a clinical approach to textual analysis and problem solving: incorporating the skills of fans/web aficionados (searching / analysing / speculating / creating) with the technical skills, classical knowledge and clinical approach of the computer-literate scientist/mathematician/academic.

 

The key Cloudmakers, the moderators[25], proved to be bright, young, and media literate, skilled in ways of dealing with the press as well as in consuming and generating media products.  In the process they gained high (online) media profiles. Whilst imposing policies around key issues such as spoiling and posting, and writing the indispensable guides/trails and setting up affiliate web pages, they actively took role in an ongoing public relations exercise.  Liasing with the press they put forth their views on both the game and the Cloudmakers as a virtual army of detectives and, in turn, generated further media coverage.  Importantly for those interested in the game, they also maintained a web page listing all press coverage of the game (www.cloudmakers.org/media/) - with Cloudmakers from around the world emailing in news of additional references.[26]

 

The Cloudmakers were united by bulletin board (http://cloudmakers.restraint.org/) and yahoo community site (http://groups.yahoo.com/group/cloudmakers) as well as the official web site (www.cloudmakers.org).  The chatroom offered ÔliveÕ chat - both instantaneous and reactive - helping to build the feeling of a ÔrealÕ community.  These forums served as base for group distillation of the game sites and housed the discussion and exchange which lead to their building the game through discovery. Taking the game on as a project, the hyper-enthusiasm they showed betrayed a barely-covered joy at being given a project worthy of the skills they had been demonstrating in the more unfocused/channelled nature of web-involvement. In interviews, the Cloudmakers demonstrated a mixture of pride that others were following the game  with the desire to protect the workings of the game and the investigation.  As one member allegedly said:

when this breaks it will change everything.  WeÕve managed to keep this thing pretty well organized thanks to the hard work of a few individuals and a co-operative spirit... Personally, I hope we can keep this underground.  We probably canÕt though.  So, to all of us Ôold timersÕ I say, be prepared for a flood of newbies.  Please try to treat them nicely. (Wistreich, 2001)

The pleasure of communal participation saw the groups social identity becoming the element which solidified the game after the novelty of the puzzles had begun to wear off - the move to meetings and talk of conventions and the idea of perhaps creating their own games...

 

With so much uncertainty about who was behind the game (everyone knew it was a marketing campaign but who were the twisted geniuses behind it? Kubrick? Spielberg?  Microsoft? Warner Bros?) the Cloudmakers gave the gameÕs creators a name, ÔThe PuppetmastersÕ.  Respect was demonstrated between  the Puppetmasters (repeatedly praised for providing the greatest roller coaster ride ever) - and the players (without whom, the game would have been nothing).  They formed two tribes united by the mutually dependent obsession with creating/revealing a technical experiment in storytelling/marketing as a work of art.  The relationship demonstrated the way that producers and audience on the Web are intertwined and the merging of texts: with the audience recovering and bringing to life the game text.

 

Jeanine SallaÕs ÔessayÕ Multi-Person Problem Solving Arrays Considered As A Form Of Artificial Intelligence, linked directly to Cloudmakers.org, the homepage of the Cloudmakers.  This demonstrated the acknowledgement of the activities of the players, suggested that this sort of response had been expected, and recognised the responsive relationship between the two. This textual linking of producers and receptors, saw the game developers incorporating Òfan websites and conspiracy theories into the evolving story-lineÓ (Robischon, 2001).  The interactivity worked two ways with the gameÕs producers reacting to the activities of the players: for example the incorporation of a playerÕs pseudo-game site (www.for-evan.com) into the game - which resulted in its creator being assumed to be part of the game by newbieÕs.[27]  This relationship suggested that whilst the developers undoubtedly had a surplus of knowledge and storylines that they were working to, the structure of content and timing was by necessity flexible and in some ways organic.  Whereas the future in a novel Òhas the full substantiality of a past eventÓ (Morson, 1994, 49), the gameÕs future appeared to be determinate upon the progress of the players.  When the players slowed, ot got stuck, further clues and ÔhintsÕ were added.  The process of narrating is in this way taken from the computer game construction, playability demanding a structure which could incorporate the deviations of the player and a responsive ÔauthorÕ empowered by digital meldability.

 

Proud of their achievements, the Cloudmakers expressed themselves an elite - like the participants of pemberley.com aligning with the subcultural model described by Grossberg by which Òfans constitute an elite fraction of the larger audience of passive consumersÓ (Grossberg, 1992, 52) - a group with their own criteria and focus. Their description of their activity in their welcome page is different to that of pemberley.com - less of a warm and friendly place, and more of an intellectual hot house:

The Cloudmakers bring together diverse skills ranging from cutting edge spectral analysis to  a unique and unrivalled knowledge of historical events and world literature.  Two heads may be better than one, but thousands combine to form the ultimate crimesolving syndicateÓ (www.cloudmakers.org)

There words and discussions revealed a great deal about the group, revealing their elitist sensibility - banding about words like Òcutting edgeÓ ÒgroundbreakingÓ and Òunrivalled.Ó They debated the ethics of game - whether hacking and the use of registration sites to identify game sites were using legitimate modes of involvement.  They also set the game in opposition to Majestic- demonstrating their awareness of what else was going on the web and gaming community.   Whilst spawning groups who were willing to mock this self-granduising element, they saw themselves as able to resource what ever needs they had from the abilities of their team: web design and writing skills, puzzle freaks and fiction writers, flash designers, film students and computer technicians.  Together they believed they formed the type of multiplayer online community which:

explores and extends the digital frontier - pushing new technology to its performance limit, creating effective ecommerce, and building immersive electronic worlds.  (Berry, Oct 1997)

Their words revealed them to be demonstrating how fan activity can merge with technological skills - in forming a group that echoes JordanÕs description of emerging new eliteÕs; one Òwhose greater expertise, allows them to manipulate cyberspaceÕs technology,Ó an elite Òbased on expertise or the control of expertiseÓ (Jordan, 1999, 101).  


           The creation of editorials (and drinking games and communal joke texts[28]) helped the group build a communal inclusiveness.   It also helped them to get their bearings within the game world. As Murray describes:

In a complex narrative world we can reinforce our belief by writing scholarly analyses or fanzine articles that analyze the underlying assumptions of the world.  (Murray, 1994, 110)

Indeed the game was so complex - with chains of interlinking clues and references that the documentation of the game by moderators ( The Trail and The Guide) was vital to be able to enter and follow what been happening.   Editorials written by key players examined the key issues, ÒstudiedÓ the game, and put forward their view of what has been going on - rather than just leaving it to the journalists to apply external perspectives.  Jenkins argument that fandom Òprovides a space wherein which fans may articulate their specific concernsÓ (Jenkins, 1992, 283) is useful in regards to the beliefs and concerns revealed in their writings.  The editorials contained references which tell us about the types of people that were playing key roles in this collective.  The Editorial Only Solutions written by Rich Stoehr (2001), contains references to Tim Berners-LeeÕs book Weaving the Web, compares Jeanine Salla to Rosalind Picard Òthe ÔMotherÕ of Affective Computing at MIT,Ó and discusses the game experience, newbies and The Trail  It closes with the following passages,  words which speak volumes - showing an awareness of the playersÕ agency and a techno/socio utopianist self-belief:

I walk among my fellows, my compatriots, with eyes wide in wonder, watching as connections grow and strengthen, branching and branching and branching again to form complex lines in three dimensions, then four, then five,  Geometries unheard of, never-seen or long-forgotten, surface in the connectivity, the unity of this world, this group, this mind, that is many, and one.  This is the way it should be, I think.  This is the way it has always been.  We just donÕt know it. 

