Web Series, Transmedia and Experimentation – The Legacy of Dr. Horrible

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    Web Series, Transmedia and Experimentation

    The Legacy ofDr. Horrible

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    Abstract

    With the advent of the Internet, media convergence has brought conglomerates and users

    to a central point of conflict. Companies have spread across fragmented channels while users

    create new paradigms to produce and share information. This clash has also brought

    opportunities for both to work together, creating unique scenarios such as Dr. Horribles Sing-

    Along Blog, a web miniseries.

    The research utilizes the theoretical framework of convergence, produsage, fandom and

    transmedia, and seeks to answer the following questions: How has the web series paradigm

    affected produsage and convergence? How has this model worked as a model for transmedia?

    And what is the legacy ofDr. Horrible in transmedia and its effect on cult fandom?

    This paper explores the background ofDr. Horrible to understand these questions and

    focuses on both fan and producer responses through semi-structured interviews. The findings

    show that this web series paradigm has potential as an open medium, giving producers free reign

    to express their creative vision and letting viewers engage with the content although not without

    its own set of risks. This research concludes that the produsage-like model is viable for

    financial and viewership success while empowering fans and producers to be cultural citizens

    although hampered by the lack of gatekeepers and top-down clashes.

    Suggested Keywords

    produsage, web series, cult fandom, convergence, transmedia, conglomerates, Joss Whedon,Dr.

    Horribles Sing-Along Blog

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    1. Introduction

    [1.1] The changing flow of technology has created an unstable landscape for media

    conglomerates and consumers. Both struggle to obtain control over content distribution and

    consumption. These conflicts lead to the creation of media convergence: the intersection of the

    conglomerates digital strategies and consumers underground media tactics.

    [1.2] In this transition period, conglomerates are experimenting with new content

    distribution and creation methods while the audience grapples with a constantly changing media

    landscape. How will these experiments affect the audience, and will they change power

    dynamics between the two sides? Have new opportunities arisen that can pave the way for future

    producers and audience members? The promises and realities of new, innovative prospects have

    begun to shine light onto these inquiries.

    [1.3] This study undertakes an analysis of a web video miniseries called Dr. Horribles

    Sing-Along Blog. Considered by critics as an Internet phenomenon,Dr. Horrible created a direct

    communication channel between the producers and their viewers and is a relevant and timely

    case study. This research will bring a modern insight into digital innovation and reveal a push

    for media convergence cooperation.

    2. A Top-Down Conglomerate System to Media Convergence

    [2.1] Mass media systems used to control the information within their technological

    channels until media convergence allowed individuals to disrupt this information stream.

    Historically, media conglomerates created and distributed content through legacy mediums,

    viewed by a mass audience (Rose 2011, 86). Scholars argued about the imbalance of

    information and mediation in these channels. However, individuals eventually adopted new

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    technologies, which disrupted these methods (Gillan 2011, 179), creating a clash between the

    two sides.

    [2.2] Mass medias power in the 20 th century reveals the conglomerates transition from

    dominating the communication channels to struggling with new user practices. During the mid-

    20th century, only a few media channels were available (film, television, and radio). It was not

    difficult for companies to reach audiences via these mediums, and studios could easily woo

    advertisers to invest (Ang 1990, 68).

    [2.3] Academics considered this time periods audience to be passive and controlled.

    Ang describes it as an a socially-constituted and institutionally-produced category, (1990, 3).

    He argued that messages that were not from media conglomerates were not sent to the audience,

    giving little freedom in choice of content and voicing opinions to these companies.

    [2.4] The evolution of technology transformed these theorists arguments post-1980s.

    Technological advancements, such as satellite signals, gave consumers more options (Harvey

    1989, 293), eroded the domination of the central studios, and caused audience fragmentation:

    scattering viewers across multiple channels (Ang 1990, 69). Willis mentions, Technological

    developmentsled to a breakdown in the traditional family units consumption of media

    (2003, 137). New methods had to be developed by studios to continue to push their messages to

    audiences.

    [2.5] One contrasting perspective argues that viewer agency is still bound to the

    conglomerates, which adapted to the changes. Curtain argued that these companies were always

    involved with media convergence, using methods like product placement, to counteract user

    empowerment (2001, 229). The studios released fewer but broader brands to capture the mass

    audience and focused on niches to expand their flexible accumulation: the capability to expand

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    farther by being on many mediums (Curtain 2001, 231). This struggle between consumers and

    conglomerates would be further complicated with the Internet.

