Kid at library (playing at train table): It’s Utopia! It’s disaster!
Librarian: But utopia is a good thing!
Kid: No it’s not! It’s evil!
Me: is impressed by kid’s perceptiveness
Kid at library (playing at train table): It’s Utopia! It’s disaster!
Librarian: But utopia is a good thing!
Kid: No it’s not! It’s evil!
Me: is impressed by kid’s perceptiveness
Gee introduced the concept of affinity spaces in his book Situated Language and Learning: A Critique of Traditional Schooling (2004). Affinity spaces are a subset of what Gee calls a semiotic social space, a type of space for interaction with an infrastructure incorporating content, generators, content organization, interactional organization, and portals. Content is what the space is âabout,â and is provided by content generators. Gee uses the example of a video game (the generator), which generates a variety of content (words, images, etc.). The space is then organized in two different ways: content is organized by the designers, whereas interaction is organized by the people interacting with the space, in how they âorganize their thoughts, beliefs, values, actions, and social actionsâ (Gee, 2004, p. 81) in relationship to the content. This interaction creates a set of social practices and typical identities present in the space. The content necessarily influences the interaction, but interaction can also influence content. For example, with a video game, player reactions to the game may influence future updates to the game. Finally, Gee defines portals as âanything that gives access to the content and to ways of interacting with that content, by oneself or with other peopleâ (Gee, 2004, p. 81). In Geeâs video game example, this could be the game itself, but it could also be fan websites related to the game. Portals can become generators, âif they allow people to add to content or change the content other generators have generatedâ (Gee, 2004, p. 82). A video game website might include additional maps that players can download and use to play the game or offer recordings of gameplay to serve as tutorials or entertainment. A generator can also be a portal; for the video game example, the game disc or files both offer the content and can be used to interact with the content.
Gee builds on this description of a semiotic social space to describe âaffinity spaces,â a particular type of semiotic social space that young people today experience often. The âaffinityâ to which Gee refers is not primarily for the other people in the space, but for âthe endeavor or interest around which the space is organizedâ (J. P. Gee, 2004, p. 84). He defines an affinity space as a space that has a number of features:
A space does not need to have all of these features to be considered an affinity space; rather, these features can be considered as a measure of the degree to which a space is an affinity space or how effective an affinity space it is. Affinity spaces can be nested within one another (J. P. Gee, 2017); for example, a website devoted to The Sims video game fanfiction would be an affinity space itself, while also being part of the broader The Sims affinity space, the gaming affinity space, and the fanfiction affinity space. At first glance, an affinity space may seem very similar to a community of practice as described by Lave and Wenger (1991); Gee argues, however, that defining a community implies labeling a group of people, including determining âwhich people are in and which are out of the group, how far they are in or out, and when they are in and outâ (J. P. Gee, 2004, p. 78). Talking about spaces instead of communities removes this concern of membership; people who are present in a space may or may not be part of a community. Further, Lave and Wengerâs original conception of communities of practice described movement from peripheral participation for what Gee would call ânewbiesâ to central participation as âmasters,â while in affinity spaces, newbies do not need to be apprenticed to masters to become deeply involved in the spaceâs activity.
Gee (2004, 2005) offered the concept of affinity spaces as part of a critique of how schooling works; he argues that âpeople learn best when their learning is part of a highly motivated engagement with social practices which they valueâ (Gee, 2004, p. 77) and suggests that affinity spaces facilitate this kind of engagement. Gee argues that as young people encounter more and more affinity spaces, they see a âvision of learning, affiliation, and identityâ that is more powerful than what they see in school (J. P. Gee, 2004, p. 89). He suggests that educators can learn from the design and construction of affinity spaces.