 

And there it is.  Perfect in a simple unity, glittering before me as it moves and grows, there is the solution to all of it.  The solution to all of it.  The solutions do not lie in the puzzles we are presented with, they lie in the connections we make, between the ideas and between one another.  These are what will last.  I look down at myself and see that I, too, have been incorporated into the whole, connections flowing to me and from me, ideas flowing freely as we work together, as individuals and as a group, to solve the challenges we are presented with.

 

The solution, however, does not lie in the story.

 

We are the solution.

 

(Stoehr, 26th July 2001)

 

Uncertainties

 

The scope and immersion of the game within cyberspace means that without the activities of the Cloudmakers the game would be almost unfollowable - Òout thereÓ but not visible. The CloudmakerÕs attempt to define the boundaries of the game, instilling order from a chaotic environment and bringing clarity to the ways that the gameÕs formal elements dwelt upon uncertainty.  The ÔconcreteÕ activities of the Cloudmakers were, however, undermined by the ontology of the web which imbues consideration of the game with uncertainty and ties it into realm of postmodernism.    The game cannot  be examined without bringing in the consideration of postmodernism; whose multiple surfaces and overload of signifiers inform the gameÕs aesthetics and formal construction.  Taking its architecture from its postmodern host, the game was set within an environment which provides: Òproblematic diffusions, dispersals, dissemination... a patina of thought, of signifiers, of ÔconnectionsÕÓ (Hassan, Jencks, 198). The gameÕs overabundance of signifiers, the shift from finished work to performance and process (Harvey, in Jenks, 304),  its microworlds, and breaking down of boundaries between fact and fiction tied the game to the postmodern whilst the barrage of data and spectacle, set the certainties of the game into doubt.  As Dean notes:

Anxiety about the World Wide Web tends to centre on its excesses, on the overabundance of information, the overstimulation of graphics and gimmicks, the multiplicity of links.  (Dean, 63)

There are numerous problems to be faced by those studying Internet phenomenon like the A.I.  game.  The whoÕs, whyÕs and whereÕs are difficult to ascertain - due to the lack of a workable Òdigital identity infrastructureÓ (Birch, Aug, 160) and the Web being a site full of avatars, bogus events (such as the online diaries of Kaycee Nicole), masks and falsities - the whole overwhelmed by deluge of information.

 

The gameÕs sites shared an uncanny element that seeps from the web - which is filled with unsuitably personal effects set out for public consumption. The sense of unease that these sites created from the use of photography (of death and automatons) and nearly-right references, language and imagery helped to create an ÔunheimlichÕ aesthetic. The notion of the double tied into theories of the uncanny seems particularly pertinent here - for the pseudo-authentic nature of these sites instilled unease and a sense of foreboding.  A comparison of some of the web pages from the game site  with those of Clonaid.com, a ÔrealÕ site (Appendix B) shows the difficulty of ascertaining truth from the fiction.  The aura of a Web is far removed from notions of ÔrealityÕ and many sites stumbled upon whilst surfing the Web are display twisted aesthetics.  Surreal and disturbing juxtapositions of the personal and private abound as well as the perverse inclinations of individuals.  Reality often seems displaced from the images on the screen.  Because of this, the game sites emerge as ghost-like doubles from the swirling activities of the web.  Entering the mailbox of a ÔdeadÕ person - via a corporate site and yet reading emails with references to Alice in Wonderland and emails from ÒMotherÓ about a child that must be punished, instills and almost gothic sense of dread within a ÔrealisticÕ aesthetic. The sites are discernible as somehow different from those around them - a b-list aesthetic, a mundane glossiness in contrast to the most corporate website.   But on the Web, as Clonaid.com demonstrates, one can never be sure...  This unease increases as the game seeps out from the computer screen into the players private world.

 

The sites were presented as representing real companies, people, events and the merging of fantasy and reality was carried over into real world official comments from those closest to the film.  The stars and the Dreamworks studio refused to acknowledge its existence[29] and in interviews, Hailey Joel Osment spoke of Jeanine Salla as if she were a real person - not a character created by a team of writers and developers.  The parameters of the game were not acknowledged by the polished, high-production valued official Web site for the film - whose Chatbot was most unhelpful. As with The Blair Witch Project the creators fed the myth by refusing to acknowledge it, instead letting it  createÒits own reality and [allowing] the Net Surfer to tap into itÓ (Butler, May 11, 2001) .  The ill-defined borders of the game and the control issues involved fed into the postings and speculations.  These served to highlighted the innocuous names of posters to bulletin boards and hosting sites - who were these people and what were their status (were they being paid?)?  People like ÔLord BullingdomÕ ÔDarthnubÕ ÔThe Underground ManÕ ÔSpy in LAÕ ÔHoldercccÕ - fantasy figures whose identities are unattainable. In the very first days of the game, before the Cloudmakers had become the team of choice, leads and coverage came from figures on bulletin boards such as Bradee-oh (who alterted Comingattractions.com to the game on 10th April) and nachoworld (who mailed slashdot.com only days after the game first emerged and was very well informed knowing that there were ÒhundredsÓ of game pages to discover, meaningful notches in posters and telephone numbers - remarking that this involved only Ò3%Ó of the information Òout thereÓ and that people should check out Aintitcool.com. to find out more).

 

The game developers used this uncertainty to increase the gameÕs status - a method whereby inferences could spread out so that even sites which had nothing to do with the game fed the players hunger and generated speculation.    Murray writes that:

Ó..to the postmodernist writer, confusion is not a bug but a feature.  In the jargon of the postmodern critics, Joyce is intentionally ÒproblematizingÓ  our expectations of storytelling, challenging us to construct our own text from the fragments he has providedÓ (Murray, 1994, 58).