    3. The Online Struggle of Media Convergence

    [3.1] The Internet was heralded as a breakthrough, full of potential and freedom. Yet,

    this was met with skepticism from those who saw it as part of the conglomerates media

    convergence strategy to make users into free workers. The Internets evolution as a consumer-

    driven and user-friendly framework shows the fissure that permeated this debate.

    [3.2] One side contests that the Internet is another medium controlled by media

    conglomerates. This viewpoint argues that companies utilize vertical integration, denoting how

    companies controlinterests across the entire entertainment industry (Jenkins 2006, 14), to

    spread their influence online, since the Internet is fragmented and broad. Users try the

    conglomerates websites because it promises to organize the sporadic digital content (2006, 3).

    [3.3] Andrejevic speaks of a system in which the conglomerates attached themselves to

    websites and forced users to give up information for access. (The) model of the on-line

    economy isbased on the strategy for rationalizing and disciplining the labor of viewingand

    of consumptionto make it more productive, (2002, 243). Users become both consumers and

    workers to allow companies access to watch what they click.

    [3.4] If companies cannot subtly persuade users, they utilize their legal power with tactics

    like copyright infringement. Lessig explains that companies have continued to exploit these

    powers to control the online space (2004, 148-149). Therefore, the top-down business model is

    still present as companies adapt to the digital environment.

    [3.5] The conflicting argument states that the Internet is an empowering and creative

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    landscape for users, who have bypassed the top-down structure and become participatory cultural

    citizens. This can be seen through open source and digital commons. These concepts grant

    freedom and collaboration to participants. Open source is a kind of political movement against

    the commodification of information, (Curtain 2001, 239). An open source code is publicly

    available and maintained for free. It is a non-hierarchical structure of organization and

    governance, (Bruns 2008, 40).

    [3.6] Digital commons is associated with open source but encompasses more breadth.

    Commons are resources that all in a specified community may use but none can own,

    (Coleman 2007, 935). Users work together and add to a program, which can be public or

    corporate. Here, these participants are considered more than a spectator. They become

    producers and creative entities, playing with ideas that can lead to other creative venues.

    [3.7] Bruns creates a term to describe these activities as produsage: a new type of digital

    empowerment. Users no longer produce contentthat resembles traditional, industrial modes

    of production(It becomes) a creative, collaborative, and ad hoc engagement with content for

    user-led spaces (2008, 1). He categorizes several points to signify produsage in effect: open

    participationcommunal means of evaluatingfluid heterarchyad hoc community, self-

    governance processesunfinished artefactconstant processes of evolutioncommon

    property(and) individual rewards (2008, 249). Like in other arenas, however, these

    grassroots processes clash with the corporate structure because of convergence (Jenkins 2004,

    37). This continuous tension between consumers and creative users can best be seen in fandom.

    4. The Integral Role of Fandom in Convergence Culture

    [4.1] Fandom has always been a part of the overall audience yet only recently has the

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    term evolved into a visible mode of consumption. Sandvoss utilizes the most relevant definition

    for fandom as the regularly, emotionally involved consumption of a given popular narrative

    or textwhichbuild and maintain an affective relationship with mediated texts and thus share

    fundamental psychological, social and cultural premises and consequences (2005, 8-9).

    [4.2] These fans can be further divided through categorizations from Abercrombie and

    Longhurst (2005, 31). These groupings look at how focused fans are to the content, how

    interconnected they are to a community, and how much of the media is consumed. This criteria

    creates three categories:

    [4.3] Fansfollow a particular textexclusively through the mass media(and are) part

    of an atomized audience and not linked with each other; cultistsare more specialized

    and tend to develop through albeit largely unorganized ties; enthusiasts(are those

    whose) own activity and textual productivity(which) constitute the core of their

    fandom. (2005, 31)

    [4.4] These categorizations give perspective in viewing fandoms impact on different

    levels. This concept has become important due to convergence and fragmentation theories.

    Academics have discussed two sides to fans actions: one perspective views them as viewers

    being controlled and exploited while the other sees them as creative and productive cultural

    citizens.

    [4.5] The negative viewpoint stems from the exploitative mindset of corporate entities.

    This concept is considered to mirrorconditions of popular culture, (Sandvoss 2005, 3). Fans

    read and engage with a text because of their enjoyment and involvement, but some academics

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    argue that through media convergence, producers can control fans through multiple channels.

