In Defense of Crud
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Title: | In Defense of Crud |
Creator: | Henry Jenkins |
Date(s): | February 11, 2007 |
Medium: | online |
Fandom: | |
Topic: | |
External Links: | In Defense of Crud |
Click here for related articles on Fanlore. | |
In Defense of Crud is a 2007 post by Henry Jenkins at his blog Confessions of an Acafan.
The title comes from Sturgeon's Law: "Ninety percent of everything is crud." [1]
Some Topics Discussed
- The Fan Fiction Phenomena: What Faust, Hamlet, and Xena the Warrior Princess have in common. by Cathy Young which discusses Robin Hobb's 2005 The Fan Fiction Rant, how the Internet has taken away the gatekeepers, something that is both good and bad
- comments and quotes from "The Cult of the Amateur," a book by Andrew Keen
- creating is not a zero-sum game
- "We should not reduce the value of participatory culture to its products rather than its process."
- professional art and works often exclude people
- professional art and works often do not take risks
Excerpts from Jenkins' Post
1. We should not reduce the value of participatory culture to its products rather than its process. Consider, for a moment, all of the arts and creative writing classes being offered at schools around the world. Consider, for example, all of the school children being taught to produce pots. We don't do this because we anticipate that very many of them are going to grow up to be professional potters. In fact, most of them are going to produce pots that look like lopsided lumps of clay only a mother could love (though it does say something about how we value culture that many of them do get cherished for decades). We do so because we see a value in the process of creating something, of learning to work with clay as a material, or what have you. There is a value in creating, in other words, quite apart from the value attached to what we create. And from that perspective, the expansion of who gets to create and share what they create with others is important even if none of us produces anything beyond the literary equivalent of a lopsided lump of clay that will be cherished by the intended recipient (whether Mom or the fan community) and nobody else.
2. All forms of art require a place where beginning artists can be bad, learn from their mistakes, and get better. A world of totally professionalized expression masks the apprenticeship process all artists need to undergo if they are going to achieve their full potential. A world where amateur artists can share their work is a world where learning can take place. If the only films you see are multimillion dollar productions by Steven Spielberg, then most of us will assume that we have nothing meaningful to contribute to the culture and give up. If we see films with a range of quality, including some that are, in Sturgeon's terms, "crud," then it becomes possible to imagine ourselves as potentially becoming artists. Bad art inspires more new artists than good art does for this reason: I can do better than that!
3. A world where there is a lot of bad art in circulation lowers the risks of experimentation and innovation. In such a world, one doesn't have to worry about hitting the marks or even making a fool out of oneself. One can take risks, try challenging things, push in new directions because the cost of failure is relatively low. That is why a participatory culture is potentially so generative. Right now, innovation occurs most often at the grassroots level and only subsequently gets amplified by mass media. Professional media is afraid to take risks.
4. Bad art inspires responses which push the culture to improve upon it over time. I have argued elsewhere that fandom is inspired by a mixture of fascination and frustration. If the show didn't fascinate us, we would not keep returning to it. If it fully satisfied us, we would not feel compelled to remake it. Many of the shows that have inspired the most fan fiction are not the best shows but rather they are shows with real potential -- the literary equivalent of the "fixer-upper" that real estate agents always talk about. Over time, bad art may become an irritant, like sand in the oyster, which becomes a pearl when it gets worked over by many different imaginations. Good art may simply close off conversations.
5. Good and Bad, as artistic standards, are context specific. Good for what purposes? Good by what standards? Good for what audiences? In some ways, one can argue that professionally published fiction about popular television shows is superior to at least most fan fiction -- in terms of a certain professional polish in the writing style, in terms of its copy editing, in terms of perhaps its construction of plots. But it is not going to be as good as fan fiction on other levels -- in terms of its insight into the characters and their relationship, in terms of its match with the shared fantasies of the fan community, in terms of its freedom to push beyond certain constraints of the genre.
6. Standards of good and bad are hard to define when the forms of expression being discussed are new and still evolving. This would apply to many of the forms of participatory culture which are growing up around digital media. The forms are too new to have well established standards or fixed cannons.
7. This is not a zero-sum game. It is not clear that the growth of participatory culture does, in fact, damage to professional media making. One could argue that so far most popular work by amateur media makers has been reactive to stories, characters, and ideas generated by mass culture. The two may exist in dialogue with each other. This is certainly true of the kinds of fan culture that Cathy Young is discussing.
References
- ^ Actually, the phrase is "Ninety percent of anything is crud."