The game as text is structured from such fragments and also imbued with confusion and semiotic uncertainties. These gaps are also, however, those needed for detective play/fiction - as well as for narrative in general -  for the attempt to fill in gaps and uncover secrets and ÔcluesÕ is part of the reception, the ÔmakingÕ of stories and dramas.   The  ÒpostmodernÓ questions surrounding A.I.s mysteries were more focused on the status of meaning - the question whilst playing as to whether the game was empty - as in the Twin Peaks mystery of ÒWho Killed Laura Palmer?Ó - could all this effort and the attempt to instil and utilise logic and relativist thinking be based on something without logic, a metaphysical mystery - to be explained away as a surface? HarveyÕs discussion of meaning in postmodern culture sees him refers back to Jameson who:

has been particularly emphatic as to the ÔdepthlessnessÕ of much of contemporary cultural production, its fixation with appearances, surfaces and instant impacts that have no sustaining power over time. (Harvey, 1992, 312)

 

 

The game only needed to sustain the players for the duration of its run - approximately 5 months.  During this time, the players displayed a sense of trust not only about the community but also that they would not be let down by the text, which seemed to stem from the presumption that as it was linked to artists such as Kubrick and Spielberg (!) the narrative would have an integrity which would reward their efforts.   One the Web, as with the game, Òresponsibility for determining truth rests as much with those who consume information as with those who produce it.Ó  (Shapiro, 1999, 136)  Within the Cloudmakers group,  there was a sense of trust involved in choosing to enter a community Òwith common values and specific goals....that the people in [this] ÔspaceÕ are talking senseÓ (Eco quoted in Coppock, 1995). Whilst the press was often cynical:

Is it all part of a million-dollar Internet PR campaign for the film?  Or are Web heads spinning their own cyber fantasy?  (Trattori, 2001)

The Cloudmakers dealt with this question with the response ÒWho cares?Ó regarding  the  Puppetmasters (whoever they were) as praiseworthy adversaries, and the quality of entertainment negating any of these questions. The strength of the game for them linked promise and pay-off[30] and thus saw the uncertain environment as providing ideal playground for their beloved game. Indeed, for keen game players, the major problem with the intangible nature of the web was that the things that made the game such a rush - its dynamic transitory nature filled with developments and disappearances -  also mean that the game might also be transitory, something to mourn.  This fear came through strongly in suggestion from ÔLongway HomeÕ that:

If the game IS almost over...then maybe we ought to archive the game as a memento.  I mean... what if one day we log-in to Cloudmakers and everything is just GONE (maybe even cloudmakers.org;) ? No more game... vanished without a trace back to the future.  I wouldnÕt put it past Õem [the Puppetmasters].  Should we take a family ÒsnapshotÓ to remember it all by, or at least part of it. (email posting to Cloudmakers.org, Ôarchiving pages (Re: ItÕs all over)Õ Thursday 21st June 2001 07:58:15 -0000)

 

 


Conclusion

 

The Web has transformed fandom and nurtured the creation of new communities.  In the process, conventional fan activities have been confronted with a deluge of information and misinformation.  Whilst dealing with these changes, fans have grasped the technology available far quicker than the studios, who have attempted to contain their more anarchic endeavors.  The A.I. game is indicative of a change of attitude and approach to fan activities.  It demonstrated a sub-culture being used to fuel the hype machine.  By manipulating the online rumor mill and challenging the fan and gaming communities, the game secured prestige for both the film and the campaign itself. The game demonstrated the textual hybridization of media forms the Web enables: the merging of the multiplayer online game, postmodern charade, detective investigation and marketing ploy.   Demonstrating the possibilities for postmodern, communal entertainment projects online it invited performance; demanding  Òto be written, revised, answered, acted outÓ (Hassan, 1992, 198).

 

In recuperating the unruly audience to support the mythology of the text, the game recognized and played to the skills and enthusiasm of fans and ÔseriousÕ web users.  The reliance upon the agency of fans served as a marker of the shift from the ÔactiveÕ audience posited by reception studies to the pro-active viewer that has become ever more visible online. The reciprocal relationship between the producers and fans/players highlighted the ways that life online can be a participatory experience.  It also demonstrated the breakdown of official and unofficial discourse stemming from the removal of the editorial barrier and the instantaneous nature of web Ôtalk.Õ   

 

An evolving process running through chains of conversation and references, the game is not an easy object to map or analyze.   Made up of multiple, changing and hidden texts, the gameÕs labyrinthine composition called upon the fluctuating, decentered nature of the Web and the ease by which fantasy and reality can be merged within its margins.  The scattering of clues and references through the ÒsphereÓ created a voyage of discovery, highlighting the transitional nature of surfing the Web.  The CloudmakerÕs enthusiastic, response demonstrated the actions of a sophisticated, obsessional audience rising to the challenge whilst celebrating their abilities, and their role in bringing the game to life through the ÔmasteryÕ of the text.

 

 

.

 

 


BIBLIOGRAPHY

 

Agentland.com (2001)            A.I. The Story of a Film, June 2001

http://www.agentland.com/pages/learn/artificial_intelligence/links.html. Last Accessed 14th July 2001.

 

Akinnuso, Shola (May 21,2001) Majestic: The Truth is Out There, Gamers Republic

http://www.gamersrepublic.com/allformat/CrossPlatform/News/112.../majestic.as

 

AINTITCOOL SITES

 

Akyuz, Gin (2001) Endlessly Expanding Web of Fun, Guardian Unlimited, 13th August 2001, http://www.guardian.co.uk/internetnews/story/0,7369,535768,00.html

 

Altculture, Internet http://www.altculture.com/aentries/i/internet.shtml

 

andynoz50 (2001) Viral Marketing, IMDb Message Board, 1st May 2001

http://www.imdb.com/

 

Ang, Ien (1996) Living Room Wars: Rethinking Media Audiences for a Postmodern World, London: Routledge

 

Armstrong, Mark (2001) ÒBlairÓ What? Promos Spin New Web, E! Online News, 16th June 2001 http://www.eonline.com/News/Items/Pf/0,1527,8425,00.html.  Last Accessed 18th June 2001.

 

Aulenback, Stephany (2001) The Cloudmakers Phenomenon, Ironminds. 1st June 2001 http://www.ironminds.com/ironminds/issues/010601/web.shtml.  Last Accessed 13th June 2001.

 

Baird, Robert (2001) The Startle Effect: Implications for Spectatot Cognition and Media Theory, Film Quarterly [Online], http:www.findarticles.com/cf_0/m1070/3_53/62402519/print.jhtml

Last Accessed 18th August 2001

 

Barthes, Roland (1986)  The Rustle of Language, NY: Hill and Wangm pp.49-55

 

Bell, David and Barbara M. Kennedy (Eds.) (2000) The Cyberculture Reader London: Routledge

 

Berry, Colin (1997) The Bleeding Edge, Wired 5.10, October 2001

http://www.wired.com/wired/archive/5.10/es_gaming_pr.html.  Last Accessed 6th July 2001.

 

Birch, Dave (2001) Second Site, Guardian Online, 16th August 2001

http://www.guardian.co.uk/internetnews/story/0,7369,537435,00.html.  Last Accessed 17th August 2001.