After Gee introduced the concept of affinity spaces, scholars investigated specific affinity spaces and what lessons they might have for educators working in the areas of literacy (Rebecca W. Black, 2007, 2008; R. W. Black, 2007; Lam, 2009), science (Steinkuehler & Duncan, 2008), and mathematics (Steinkuehler & Williams, 2009). These studies supported Geeâs original conception of affinity spaces, finding many features of affinity spaces in their research settings, which included fanfiction websites (Rebecca W. Black, 2007, 2008; R. W. Black, 2007), anime/manga discussion forums (Lam, 2009), and massively multiplayer online games and their related discussion forums (Steinkuehler & Duncan, 2008; Steinkuehler & Williams, 2009).
As the technology available for online participation shifted from predominantly individual websites or forums to predominantly social media sites such as Facebook, Twitter, Tumblr, and Youtube, online affinity spaces shifted as well. In the introduction to the book Learning in Video Game Affinity Spaces, Hayes and Duncan (2012) point out that, like online culture more broadly, online affinity spaces present a âquickly moving targetâ (p. 10) for study. They call for a refined and expanded conception of affinity spaces in light of this fact. While Geeâs (2005; 2004) original conception of affinity spaces consisted of eleven features that may or may not be present in any given affinity space, in his afterword to Hayes and Duncanâs (2012) book, he identifies five key features of what he now calls âpassionate affinity spacesâ:
Gee and Hayes (2010, 2012, 2011) distinguish between ânurturingâ and âelitistâ affinity spaces. Building on Geeâs earlier work and drawing on studies of fan sites associated with the computer game The Sims, Gee and Hayes âidentify features of what [they] call nurturing affinity spaces that are particularly supportive of learningâ (p. 129). They describe the following fifteen features of affinity spaces and the ways they are enacted in nurturing affinity spaces:
Referring to the work of Gee and Hayes, Hayes and Duncan point out that â…while elitist spaces are sites of very high knowledge production, they tend to value a narrow range of skills and backgrounds, have clear hierarchies of status and power, and disparage newcomers who do not conform to fairly rigid norms for behaviorâ (2012, p. 11). Gee and Hayes (2010, 2011, 2012) suggest that nurturing spaces are more conducive to learning than elitist spaces.
Over time, Gee (2017) has refined the vocabulary that refers to affinity spaces. The attractor is âthe thing for which people who move around in the big space have a shared interest or passion. It also beckons to anyone who enters any part of the space and seeks to entice him or her to stay in the space.â (p. 113) People who enter the affinity space because of an interest in or passion are affines. âClumps of people who [overlap] in a good deal in various subspaces (locations)â of a larger affinity space and thus bump âinto one another rather regularlyâ are fellow travelers (p. 113). Home bases âare key places where fellow travelers come together a good deal to engage in the activities that keep their shared affinity alive. They are places where the people with the most passion for the shared affinity are the key organizers, motivators, teachers, and standard-setters for the affinity space as a wholeâ (p. 114). A group of closely connected home bases form a home-base cluster.
Lammers, Curwood, and Magnifico (Curwood, Magnifico, & Lammers, 2013; Lammers, Curwood, & Magnifico, 2012; Magnifico, Lammers, & Curwood, 2013) draw on their research on adolescent literacy in the affinity spaces related to The Sims, The Hunger Games, and Neopets to âexplicate nine features of an expanded notion of affinity spacesâ (p. 45). Lammers and colleagues point out that the âintroduction of numerous online technologies and social networking sites has created affinity spaces that are constantly evolving, dynamic, and networked in new waysâ (p. 47). In the time of Geeâs original affinity space conception, a researcher might consider an affinity space âdefined by one central portal (for instance, a discussion board),â but Lammers and colleagues point out that âcontemporary affinity spaces often involve social media such as Facebook and Twitter, creative sites like DeviantArt and FanFiction.net, and blogging platforms such as Tumblr and Wordpressâ (p. 47). One participant may operate in an affinity space that networks all of these different technologies; accordingly, knowledge within an affinity space âis effectively distributed across learners, objects, tools, symbols, technologies and the environmentâ (p. 48).