    Burgess states, participation of user communities can be read in terms of affective, immaterial,

    andfree labor (2009, 61). Fans are considered free marketers because of their passion to

    consume and publicize content to others.

    [4.6] Fandom, from an industrialist standpoint, represents a highly engaged consumer

    culture that is both born of andimplicated in the cultural processes it supposedly resists,

    (Gray 2003, 2). Some companies issue warnings when fans break copyright laws, but most

    believe fans are controllable with more merchandise and content. Ang states that fans are

    considered as a simple statistic by studios (1990, 13).

    [4.7] However, the opposing argument considers fans to be creative and participatory.

    Gray argues that fans are more than part of the collective audience because they tend to engage

    with these texts not in a rationally detached but in an emotionally involved and invested way,

    (2003, 10). Each of the fans actions contributes to a community and gives perspective on how

    bonds are formed between communities globally.

    [4.8] Fans are known to be textually productive, reformulat(ing) the fan text in ways that

    necessarily move it out of its industrial framing and invite emancipationand resistance

    (Sandvoss 2005, 29). An example of this is fan videos. These users channel their talents and

    creativity through their fandom in new ways and become ad hoc performers (2005, 48).

    [4.9] Fans are users who often participate in produsage, seen also through their

    participatory communities. It shapes the tenor and quality of fans interactions not only with

    each other but also with other non-fans, (2005, 55). This potentially could culminate into fans

    being in a progressive, cosmopolitan cultural citizenshipa revived model of the public sphere

    (with) sustainedparticipationdialogue(and) negotiation of complexity and difference

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    (Burgess 2009, 79). Fans have shown this opportunity for interaction and openness, and slowly

    producers are also realizing this as well.

    5. Experimentation in a Turbulent Transition

    [5.1] Media convergence has brought the audience and conglomerates closer than ever

    before, and recently, has also started a period of experimentation. Different types of

    compromises have appeared to address this question of possible cooperation between the

    grassroots and conglomerates. One type of media attempting to do this is transmedia. Jenkins

    defines this as: stories that unfold across multiple media platforms, with each medium making

    distinctive contributions to our understanding of the world, (2006, 334). Different experiments

    have appeared such as the initial instances of webisodes, web episodes of legacy media content,

    and mobisodes, mobile episodes, from the 1999 show, Smallville. These episodes let fans watch

    smaller characters receive extended plotlines (Gillan 2011, 51).

    [5.2] Transmedia has partially succeeded in bringing together the audience and

    conglomerates. One success is in empowering viewers. Jenkins states, an engagement model

    thrives when entertainment properties help active audiences connect with one another in and

    around (relationship-building) properties (The Value 2011, 43). Transmedia tactics, such as

    Losts website, helped involve its fans to become fanalysts, who worked to decipher the shows

    codes through the producers minigames (Gillan 2011, 155). The audience gets to interact with

    media producers in direct ways and feels empowered.

    [5.3] The second success is from the professional emulation of fan actions to create

    compelling content and trust amongst audiences. Fans have shown dedication to content through

    collective action. An example is the Save Chuck Subway campaign in which rallying fans

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    prevented Chuckfrom being cancelled by buying Subway sandwiches, the shows sponsor (Rose

    2011, 195). Media producers are inspired to create similar experiences. Alternate reality games,

    such as Why So Serious?, the Dark Knights marketing campaign, created an engaging and

    successful game for fans by solving physical puzzles and rewarding them with exclusive film

    content. It emulated hypertextsan essential feature of the Web(and) assumed that the

    participants would be interconnected, (2011, 13).

    [5.4] However, some have argued that transmedia is not perfect. One perspective is that

    the viewer is being exploited again as free workers. The atmosphere is more open but is an

    illusion of empowerment. Adrejevic believes Web 2.0 as a new form of exploitation, as

    media industries are generating new kinds of data from the actions of online audiences,

    (Jenkins, The Value 2011, 28). Gillans example of this is a production blog for Greys

    Anatomy,entitled Grey Matter, which had the false impression of being open. It was rarely used

    and only by marketers, not the creative team initially promised (2011, 224) and represents one in

    many cases of producers casting fans as statistical figures than meaningful relationships.

    [5.5] Another argument states that legacy media is still the priority over transmedia

    tactics. The first reason for this is the reliance on old metrics and tactics as the core driver of

    revenue. Gillan notes that, broadcast networks are still committed to behaviors that are

    supposed to be part of(what) they left behind in the twentieth century (2011, 241), such as

    the Nielsen ratings still utilizing old media diaries.