 

Bonasia, Maria (2001a) MetaMystery, Cloudmakers.org, 30th May 2001 http://www.cloudmakers.org/editorials/mbonasia530.shtml.  Last Accessed 28th June 2001

 

Bonasia, Maria (2001b) MetaMystery - Part II, Cloudmakers.org, 11th June 2001

http://www.cloudmakers.org/editorials/mbonasia611.shtml.  Last Accessed 28th June 2001

 

Boswell, Keith (2001) Artificial Intelligence - Viral Marketing and The Web, The Marketleap Report, 16th April 2001, Vol.1-Issue# 5 Last Accessed 12tb May 2001

 

Brundson, Charlotte (1989) Text and Audience, in Seiter, Ellen, Hans Borchers, Gabriele Kreutzner and Eva-Marie Warth (Eds.) (1989) Remote Control: TV, Audiences and Cultural Power, London: Routledge pp.116-126

 

Buckingham, David (2000) After The Death of Childhood, London: Polity Press

 

Burkeman, Oliver (2001) Waiting For The Revolution, Guardian Unlimited, 12 May 2001 http://www.guardian.co.uk/internetnews/story/0,7369,406917,00.html

 

Butler, Robert W. (2001) Oh, What a Tangled Web Mystery They Weave: Engrossing Evan Chan Story is Elaborate Promotion For ÔA.I...Õ Or Is It? The Kansas City Star, 11th May 2001. http://www.kcstar.com/item/pages/justgo.pat?file=fyi/3acca98e.511.  Last Accessed 23rd May 2001.

 

Caldwell, Nick (1999) Spoilers and Cheaters: Narrative Closure and The Cultural Dimensions of Alternate Reading Practices, M/C A Journal of Media and Culture 2.8

http://pandora.nla.gov.au/parchive/2000/Z2000-Nov-1/www.api-netw.../spoilers.tx

 

Cinema Confidential (2001) The Movie Buzz: A Cinema Confidential News/Gossip Report Follow the ÔA.I.Õ Mystery Trail, Cinema Confidential, 30th April 2001

http://www.cinecon.com/news.php3?d=010430&n=1.  Last Accessed 23rd May 2001.

 

Charles, Aaron (2001) The Future of Mankind, Cloudmakers.org, 19th June 2001

http://www.cloudmakers.org/editorials/acharles618.shtml,  Last Accessed 28th June 2001.

 

Chinn, Dustin H. (2001) PC - Something Wicked This Way Comes, Hotgames.com, 20th May 2001, http://pc.hotgames.com/features/180/features_1.htm

 

Clerc, Susan J. (1996) DDEB, GATB, MPPB and Ratboy: The X-Files Media Fandom, Online and Off in Lavery, David, Angela Hague and Marla Cartwright (Eds.) Deny All Knowledge: Reading the X-Files, London:ff

 

Clerc, Susan J. (2000) Estrogen Brigades and ÔBig TitsÕ Threads.  Media Fandom On-Line and Off, in Bell, David and Barbara M. Kennedy (Eds.) The Cyberculture Reader London: Routledge

 

Clewley, Robin (2001) Robot Sites a Web of Deception, Wired News, 1st May 2001

http://www.wired.com/news/culture/0,1284,43422,00.html.  Last Accessed 23rd May 2001.

 

Coming Attractions first A.I. archive (Jan 1996-Sept 7, 1999)

http://www.corona.bc.ca/films/details/aiA.html

 

Coppock, Patrick (February, 1995) A Conversation On Information: An Interview with Umberto Eco. http://www.cudenver.edu/~mryder/itc_data/eco/eco.html

 

Crosdale, Darren (1999) DawsonÕs Creek: The Official Companion, London: Ebury Press

 

dÕAngelo, Jennifer (2001) A.I. Scores Big With Online Players, Fox News, 28th June 2001, http://www.foxnews.com/story/0,2933,28171,00.html.  Last Accessed 29th June 2001.

 

Dean, Jodi (2000) Webs of Conspiracy, in Herman, Andrew and Thomas Swiss (Eds) (2000) The World Wide Web and Contemporary Cultural Theory, London: Routledge 63-73

 

de Kerckhove, Derrick (2001) The Architecture of Intelligence, Basel:Birkhauser

 

Denhart, Andy (2000) Geek Love: Fans Rally to save ÒFreaks and Geeks,Ó Salon.com, 20th April 2000. http://www.salon.com/ent/log/2000/04/20/geeks/print.html

 

Dilucchio, Patrizia (July 16, 1999) Did ÒThe Blair Witch ProjectÓ Fake Its Online Fan Base? Salon.com, 16th July 1999, http://www.salon.com/tech/feature/1999/07/16/blair_marketing/print.html, Last Accessed 19th June 2001.

 

Druckery, Timothy (Ed.) (1996) Electronic Culture: Technology and Visual Representation, Aperture

 

Ebert, Roger (2001) Now + Then, Yahoo! Internet Life, Vol. 7, No.7 pp.81

 

Eimer, David (2000) How Hollywood Hijacked the Internet, The Guardian (Guide), 21st October 2000

 

Eimer, David (July 8, 2001) No Ordinary Love The Sunday Times (Culture)

 

Elektro, Dan (2001) Preview: ÔMajesticÕ Online Game Blurs Reality, CNN.com, 8th January 2001.http://www.cnn.com/2001/TECH/computing/01/08/majestic.idg/index.html.

 

Elmer, Greg (2000) The Economy of Cyberpromotion: Awards on the World Wide Web in Herman, Andrew and Thomas Swiss (Eds) (2000) The World Wide Web and Contemporary Cultural Theory, London: Routledge

 

Empire Online (2001a) A.I. Unrevealed Empire Online, 10th April 2001

http://www.empireonline.co.uk/news/news.asp?story=3065.  Last Accessed 23rd May 2001

 

Empire Online (2001b) The A.I. Mystery Empire Online, 11th April 2001

http://www.empireonline.co.uk/newa/news.asp?story=3071&ss=&cp=3. Last Accessed 23rd May 2001.

 

Eng, Paul (June 26, 2001) In Search of Salla: Intricate Web Games Market SpielbergÕs New Movie, abc News.com

http://abcnews.go.com/sections/scitech/DailyNews/ai010626.html.  Last Accessed 27th June 2001

 

Faile, Chris (2001) The Re-Emergence of the Web-Based Promotional Campaign, The-Trades.com, June 2001

http://www.the-trades.com/column.php?columnid=730

 

Feldman, Tony (1997) An Introduction to Digital Media, London: Routledge

 

Film.com (April 27, 2001) All That A.I. Stuff, Film.com

http:film.com/reviews/news/2001/010427.jhtml.  Last Accessed 21st May 2001

 

Fiske, John (1989) Moments of Television: Neither the Text Nor the Audience, in Seiter, Ellen, Hans Borchers, Gabriele Kreutzner and Eva-Marie Warth (Eds.) Remote Control: TV, Audiences and Cultural Power, London: Routledge pp56-77

 

Fiske, John (1999) Television Culture Routledge: London

 

Friedman, Ted (1995) Making Sense of Software: Computer Games and Interactive Textuality, in Jones, Steven (Ed.) Cybersociety, Computer-Mediated Communication and Society, Sage: California, pp.73-89

 

Gamson, Joshua (September 11, 2000) The Web of Celebrity, The American Prospect Online, Vol.11 Issue 20

http://www.americanprospect.com/archives/V11-20/gamson-j.html

 

Gauntlett, David (2000) Web. Studies: Rewriting Media Studies For The Digital Age, NY: Oxford Uni Press.