Working toward developing a new research method they call âaffinity space ethnography,â Lammer, Curwood, and Magnifico offer the following features of contemporary affinity spaces for consideration:
Bommarito also aims to expand the notion of affinity spaces; specifically, he states that âthe present view of affinity spaces fails to explain how participants cohere when the groupâs focus on a common endeavor is called into question, becomes unclear or disappears altogetherâ (p. 408). Based on a wide variety of affinity spaces research published by other scholars, Bommarito proposes a situated model of affinity spaces. Bommarito identifies certain assumptions in early definitions of affinity spaces that he argues limit âthe ability of researchers to investigate the evolving nature of affinity spacesâ (p. 410). These assumptions include:
Bommarito proposes a situated model of affinity spaces (p. 411), in which affinity spaces shift between a âpassionateâ state, clearly focused on a shared interest, and a âdeliberativeâ state, when the shared interest becomes unclear and participants have to resolve challenges unrelated to their shared interest. In the âpassionateâ state, the primary mode of interaction is what Bommarito calls ânegotiation,â in which participants exchange ideas directly related to the shared interest or the organization of the space in a way that does not supersed the established shared interest; in the âdeliberative state,â it is âdeliberation,â in which participants debate âthe nature of the shared interest itselfâ (p. 412) and what the space will become, potentially even changing or expanding the scope of the interest or shifting so that relationships become primary and the interest secondary. Participants in affinity spaces must deal with two different types of challenges, which Bommarito identifies as âadaptiveâ or âtechnicalâ drawing on Heifetz (1994). âAccording to Heifetz (1994, p. 72), technical problems are those for which âthe necessary knowledge about them already has been digested and put in the form of a legitimized set of known organizational procedures guiding what to do and role authorizations guiding who should do itâ.â (p. 413) This is the kind of problem participants tend to face when an affinity space is in a passionate state, when âparticipation means, primarily, gaining technical knowledge and skills related to the shared interestâ (p. 413) and the problems to be solved are clearly related to the spaceâs shared endeavor. âAdaptive challenges, on the other hand, are situations in which âno adequate response has yet been developedâ, âno clear expertise can be foundâ and âno single sage has general credibilityâ (Heifetz, 1994, p. 72)â and are the kinds of challenges participants face when the space is in a deliberative state, in which participants are â, identifying problems unrelated to some common endeavor while also pursuing and evaluating possible solutions as a collective.â (p. 413). Bommarito asserts, âFor the affinity space that has lost a clear grasp of its common endeavor, members must adapt if they are to avoid dissolution.â (p. 413)
Bommarito also contrasts affinity spaces as to whether their participants can be considered a âserialityâ or a âgroupâ, drawing on Young (1997). âYoung (1997, p. 23), explicitly drawing on Jean-Pau l Sartre (1976), argues that a series is a collective of individuals organized around some material object and the social practices related to that object.â (p. 413) When the affinity space is in a passionate state, its participants can be considered a seriality. âAccording to Young, however, serial collectivity is distinguished from groups in that groups are organized around individualsâ relationships to one another rather than to some external object or interest.â When the affinity space is in a deliberative state, its participants can be considered a group: their relationships become the heart of the space, rather than the shared endeavor.
The Leveling Up Study of the Connected Learning Research Network âwas designed to investigate the role that online affinity networks play, and could potentially play, in connected learningâ (Ito et al., 2019, p. 4). While Gee first used the term âaffinityâ to indicate the affinity participants in a space had for their shared endeavor, Ito, Martin, Pfister, Rafalow, Salen, and Wortman (2019) use it to indicate not only the interest in the endeavor itself but also âin order to highlight [the interestâs] relational and culturally situated natureâ (p. 18), reflecting Bommaritoâs (2014) emphasis on the social relationships developed within an affinity space. They use the term ânetworkâ rather than âspaceâ to capture a wide spectrum of participation from casual to serious.