    [5.6] A television executive, Engler, states, Wed rather have a million TV viewers than

    a million streaming viewers because we make more money from TVwhich means they

    contribute more to the health and success of a show (Jenkins, The Value 2011, 9). This is an

    example of the conglomerates apathy because of a lack of financial incentive.

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    [5.7] The second reason is that many legacy companies are inexperienced in

    comprehending fandom and new media usage. As proudsage necessitates, the effort from

    producers must be genuine and unique or face rejection by the community (Jenkins 2006, 88).

    This happened with Glee,which had viewers Tweeting questions to the actors during the show

    with real-time responses, yet it showed a technologically illiterate cast and crew and a

    disengaged audience (Gillan 2011, 234).

    [5.8] However, even with these successes and misfires with transmedia, many questions

    still remain as to whether this period of experimentation will come to favor either the audience or

    producers. Jenkins notes:

    [5.9] There have beentoo few fully transmedia stories for media makers to act with any

    certainty about what would constitute the best uses of this new modelor for critics and

    consumers to know how to talk meaningfully about what works or doesnt workfew, if

    any franchises achieve the full aesthetic potential of transmedia storytelling yet. (2006,

    99)

    6. Research Questions and Hypotheses

    [6.1] Dr. Horrible, an original web miniseries, was unique for its time, created by a

    Hollywood director yet produced and released without any major studios involvement. This

    content is an intriguing example of a produsage-like professional digital text to analyze. Dr.

    Horrible also revealed new challenges since its release concerning the future of web video

    content and communities.

    [6.2] My main research question is: has the web series paradigm exemplified and/or

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    contradicted the theories of produsage and convergence and in what ways? My two sub-research

    questions are: how has the web series model worked to be a viable model for transmedia outlets?

    And what is the legacy ofDr. Horribles Sing-Along-Blogin the present and future of transmedia

    and the opportunities and obstacles it has created for cult fandom?

    [6.3] I hypothesize that a web series can be an ideal medium that marries both produsage

    and convergence strategies to its success, having to conform to characteristics of grassroots

    content while utilizing professional crew and cast. For the second question, I believe that I will

    discover the web series model working to carry some successful content and create an ideal

    environment yet due to the legacy medias reluctance to change, the transition will not reach its

    full potential in the near future. Finally, I believe that the legacy ofDr. Horrible will represent a

    successful transmedia strategy that utilizes a pure production to marketing strategy that respects

    and resonates with fans, inspiring them to market and push the content along with becoming

    participatory and creative cultural citizens.

    7. Methodology

    [7.1] The main method utilized is semi-structured interviews. Secondary methods such

    as video analysis and reading through web articles were also used. The video analysis consisted

    of watching the Dr. Horrible series online and on DVD with the commentary tracks from the

    cast and crew along with theEvil League of Evil (ELE) fan videos. This was to be familiar with

    the narrative and production in understanding the context of the interviews.

    [7.2] The qualitative research method of semi-structured interviews was chosen because

    of the type of analysis. The research required an in-depth look at the reasoning people had with

    their fandom ofDr. Horrible and industry perspectives from various producers. (The) real

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    purpose of qualitative research is to explore range of opinions(to) understand the different

    opinions of the social milieu, (Bauer 2000, 41). A qualitative approach can present this with

    interactive exchanges and intimate conversations.

    [7.3] As noted by Berger, a depth interview is a probe, (1998, 55). It allows a

    researcher to explore and pursue inquiries not possible with quantitative methods, ask(ing) a lot

    of detail(ed) questions(to) adapt and bring out inner thoughts from interviewees (1998, 57).

    [7.4] Qualitative analysis does have weaknesses. First, semi-structured interviews are

    limited in scope and size. Much time is spent on arranging, conducting, and transcribing

    interviews. One other limitation is that the interviewees may leave out certain details because

    he/she is shy or forgetful (2000, 44).

    [7.5] One set of interviewees can be categorized asDr. Horrible fans. 15 of them were

    chosen utilizing Facebook, Google, and Youtube searches. This number corresponds to Bauers

    suggested number of interviews (2000, 43). Three were Europeans; 12 were Americans; and the

    interviewees ages ranged from 20 to 42. Nine were male; six were female. The second set

    included one of the Dr. Horrible screenwriters along with four transmedia producers to

    understand their thoughts on the digital industry and Dr. Horrible. They were found using

    personal contacts and media resources.