 

Geek.com (2001) Fake But Cool Websites Hype Film, Geek.com News, 13th April, 2001, http://www.geek.com/news/geeknews/2001apr/gee20010413005372.htm.  Last Accessed 21st May 2001.

 

Genette, GŽrard (1980) Narrative Discourse Treans: Jane E. Lewin, Basil Blackwell:Oxford

 

Gerrig, Richard J (1993) Experiencing Narrative Worlds - On the Psychological Activities of Reading Westview Press:New Haven

 

 

Graham, Jefferson (2001) Film Sites Make For Sore Eyes, USAToday.com, 19th June 2001, http://www.usatoday.com/life/cyber/tech/2001-05-31-film-sites.htm.  Last Accessed 5th June 2001.

 

Green, Michelle Erica (1999) TV Fans Connect and Create Online, MSNBC Life Online, 3rd December 1999, http://www.msnbc.com/news/341637.asp. 

 

Grossberg, Josh (June 4, 2001) Sony Fakes a Film Critic, E! Online

http://www.eonline.com/News/Items/0,1,8370,00.html

 

Grossberg, Lawrence (1992) Is There a Fan In The House? Affective Sensibility of Fandom, in Lewis, Lisa A. The Adoring Audience: Fan Culture and Popular Media. London: Routlege pp. 51-65

 

Guardian Unlimited (2001) Internet Teasers Revealed for SpielbergÕs New Film, 17th April 2001 http://film.guardian.co.uk/News_story/Exclusive/0,,47421,00.html. Last accessed 23rd May 2001

 

Harlow, J. (November 26, 2000) Spy On Me Ð Please, The Sunday Times

 

Harris, Judi (1994) ÒOpportunities in Work ClothesÓ: Online Problem Solving Project Structures The Computing Teacher (ÒMining the InternetÓ column) http:Irs.ed.uluc/Mining?

 

Hassan, Ihab (1992) Pluralism in Postmodern Perspective, in Jenks, Charles (Ed.) The Post-Modern Reader, Academy Editions: London, pp. 196-207

 

Hattori, James (2001) S;ielbergÕs ÔA.I.Õ Has the Web Heads Spinning, CNN.com, June 2001. http://www.cnn.com/2001/TECH/06/01/cover.ai/index.html. Last Accessed 6th July 2001.

 

Hemos (2001) KubrickÕs A.I. Distributed Client/Cognition, Slashdot, 25th May 2001. http://slashdot.org/article.pl?sid=01/05/25/1311208&mode=thread

 

Herman, Andrew and Thomas Swiss (Eds) (2000) The World Wide Web and Contemporary Cultural Theory, London: Routledge

 

Holland, Patricia (2000) The Television Handbook, London: Routledge

 

Hon, Adrian (2001) The Hitch-HikerÕs Guide to the Game, Cloudmakers.org, 14th May 2001 http://www.cloudmakers.org/editorials/adrian1.shtml.  Last Accessed 23rd May 2001.

 

Horn, John (2000) The Blair Witch Myth: Why Studios Still DonÕt Get The Web, Premiere Magazine, October 2000.

 

Hunt, Justin (2001) Banners Signal A Revolution, The Guardian, 15th February 2001,

 

Jackson, Glen (2000) Tube Much! For The More-Obsessive-Than-Average TV Fan, These Sites Are For You, Entertainment Weekly 3rd November 2000,  # 567, pp. 85-86

 

Jawad Dreamworks SKG Fansite - A.I. http://www.spielberg-dreamworks.com/ai/

May-June archive http://www.spielberg-dreamworks.com/ai/May03-June02-2001.php Last Accessed 20th June 2001

 

Jenkins, Henry (1992) Textual Poachers: Television Fans and Participatory Culture, Routledge:NY.

 

Jenkins, Henry (19998) The Poachers and the Stormtroopers, Talk Presented at University Michigan http://commons.somewhere.com/rre/1998/The.Poachers.and.the.Sto.html

 

Jenkins, Henry (1999) The Work of Theory in the Age of Digital Transformation

http://web.mit.edu/21fms/www/faculty/henry3/pub/digital/theory.htm (Printed in Miller and Stam (Eds.) (1999) A Companion to Film Theory, Blackwell: London)

 

Jenks, Charles (1992) The Post-Modern Reader, Academy Editions:London.

 

ÔJoeyÕ (2001) SpielbergÕs A.I. and A Web Marketing Scavenger Hunt, Plastic.com, 12th April 200, 1http://www.plastic.com/article.pl?sid=01/04/12/0050240&mode=thread.  Last Accessed 23rd May 2001)

 

Johnson, Steven (1997) Infinity Imagined, Interface Culture

http://www.feedmag.com/cgi-bin/DocumentLoop/deliverance.cgi?areanum=2:2 (Available in Johnson, Steven, (1997) Interface Culture: How New Technology Transforms the Way We Create and Communicate Harper Edge.

 

Jones, Steven (2000) The Bias of the Web in Herman, Andrew and Thomas Swiss (Eds) (2000) The World Wide Web and Contemporary Cultural Theory, London: Routledge 172-

 

Jordan, Tim (1999) Cyberpower: The Culture and Politics of Cyberspace, London: Routledge

 

Joseph, Barry (2001) When the Medium is the Message, Cloudmakers.org, 25th May 2001.  http://www.cloudmakers.org/editorials/bjoseph525.shtml.  Last accessed 1st June 2001.

 

Katz, Jon (1997) Birth of a Digital Nation, Wired 5.04, April 1997.

http://www.wired.com/wired/5.04/netzien_pr.html

 

Kim, Amy Jo (1998) Killers Have More Fun, Wired 6.05, May 1998

http://www.wired.com/wired/archive/6.05/ultima_pr.html, Last Accessed 6th July 2001.

 

King, Mark (2001) Watch My Webcam, The Guardian (New Media), 11th June 2001, p.52

 

Kendzior, Sarah (2000) Who Owns Fandom?, Salon.com, 13th December 2000 http//www.salon.com/tech/feature/2000/12/13/fandom/print.html, Last Accessed 13th December 2000.

 

Koenig-Woodyard, Chris (1999) Paratexts - Thresholds of Interpretation, Romanticism on the Net, February 1999, # 13. http://users.ox.ac.uk/~scat0385/genette.html.  Last Accessed 18th May 2001.

 

Kornblum, Janet (2001) The Intricate Plot Behind ÔA.I.Õ Web Mystery, USA Today, 22nd June 2001. http://www.usatoday.com/life/enter/movies/2001-06-22-ai-plot.htm.  Last Accessed 27th June 2001.