âOnline affinity networks⌠are collectives that have shared interests, practices, and marked roles in the community that define levels of responsibility and expertiseâŚâ but also allow for more casual participation: âlurkers, observers, and transient participantsâ (p. 39). These networks are âunited by a shared content world, infrastructure, and affinity,â but âsuccessful online affinity networks are spaces of constant renewalâ (p. 23) and âare sustained through interpersonal relationships, shared activities, and a sense of cultural affinityâ (p. 40).
Online affinity networks have three key characteristics:
This shift from affinity spaces to affinity networks reflects both Bommaritoâs (2014) suggestion that the relational nature of affinity spaces is a key part of their participantsâ experience and the sustainability of the space, and also incorporates the concept of multiple and varied portals that Lammers, Curwood, and Magnifico (2012) suggest must be kept in mind when studying an affinity space.
References
Black, R. W. (2007). Digital Design: English Language Learners and Reader Reviews in Online Fiction. In D. Barton & M. Hamilton (Eds.), New Literacies Sampler (pp. 115â136). New York: Peter Lang. Black, R. W. (2007). Fanfiction Writing and the Construction of Space. E-Learning and Digital Media, 4(4), 384â397. Black, R. W. (2008). Adolescents and Online Fan Fiction. Peter Lang. Curwood, J. S., Magnifico, A. M., & Lammers, J. C. (2013). Writing in the wild: Writersâ motivation in fan-based affinity spaces. Journal of Adolescent & Adult Literacy: A Journal from the International Reading Association, 56(8), 677â685. Gee, J. (2005). Semiotic social spaces and affinity spaces: From the age of mythology to todayâs schools. In D. Barton & K. Tusting (Eds.), Beyond communities of practice: Language, power, and social contex (pp. 214â232). Gee, J. P. (2004). Situated Language and Learning : A Critique of Traditional Schooling. London, UNITED KINGDOM: Routledge. Gee, J. P. (2012). Afterword. In E. R. Hayes & S. C. Duncan (Eds.), Learning in Video Game Affinity Spaces (pp. 235â241). New York: Peter Lang. Gee, J. P. (2017). Teaching, Learning, Literacy in Our High-Risk High-Tech World: A Framework for Becoming Human. New York: Teachers College Press. Gee, J. P., & Hayes, E. (2010). Women and gaming: The Sims and 21st century learning. New York: Palgrave Macmillan. Gee, J. P., & Hayes, E. (2012). Nurturing Affinity Spaces and Game-Based Learning. In C. Steinkuehler, K. Squire, & S. Barab (Eds.), Games, Learning, and Society : Learning and Meaning in the Digital Age (pp. 129â153). New York: Cambridge University Press. Gee, J. P., & Hayes, E. R. (2011). Language and learning in the digital age. New York: Routledge. Hayes, E. R., & Duncan, S. C. (Eds.). (2012). Learning in Video Game Affinity Spaces. Bern, Switzerland: Peter Lang. Ito, M., Martin, C., Pfister, R. C., Rafalow, M. H., Salen, K., & Wortman, A. (2019). Affinity Online: How Connection and Shared Interest Fuel Learning. New York: NYU Press. Lammers, J. C., Curwood, J. S., & Magnifico, A. M. (2012). Toward an Affinity Space Methodology: Considerations for Literacy Research. English Teaching: Practice and Critique, 11(2), 44â58. Lam, W. S. E. (2009). Literacy and Learning across Transnational Online Spaces. E-Learning and Digital Media, 6(4), 303â324. Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. New York: Cambridge University Press. Magnifico, A. M., Lammers, J. C., & Curwood, J. S. (2013). Collaborative learning across space and time: ethnographic research in online affinity spaces. Proceedings of the 10th International Conference on Computer-Supported Collaborative Learning. Madison, WI: International Society of the Learning Sciences, 81â84. Steinkuehler, C., & Duncan, S. (2008). Scientific Habits of Mind in Virtual Worlds. Journal of Science Education and Technology, 17(6), 530â543. Steinkuehler, C., & Williams, C. (2009). Math as narrative in WoW forum discussions. International Journal of Learning and Media, 1(3).