    [7.6] The research study was submitted to the institution's ethical review board, which

    waived the requirement for full review. An institutional academic supervisor ensured the

    integrity of the institution's ethical guidelines. All interviewees provided written informed

    consent to utilize their transcripts for the research. Interviewees approved the research study by

    verbal consent. Interviewees who requested anonymity were given aliases. All transcripts and

    recordings are kept within a password-protected computer.

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    [7.7] After creating pilot interviews and several topic guides, these interviews were

    conducted using Skype, with the recording plug-in Pamela, and face-to-face using a recorder.

    The coding frame used was thematic and discourse analysis. The theoretical concepts, such as

    media convergence, transmedia, produsage, and grassroots, were utilized as well as repeating

    themes, such as viewer response to the series, active fan participation, and the industry

    perspective.

    8. Results - Whedons Introduction to the Internet Playground

    [8.1] In late 2006 to 2007, a few individuals were attempting to create professional web

    videos, and studios were looking for a sustainable, financial structure for digital content. Kim

    Evey, a producer of a web series called The Guild,commented, It seems like there just werent

    narrative serieson Youtube, and there wasnt much that was produced (2011). Many start-

    ups and legacy conglomerates at the time created aggregate web video sites with original web

    content, but most of them were not viable. A few independent web series similar to The Guild,

    though, started to showcase some success through sponsorships and niche audiences (2011).

    [8.2] During the Writers Strike of 2007, an opportunity to create web videos appeared

    for legacy media teams. The strike focused on disputes mainly over residuals for the

    development of online extensions of television programs, (Jenkins, Courting Supporters 2011,

    15). Traditional teams were barred from work while consumers had little content to watch. A

    PhD candidate interviewee recollected, There was no Lost, there was nothing. I was essentially

    bored, (A01, 2010). The strike led many film and television producers to the Internet where

    they could release content on their own.

    [8.3] Dr. Horribles director, Joss Whedon, who created cult television texts such as

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    Buffy the Vampire Slayer, also ventured into this arena (Jenkins, Courting Supporters 2011, 14).

    With the Writers Strike in motion and inspired by talks with Felicia Day, the creator of The

    Guild, he began to create his own web series (Whedon, 2010). His co-writer, Zack, recollects

    how it began:

    [8.4] My brother Josswanted to get into doing Internet content and hadnt had an

    opportunity to. The Writers Guild Strike provided a really great opportunity for that

    (we) spent just writingbecause we didnt have anything else to do and when the Strike

    endedwe finished writing it and shot it... (2010)

    [8.5] Interested in produsage-like work, Joss wanted the flexibility amateur producers had

    without the bureaucratic studio system (Jenkins, Courting Supporters 2011, 16). A Swedish fan,

    Niklas, recollects how Joss said he wanted to cut off the middle handits just me and my

    fans, (A14, 2010).

    [8.6] Twelve interviewees were familiar with the background ofDr. Horribles creation

    and in turn, affected fans motivations for watching the series. Also, many interviewees did not

    watch the series during its initial release. One British fan, Uriel, watchedDr. Horrible two years

    after its debut and knew about the series background. He stated, a lot of people jumped on

    (the series) because there was no content(because of) the Writers Strike (2010).

    [8.7] Additionally, many interviewees were cord cutters: users watching content

    exclusively on mediums other than a television. A British amateur filmmaker, Magnus,

    commented, I dont have TV channelsBut yeaI watch a lot of Internet, a lot of TV

    stuff (A08, 2010). Many users still view television and film content, just on other mediums.

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    This audience fragmentation was important forDr. Horribles viewership.

    9. Making Content for the Medium

    [9.1] Joss self-funded his project for less than $250,000 and shot for six days around L.A.

    (Jenkins Production Models 2011, 16) with six weeks for post-production (Whedon, 2010).

    Zack commented, (Joss) called in with a lot of favors with people he worked with over the

    years to help out with it. A lot of people offered their work for free. These production choices

    exemplify the do-it-yourself (DIY) produsage culture. Zack continued, the lower budget it

    was, the betterWe wanted to make it look good with what we hadbut its importantthat (it

    looked like) a bunch of friends were working on the project, which it was, (2011).

    [9.2] Many of the interviewees were aware of this aesthetic and found it added to the

    appeal. One graduate student and filmmaker mentioned that he enjoyed how reminiscent it was

    to video blogging. He states, Dr. Horrible was playing off the aesthetics of a web cam,

    someone just doing a talking blog its lowering itself toan indie production level, (A12,

    2010).