 

Lavery, David, Angela Hague and Marla Cartwright (Eds.) (1996) Deny All Knowledge: Reading the X-Files, London:ff

 

Lawson, Mark (2001) Television Programmes That Dare To Tackle Big Ideas Are Increasingly Rare: And The Medium Has Proved Particularly Resistant To The Internet.  Until Now That Is, The Guardian, 23 July 2001, p.17

 

Leonard, Andrew (1997) Who Owns Xena?, Salon.com, 21st July 1997 http://www.salon.com/july97/21st/xena970703.html, Last Accessed 22nd November 2000.

 

Levy, Pierre (1996) The Art of Cyberspace, in Druckery, Timothy (Ed.) Electronic Culture: Technology and Visual Representation, Aperture, April 1997

 

Levy, Pierre trans. (1997) Collective Intelligence: MankindÕs Emerging World in Cyberspace, Robert Bononno trans. Cambridge Mass: Perseus Books

 

Levy, Pierre (2001) Collective Intelligence, in Trends, David (Ed.) Reading Digital Culture, Oxford:Blackwell p.253-

 

Lewis, Lisa A. (1992) The Adoring Audience: Fan Culture and Popular Media, London: Routledge

 

Lyman, Rick (2001) E.T.Õs Scarier Half-Brother, The Observer (Review), 1 July 2001, p.5

 

Manjoo, Farhad (2001) A.I.: Unraveling the Mysteries, Wired News, 28th June 2001 http://www.wired.com/news/print/0,1294,44868,00.html.  Last Accessed 29th June 2001.

 

Britannica.com Marketing  http://www.britannica.com/eb/print?eu=118164

 

Marino-Nachison, Dave (2000) Video Games Reaching ÒOutside the Box,Ó The Motley Fool.com, 6th December 2000. http://www.fool.com/news/2000/via001206.htm?ref=yhoolnk

 

Mathews, Anna Wilde (2001) Bizarre Web Game Pops Up to Promote SpielbergÕs A.I.: More Tie Ins Are Expected to Emerge, Msnbc, 30th April 2001.

http:www.msnbc.com/news/566368.asp?Onm=C150&cp1=1, Last Accessed 23rd May 2001

 

Mathews, Anna Wilde (2001) Weird Web Game Pushes SpielbergÕs A.I. ZDNet, 30th April 2001. http://www.zdnet.com/zdnn/stories/news/0,4586,2713561,00.html.  Last Accessed 23rd May 2001

 

McCarthy, Todd (2001) Spielberg Brainy ÒA.I.Ó Will Provoke Moviegoers Variety 19th June 2001 http://dailynews.yahoo.com/htx/nm/20010619/en/review-filmai_1.html

 

McClellan, Jim (2001) New Media Gets The Message, The Guardian

 

McHale, Brian (1987) Postmodernist Fiction, London: Methuen

 

Means, Sean P. (2000) An Online Mystery Takes Movie Marketing to a Brave New World, The Salt Lake Tribune, 24th June 2001 http://www.sltrib.com/2001/jun/06242001/arts/108197.htm, Last Accessed 27th June 2001

 

Miller, Laura (2000) Harry Potter Rumor Watch, Salon.com, 6th July 2000

http://www.salon.com/books/log/2000/07/06/potter_rumors/print.html. Last Accessed 10th October 2000.

 

More Majestic Fun? (December 4, 2001) Daily Radar

 

Moriarty, SinŽad (2000) The Tango Man, Precision Marketing, 18th May 2001, p.20.

 

Morson, Gary Saul (1994) Narrative and Freedom: The Shadows of Time. Yale Uni Press: New Haven and London

 

Murray, Janet H. (1997) Hamlet on the Holodeck: The Future of Narrative in Cyberspace, New York: The Free Press

 

Ng, Eric (2001) The Integrated Game, Cloudmakers.org, 28th June 2001

http://www.cloudmakers.org/editorials/eng628.shml, Last Accessed 28th June 2001

 

Owen, Oliver (March 18, 2001) Dark Side of The Web - Our Worst Nightmare, The Observer.

 

Parker, Pamela (2001) Who Killed Evan Chan? The Intelligence Behind an A.I. Marketing Effort Channel Seven, 5th August 2001

http://www.channelseven.com/adinsight/commentary/200.../comm20010508.shtm, Last Accessed 23rd May 2001

 

Plantigna, Carl (1993) Affect, Cognition and the Power of Movies, Post Script Fall 1993, Vol.13, No.1.

 

Premiere Magazine, The Cyber Issue, October 2001

 

Portoghesi, Paolo(1992) What is the Postmodern? In Jenks, Charles (Ed.) The Post-Modern Reader, Academy Editions:London pp. 208-214

 

Poster, Mark (1990) The Mode of Information: Poststructuralism and Social Context Cornwall: Polity Press

 

Pullen, Kirsten (2000) I-Love-Xena.Com: Creating Online Fan Communities, in Gauntlett, David Web. Studies: Rewriting Media Studies For The Digital Age, NY: Oxford Uni Press.

 

Reeves, Jimmie L, Marc C. Rodgen and Michael Epstein (Eds.) (1996)Rewriting Popularity: The Cult Files, in Lavery, David, Angela Hague and Marla Cartwright (Eds.) Deny All Knowledge: Reading the X-Files, London:ff

 

Rheingold, Harold (1995) The Virtual Community: Finding Connection in a Computerized World, London: Minerva

 

Robertson, Josh (2001) A.I.+ I: How a Movie Promo Turned a Curious Surfer Into an Obsessed Sleuth, Yahoo! Internet Life, July 2001 http://yil.com/features/feature.asp?volume=07&issue=07&keyword=aiandi.  Last Accessed 29th June 2001.

 

Robischon, Noah (2001) Clued In: ÔA.I.ÕsÕ Elaborate, Bizarre Online Campaign - The Highly Anticipated Spielberg Thriller Gets the ÔBlair WitchÕ Treatment on the Net, Entertainment WeeklyÕs EW.Com, 22nd May 2001 http://www.ew.com/ew/r.../0,6115,107688~/~0~aiselaboratebizarreonline,00.htm.  Last Accessed 23rd May 2001

 

Robischon, Noah (2001) Game Theory EW.com, 20th June 2001

http://www.ew.com/ew/article/co.../0,6115,130995~1~0~ewcomratesaiand,00.htm. Last Accessed 20th June 2001

 

Rubio, Steven (1995) Net Escape, Bad Subjects 18th January, Issue # 18

http://eserver.org/bs/18/rubio.html

 

Rushkoff, Douglas (2001) The PeopleÕs Net, Yahoo! Internet Life, July 2001, Vol. 7, No.7 pp.78-83/121

 

Sammons, Matt (2001) Majestic (Preview), Daily Radar.com, 20th May 2001

http://www.dailyradar.com/previews/game_preview_1155.html

 

Schneller, Johanna (2001) Jude Law is An Android, Premiere Magazine, June 2001,

 

Scott B (2001) A.I. Web Promotion Gets More Elaborate Filmforce, 19th April 2001

http://filmforce.ign.com/ai/articles/57222pl.html

 