The longer I live, the more I begin to believe that My Actual People are only a very small subset of any apparent group of My People.
I’ve been listening to the latest episode of Fansplaining, with guest Emily Nussbaum, and it’s led me to sort of a revelation.
[First, an aside: Emily Nussbaum mentions in the episode that in her Buffy days she was on the Bronze. It’s no secret that that was my first fannish home. It’s so nice to hear about Bronzers in the world. I don’t know if Emily would call herself a Bronzer, but my definition is just somebody who spent time at the Bronze, so she counts.]
Since I decided to do my dissertation on the information literacy practices of cosplayers, I’ve been reconnecting with fandom. For years now, I’ve had trouble staying connected to any particular fandom specifically, and fandom itself in general, for a number of reasons:
W. has repeatedly suggested that being fannish is easier in your teens and 20s when you have fewer responsibilities than it is in your 30s when you have a kid, and that’s fair. But I always feel like none of these explanations are quite enough.
Listening to Emily Nussbaum say:
"...the situation in which somebody produces an entire show and then releases it to the audience changes the way that people talk about TV when it doesnât come out week-by-week."
…gave me a little lightbulb moment.
My primary fandoms have all been week-by-week TV fandoms: Sailor Moon when it aired as an afternoon show in the 90s, Buffy the Vampire Slayer, Angel, Firefly, Wonderfalls (yes, Wonderfalls!), The Inside (I’m here for Tim Minear’s most obscure work), Veronica Mars, 30 Rock, New Girl. The intensity of my participation in fandom for each of these varies, but other than a brief flirtation with Star Wars fic in high school because Sonja was doing it, and some heavy time spent reading Harry Potter fic and playing in related RPs, weekly television is my medium of choice.
And the way we talked about weekly television in the late 90s and early 2000s is how I know to talk about things as a fan: what is the significance of what just happened? What will happen next? What do we wish would happen next?
You can do all of these things after bingeing a season of Stranger Things, and I do (though mostly only with W.), but it feels different somehow.
I’m going to try and crack it. I’m going to figure it out with Glow.
Anyway, this has not gone very far, but it’s just something that I thought about and wanted to write about a little bit.
Skimming the headlines for The Ringer’s ‘99 Music Week really brings home for me the fact that I spent most of 1999 listening to movie and Broadway soundtracks that originated from 1986 - 1991. (Honorable mention to Dido’s “No Angel,” though.)
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I just sent off the comps chapter that refused to be finished to my committee. It’s been 9 weeks since I sent them the last chapter. It is less than 6 pages of prose and 5 pages of tables and figures. A lot of the writing is in the tables.
I want to mention the work that isn’t evident in the final product.
I spent a lot of time trying to decide if I was going to focus on one theory in this chapter or incorporate others. I read about them and considered. They’re going to end up in the next chapter instead. So that added some time.
I did a lot of trying to wrap my head around how different evolved versions of the theoretical concept at hand related to the original, and how I could synthesize them.
But also, I lost the equivalent of three weeks to travel and lack of childcare. So actually it did really only take me six weeks to write, which lines up with the earlier chapters… But I sure hope the next one goes faster.
It’s that thing where you’re almost done with a chapter of your comps lit review and you realize your conclusion will involve creating a whole new theoretical model that synthesizes all the literature you just described…
I’m crowdsourcing a superhero-themed playlist for my son, heavily Marvel/Avengers-slanted (esp. Age of Ultron era). So far:
Looking for mellow or orchestral stuff more than metal. Suggest away!
I’ve been using “fanfiction” instead of “fan fiction” when writing my comps and sincerely hope nobody tries to come at me on this.
See comment at kimberlyhirsh.com/2019/07/2… backfed from twitter.com/thoughtso…