    [9.3] The contents length also was also important to viewers. The difficulty forDr.

    Horrible was balancing the nominal short web video length, approximately three minutes, to a

    longer time. Evey gave her perception on content length, stating, Im investing in an entire

    (television) series because Ive been told that its goodthe webif it doesnt engage me really

    quickly, Ill turn it off, (2011).

    [9.4]Dr. Horrible pushed each episodes length to nearly 14 minutes. Many fans noticed

    the episodes were longer but accepted it because of the engaging content. A blogger,

    EvilWorldofHiglet, commented, Theyre probably the longest episodes that Ive seen for a

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    web series. But because there is so much going on, it works, (2010).

    [9.5] Some interviewees even stated that the show was too short. A graduate student

    commented, The length did surprise meI actually thought it cut short, and I havent caught

    the whole first part, (A02, 2010). Expectations are created from both the average thirty-minute

    legacy media experience and the shorter web videos. Dr. Horrible provides an example of

    balancing these two ends using engaging content.

    [9.6] The fans connection to the content also comes from the visceral nature of web

    video. One mathematics college student stated, Maybe because its placed on the web, its

    more accessibleit feels more user-directed (A04, 2010). Users feel that content is much

    more intimate and focused on the web.

    10. Making Quality Content

    [10.1] Dr. Horrible is a sci-fi musical. The miniseries consisted of three episodes and

    centered on a villain, Dr. Horrible (Neil Patrick Harris). While trying to become a member of

    the ELE, Dr. Horrible falls in love with Penny (Felicia Day). However, he must also deal with

    his nemesis, Captain Hammer (Nathan Fillion). Through dramatic monologues and musical

    numbers, the series weaves a comedic and dramatic plot of love and loss.

    [10.2] Many interviewees considered Dr. Horrible as quality content. However, the

    definition of good content is difficult. The classification of good is not only creating quality

    aesthetics; it must be good to the targeted niche. Evey discussed digital content being able to

    speak to these audiences, stating, the more specialized you arethe more interested and

    invested your core audience can be and that core audience is what helps yougrow, (2011).

    Dr. Horrible catered to fans of Joss previous work while also catering to passive viewers as

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    well. The interviewees were asked questions to understand the core attributes that attracted

    fans.

    [10.3] One appealing element was the quality of the overall production. This attribute

    analyzed the look and feel of the content such as the acting. Joss was a long-time writer among a

    professional crew that worked on many legacy works. A graduate student and fan spoke of her

    fandom of the acting and how the celebrity presence of Harris attracted her. I followed his

    resurrected career(and) I read about Dr. Horrible...I think his performance was outstanding,

    (A02, 2010).

    [10.4] Two other important elements to the interviewees were the plot and characters.

    Joss legacy works are characterized as having complex plots and multi-dimensional characters.

    Many interviewees found Dr. Horrible to be equally as engaging. DocOct, a chiptune artist,

    stated, Id say (Joss is) a genius with the content he puts out consistentlyHe releases

    something that is just as good and better than the first thing andthat it continues to be good

    inspires people to believe that the artistis legit, (2010).

    [10.5] The characters exuded a fondness as well. An amateur comic book writer spoke of

    her adoration of the main character. She stated, What really got me hookedwas Dr. Horrible

    himself. It was just really easy for me to relate to him, (A15, 2010). Many viewers spoke of

    their empathy with these characters. With little time to expand on character development, strong

    characters became important to engage viewers.

    [10.6] Music was the final element that the fans were attuned to. Internet musicals were

    rare when Dr. Horrible released, and the quality of web music was not thought of highly. A

    radio station production director, Frank, spoke about how he was hooked to the music, stating,

    the first song, it wasunexpected and cool. It started out being (about)the script and the

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    performances(and) ended up being more about the music, (2010). All the aforementioned

    points distinguish howDr. Horrible created connections to the fans through the content.

    11. For the Fans

    [11.1] The production was wrapped up in early 2008 with the next steps including

    marketing and releasing the project. The creative team, though, did not set aside a marketing

    budget and was screened for a few journalists. Dr. Horrible relied on a grassroots-focused plan.

    Zack recalled, It was entirely dependent on the fansWe didnt do any marketingwe spent

    no money on publicity, (2010). They did not know what reception to expect as Zack stated, It

    was always going to be just ahomegrown thing. If many people watched it, greatbut if only

    a handful of people watched it that would have been fine, (2010).