Sefton-Green, Julian (1998) Digital Diversions: Youth Culture in The Age of Multimedia, London: UCL Press

 

Seiter, Ellen, Hans Borchers, Gabriele Kreutzner and Eva-Marie Warth (Eds.) (1989) Remote Control: TV, Audiences and Cultural Power, London: Routledge

 

Seiter, Ellen (1999) Television and New Media Audiences, Oxford: Clarendon Press

 

Semel, Paul (2001) Hack Man: Some Clever Snooping Around TravoltaÕs Latest Flick Might Just Make You Rich, Yahoo! Internet Life, July 2001, p.47

 

Shapiro, Andrew L. (1999) The Control Revolution: How The Internet Is Putting Individuals in Charge and Changing the World as We Know It, New York: Public Affairs

 

Shenk, David (1997) Data Snog: Surviving The Information Glut, London: Abacus

 

Shields, Rob (2000) Hypertext Links: The Ethics of the Index and Its Space-Time Effects in Herman, Andrew and Thomas Swiss (Eds.) (2000) The World Wide Web and Contemporary Cultural Theory, London: Routledge 145-159

 

Shreve, Jenn (November 2000) Virtual Viral Marketing Virus Wired Archive 8.11

http://www.wired.com/wired/archive/8.11/mustread.html?pg=11

 

Sieberg, Daniel (2001) Reality Blurs, Hype Builds With Web ÔA.I.Õ Game, CNN.com

June 2001, http://www.cnn.com/SPECIALS/2001/coming.attractions/stories/aibuzz.html, Last Accessed 15th June 2001

 

Silver, David (2000) Looking Backwards, Looking Forwards: Cyberculture Studies 1990-2000 in Gauntlett, David (2000) Web. Studies: Rewriting Media Studies For The Digital Age, NY: Oxford Uni Press, 19-31

 

Simons, Paula (2001) Discovering the Alternative Universes of A.I., Edmonton Journal, June 2001. http://www.edmontonjournal.com/ai/column.html, Last Accessed 27th June 2001

 

Slashdot Discussion (2001a) A.I. Movie Promo, 13th April 2001

http://slashdot.org/articles/01/04/14/0143217.shtml, Last Accessed 19th April 2001

 

Slashdot Discussion (2001b) I Spent Tonight... 13th April 2001

http://slashdot.org/comments.pl?sid=01/04/14/0143217&cid=84.  Last Accessed 19th April 2001.

 

Slaton, Joyce (2000) Discussions on Web Entertainment, WiredNews, 29th September 2000. http://www.wired.com/news/print/0,1294,39174,00.html

 

Smalley, Suzanne (2001) Absolute Intelligence: The Upcoming Movie ÔA.I.Õ boasts the WebÕs Most Labyrinthine Marketing Campaign Yet, Msnbc.com, 3rd May 2001

http://www.msnbc.com/news/568308.asp.  Last Accessed 23rd May 2001.

 

Smith, Marc A. and Peter Kollock (Eds.) (1999) Communities in Cyberspace, London: Routledge

 

Snead, Elizabeth (2001) Hype! Part II: The Birth of Hype, the Tricks of the Trade and the Box-Office Battles, Eonline 22nd June 2001 http://www.eonline.com/Features/Specials/Hype/Part2/index.html.  Last Accessed 27th June 2001

 

Staiger, Janet (1998) The Perversity of Spectators, Paper Presented at University of East Anglia 9th February 1998

 

Stoehr, Rich (2001) Only Solutions, Cloudmakers.org, 26th July 2001.  http:www.cloudmakers.org/editorials/rstoehr726.shtml.  Last Accessed 2nd August 2001.

 

Tanners, Timna (2001) Scientist Murdered by Sexbot? Reuters, 14th May 2001

http://uk.news.yahoo.com/010514/80/bpyaq.html.  Last Accessed 18th May 2001.

 

Taylor, Charles (1999) The WBÕs Big Daddy Condescension, Salon.com, 26th May 1999

http://www.salon.com/ent/log/1999/05/26/buffy_rant/print.html, Last Accessed 10th October 2000.

 

Trend, David (Ed.) (2001) Reading Digital Culture, Oxford/Mass: Blackwell

 

Turnbull, Giles (April 24, 2001) On the Trail of Evan Chan Writetheweb.com

http://www.writetheweb.com/read.php?item=110, Last Accessed 23rd May 2001

 

Viral Marketing for Internet Web Sites: From Internet Time to Viral Marketing About.com http://internet.about.com/industry/internet/library/weekly/1999/aa092799.htm

 

Wakeford, Nina (2000) New Media, New Methodologies: Studying The Web in Gauntlett, David (2000) Web. Studies: Rewriting Media Studies For The Digital Age, NY: Oxford Uni Press. 31-

 

Ward, Mark (2001) AI Is Alive On The Internet, BBC News Online, 12 April 2001

http://news.bbc.co.uk/hi/english/sci/tech/newsid_1274000/1274487.stm, Last Accessed 21st May 2001

 

Ware, Justin and the Y-Life staff (2000) A Show of Force, ZDNet, 22nd November 2000 http://www.zdnet.com/yil/content/mag/9906/force.html, Last Accessed 22nd November 2000

 

Weinman, Jaime (2000) Can ÒBlair Witch 2Ó Overcome Suspicious Fans and Everyone Who Hated The First One, Salon.com, 24 October 2000

http://www.salon.com/ent/movies/feature/2000/10/24/blair_witch/print.html, Last Accessed 19th June 2001

 

Wen, Howard (1999) ÒBuffyÓ Fans Distribute Postponed Finale Online, Salon.com, 28th May 1999, http://www.salon.com/tech/log/1999/05/28/buffy_tapes/print.html

 

Wendland, Mike (2001) Hollywood Hucksters Work Web: Maze of Internet Sites Makes ÔA.I.Õ Buzz Real, Detroit Free Press, 18th May 2001

http://www.freep.com/money/tech/ai18_200105`8.htm.  Last Accessed 23rd May 2001

 

Wistreich, Nic (2001) Kubrich Lays Easter Egg From Grave, Netribution Film Network, June 2001, http://www.netribution.co.uk/news/industry_buzz/63/ai.html

 

Xbox.com (2001) ÔA.I.Õ Game: Microsoft Signs Exclusive Licensing Deal With Warner Bros. To Create Microsoft Games Franchise for ÔA.I.Õ Movie, Xbox News, 17 May 2001

http://www.xbox.com/news/0105/1605.htm

 

Young, Josh (2001) Private ÔA.I.Õ: Can You Keep A Secret?  With Its New Film, Warner Bros. Sure Can, EW.Com, 20th  June 2001

Ihttp://www.ew.com/ew/archive/0,1798,1/31591/0/private%2bA.I.,00.htm. Last Accessed 20th June 2001

 

A.I. GAME WEB SITES

 

See AI game archive @: http://www.geocities.com/nwhitemanai1/

 

Cloudmakers Sites

 

About Us - http://www.cloudmakers.org/

Contact Details - http://www.cloudmakers.org/contact/

Collective Detective Database: http://www.taxicafe.com/cbbd/welcome.php

FAQ - http://www.cloudmakers.org/faq

The Guide - http://www.cloudmakers.org/guide/index.shtml

Media Coverage - http://www.cloudmakers.org/media

Meeting Gallery - http://www.taxicafe.com/cbbd/meeting.php

Getdrunk - http://www.cloudmakers.org/toyland/drinkinggame.shtml

ÒShock as Muppet Kermit Admits To A.I. MasteryÓ - http://www.cloudmakers.org/toyland/shock/

The Trail - http://www.cloudmakers.org/trail/

 



[1] Throughout this dissertation I refer to the A.I. game in the past tense - primarily to configure it as an object of study.  The game ran from April to late August and loose ends only are being tied up as I write.  The web pages are, however, still accessible.  I include a list of the game sites in the bibliography and a selection of print outs in Appendix A. 