    [11.2] The moment the first news broke out, passionate Whedon fans worked on creating

    blogs and fan websites about the project. EvilWorldofHiglet was one of the original fans that

    created the main Dr. Horrible fansite. She discussed the fervor for the series among fans,

    stating, There was a massive amount of interest. If you go ontotheDr. Horrible official fan

    websitethere was massive speculation, (A03, 2010). Similar to other cult communities

    around some content, Dr. Horrible became a highly anticipated event where fans worked

    together to piece together clues about the show.

    [11.3] The fanbase marketed the show, utilizing social networking and grassroots

    methods to casual viewers. One college graduate stated, if I meet someone who hasnt seen

    it, Im likeyou have to watch thisItslike youre kind of invested in it... (A13, 2010).

    Ten interviewees found the show through a grassroots method. All 15 of the interviewees

    participated in grassroots activity, and five interviewees experienced narrative web video for the

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    first time throughDr. Horrible.

    [11.4] Joss had a passionate and vocal fanbase that he accumulated through his legacy

    work. In produsage, reputation and trust are garnered after a user has proven herself to the

    community. Joss did not have to go through this trial to create this bond with the audience. His

    fans were loyal because they saw his prior work as genuine and transparent and were the early

    adopters that pervaded online communities. Lauren, a Youtube artist, discusses her trust in Joss

    content. She states, He has yet to make something I dont likeso until he does something

    wrong, I have yet to be disappointedIm going to trust whatever he comes out with, (A11,

    2010). This reputation created a core audience that would be with Joss from the beginning.

    [11.5] Additionally, Joss communicated and bonded with his community. He spoke in

    interviews to conventions while actively rewarding and acknowledging his fans. One example is

    the contest made for theDr. Horrible DVD, where Zack commented, We thought it would be a

    really smart idea to involve the fansand reward them for all of the hard work that they did so

    thats how the ELE competition came aboutsomething like 600 submitted, (2010). Fans

    submitted videos on why they should be included in the ELE with the top five winners being

    included in a special with the other videos included in a montage sequence on the DVD.

    [11.6] Dr. Horribles produsage-like model also inspired passion to amateur and

    professional fans to create their own content. Ranging from a stage production from the

    Hockinson High School Drama Club (Dr. Horrible, 2011) to the 8-bitDr. Horrible video game

    (DocOct, 2010), fans showcased creative and diverse produsage content. Eight interviewees

    were active participants in fandom; five of them created content for the first time in a new

    medium. One example is the web movie,Horrible Turn. Chance began this prequel when he

    became a cult fan and a grassroots advocate. He comments, I loved itI was an ambassador

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    for it and sharing it with everybodyusing the songs on the radio andas bumpers, and people

    calling in and asking what that was and telling them. The reaction (was) so positive and so

    cool, (2010).

    [11.7] Inspired by Dr. Horrible, Chance and Frank, began to work on their passion for

    wanting to creating a movie for the first time. Using the negative space from the plot, they both

    wrote a screenplay. Frank commented that they used a produsage-like model as well, utilizing

    their own funds and getting volunteers to help. We just wanted to do it all ourselves. We

    couldve borrowed moneybutmy vision (was) that we should try to do it on our own,

    (2010). After its debut, their fan movie was publicized in the press and nominated for awards

    (Chance, 2010), inspiring them to continue to pursue more filmmaking opportunities. These

    enthusiasts were not only pamphleteers for the show but creatively engaged and fulfilled their

    passions.

    12. The Democratization of Content

    [12.1] On July 15th, 2008, the series released the first episode for free on the Dr. Horrible

    website via a Hulu player. The website crashed the first day due to the overwhelming

    viewership. After getting more server space, the two other episodes were released within a two-

    day interval between each other (Dr. Horrible, 2011) and garnered more than 200,000 views

    per hour. After the first week, it had been watched more than 2 million times (Jenkins,

    Production Models 2011, 16). The series was then taken off the website and released on iTunes.

    After its first week, according to industry gossip, Whedon had recouped his production costs,

    (2011, 16).