[2] Splinter-groups playing the game, such as Spherewatch and the humorous Troutmakers,  played a supporting role but relied upon the Cloudmakers for game resources and knowledge.

[3] The Ònarrative nodeÓ points that help Òmap out the basic network of the narrativeÓ (Caldwell, html, 1999)

[4] See Buckingham, 2000, 82 for discussion of the convergence between old and new mediums.

[5] The bargaining of search engine positioning through payment for registration with search engines for example, is one way that major sites can ensure dominance.

[6] See Clerc, 1996.

[7] Such as the recent ÒWho Shot Phil MitchellÓ storyline on the BBCÕs soap Eastenders - the vast majority of Eastenders fans could not help but learn of his fate in advance

[8] As the website explains ÒEver wished you could see inside someoneÕs computer?  Someone like one of your favorite characters on DawsonÕs Creek?  Well, hereÕs your chance!.. you can delve into their journals, instant message chats - even their trash cans!... and since Dawson and his friends are often online, thereÕs something new every day!Ó (www.dawsonsdesktop.com/index.html accessed 10/10/00)

[9] Niche being: a Òsmall target group [with] special requirementsÓ Grayson et al, britannica.com.

[10] For example the recent focus on pro-anorexia sites as providing alternative meeting points.

[11] Alongside these, quirky character-based campaigns such as the Hang Dierdre Rachid Campaign have offered a more humorous perspective.

[12] For mainstream print media, the World Wide Web isnÕt the information superhighway promised by Al Gore and Newt Gingrich.  Instead, itÕs a vast repository of porn and drivel.  This lament is typically followed by the observation that home pages tend to feature photos of pets or Beanie Babies, that more people use the Web to fawn over celebrities and document UFO sightings than, say, to grapple with the constitutional implications of a recent Supreme Court decision. (Dean, 2000)

 

[13] For example the distinguishing between: Casual viewing (specific show not Òspecial eventÓ but part of flow), devoted engagement (show = special event that must not be missed, encouraged by networks) or avid fans (watch and tape, show kind of Òquasi-religious experience,Ó) the latter more likely to be members of fan clubs/online discussion groups (Reeves, Rodgers and Epstein, 1996, 26).

[14] The site links the process of becoming part of pemberley.com as a form of initiation similar to the Òculturally accepted norm of waiting until you have been on a new job for a while before you begin to say how the workplace should be changedÓ. (www.pemberley.com/faq/html)

[15] Illusions of power and superiority have resulted in competitiveness and conflict emerging from enthusiasm - as demonstrated by recent evidence of unofficial Buffy The Vampire Slayer webmasters aiding the Fox networkÕs attempt to control such sites by sending out fake legal threats to fellow (opposing) webmasters (Armstrong, 2001) - this self-protection hardly demonstrates an Òus against the systemÓ perspective.

[16] See Simons ÒDiscovering The Alternative Universe of A.I.Ó (June 2001)

[17] For example the heated argument between Drudge and Knowles after Drudge revealed the ÔsecretÕ ending of Planet of The Apes on his site.

[18] One of the strengths of these sites is that they enable the fan to track projects and rumored projects over years - seeing how events transform from initial idea to finished product - revealing about industry and quirks of actors and directors etc.

[19] ÒIn SpielbergÕs hand, the Pinocchio-like story of yearning to become human could well be a license for some of the most outrageous, manipulative smaltz seen in recent years.Ó (Observer, 27 May 2001)

[20] The dawning of realization that something up noted in two online Empire reports the first that notes that the teaser trailer is Òambiguously soppyÓ (Empire: A.I. Unrevealed) and the second being impressed that had missed something: ÒWhile at first, the trailer might seem a little underwhelming, it would seem to contain the most elaborate, and down right mysterious, promotional campaign weÕve ever seen.Ó (Empire: The A.I. Mystery,)

[21] The scavenger hunt approach had also been appropriated by the largely ignored Plant of the Apes campaign which ran concurrently but was trapped by its one-note idea - missing a fictional world to get involved in it failed to capture the imagination.

[22] Indeed Harry Knowles saw the game as a challenge to his activities, noting:

ÒIf you read all the web pages its so much more intelligent, in terms of written style, and the research is far more intensive, than anything IÕve ever seen... Everything has been calculated so well to throw people like me off.Ó (Knowles quoted in Clewley, 2001)

[23] ÒGET OUT.  THEY ARE SMARTER THAN YOU.  YOU WILL BE BROKEN.Ó

[24] ItÕs the first game that calls you, the first game that calls you, the first game that faxes you, the first game that reaches out into your life and connects with you.  ItÕs an online entertainment experience, created specifically for the medium of the Internet, and it combines gameplay and storytelling that unfolds at an unpredictable real-time, real world pace.  (Neil Young, Vice President and Executive in Charge of Production at EA quoted in Akinnuso, 2001)

 

[25] The moderators were: Irwin Dolobowsky, Dan Fabulich, Adrian Hon, Bronwen Liggitt, Andrea Philips, Cabel Sasser and Brian Seitz.

[26] My own offering remains on the list for posterity.

[27] ÒIÕm getting all these e-mails saying ÔAre you a robot?  Are you human?...  I just say ÔIÕm a friend of Evan.Ó (Cabel Sasser, executive at PanicInc, a software firm in Portland Ore. Quoted in Anna Wilde Mathews, April 30)

[28] Drinking games ÒgetdrunkÓ - getting drunk on own via reading messages posted on boards - key words and topics that crop up.  Creating texts for the group to enjoy - like fan fiction. Jokes  - such as ÒShock as Muppet Kermit Admits to A.I. MasteryÓ (cloudmakers.org/toyland/shock).   And more conventional in-jokes drawing on a groupmind sensibility (such as ÒYou know youÕve been reading Cloudmakers too long when....Ó)

[29] ÒThe official comment from Warner Bros. is Ôno comment.ÕÓ (Means, June 24, 2001)

[30] For discussion of the relationship between promise and fulfillment see Gerrig, 1993.