    [12.2] With just the DVD and iTunes sales, Zack comments that, its been

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    remarkably profitable. Its made back the money we spent on itI thinkfive or six times over

    now, (2011). The series re-released for free on its website on July 28th and then taken off the

    website permanently November 29th, 2009. Dr. Horrible then released on DVD, Blu-Ray, and

    Netflix. The team also released five comic books and a soundtrack on iTunes. On March 29th,

    2011, the production book was released. Critically, Dr. Horrible went on to win numerous

    endorsements and awards, such as an Emmy (Dr. Horrible, 2011). This data signifies the

    success ofDr. Horrible as a transmedia text. The series created an ongoing, open product that is

    still running and successful.

    [12.3] However, in spite of this success, a few challenges regarding the web video format

    were discussed during the interviews. One of the main concerns included the vastness of the

    web, where many foundDr. Horrible through their own sources but afterwards, had not watched

    other professional web videos. The mathematics college student stated, I dont really know

    of any other miniseriesI havent heard from anyone else. I havent found any, (A04, 2010).

    [12.4] Although social media and online communities have become sources, the problem

    starts at the initial discovery process and the exponential competition. Parikh mentions his

    experiences, stating, the sheer volume of contentbeing created for the web is huge. So

    nowadays to really set yourself apartis difficult because there are so many web series out

    there, (2011).

    [12.5] Another challenge is concerned with the viability ofDr. Horriblesmodel. One

    argument was that this model is difficult to reproduce because of the unique situation of the

    Writers Strike to the temporality of web content. The lack of a longer, continuous series left a

    financial model to be desired. An anonymous filmmaker comments, What Joss did was

    amazing, but it requires capital and his number of fans, (TransmediaConference, 2011). Joss

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    also had a unique position to leverage his fans, money, and contacts, which many producers do

    not have.

    [12.6] Third, there are major battles happening regarding web video support. The

    finances are still with legacy media, and both studios and producers are figuring out how to

    transition. David Baron, Hulus VP of Content, explains the current marketplace:

    [12.7] the reality is thathigh quality talent is used to a certain level of compensation

    that the web cant really cover yet. The second thing is that traditional television model

    is still based on heavy licensing fees which cover the costs of production(the web) is

    still building up the audience and the revenue model for these kind of things. (2011)

    [12.8] Overall, though, the interviewees wanted to see more content like Dr. Horrible

    with many experiments concurrently occurring in the digital space. Minisodes and webisodes

    have been thriving, and up-and-coming producers have been able to create several small

    successes. Legacy producers are also making strides on the web with their personalized content.

    Zack stated, working your way from the bottom like the Guilddid, that model will start to

    catch onBut I think that people in Joss position will start to explore morethe creative

    freedom youre afforded on the Internet is very attractive, (2011). Experimentation and creative

    freedom seem to be the key themes for the future as seen in recent news of Google, Netflix, and

    Hulu investing in original content (Evey, 2011).

    [12.9] Dr. Horrible resonated with the grassroots and top-down conglomerates. The

    common response included the idea that quality content had made differences within the

    perception of web videos. One graduate student mentioned, the fact that this came out as a sole

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    piece of online content separate from the studio and everythingset a lot of ground rules for

    future Internet content and what can be done with it, (A09, 2010).

    [12.10] Parikh adds, it sort of inspired everybodydo we necessarily need Foxs

    approval for what we want to createdo we necessarily need their distribution model? Is there

    another way to do this? (2011).

    13. Discussion

    [13.1] These interviews are not representative of all fans and producers and cannot

    pinpoint exact consumption practices. However, these interviewees reveal themes of effective

    produsage and transmedia withinDr. Horrible. One area of opportunity seen is categorizing the

    web video paradigms. Although not comprehensive, these four classes represent how web

    videos can be defined. The first is the amateur model, classifying producers who create web

    videos but do not make a sustainable living from them. These videos come from YouTube-like

    sources. The second is a crowdfunded/sourced model, which has users contributing to funding

    for amateur and professional producers. The third is a corporate model, where producers create

    content under contract for a media conglomerate. The final one is the self-funded professional

    model, where producers create videos utilizing their own funds and make a sustainable living

    through their content, whichDr. Horrible fits into.

    [13.2] RQ1 Has the web series paradigm exemplified and/or contradicted the theories of

    produsage and convergence and in what ways?: The self-funded web video paradigm

    exemplified produsage and convergence, and Dr. Horrible is a utopic example. Based on a

    produsage amateur model, an ideal web series can bridge the producer and viewer. The model

    lets the creative team create their unfiltered vision with no bureaucratic system and lets them be

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    in direct contact with their viewers. This direct communication can be risky if the content does

    not live up to its promise, but the produsage community can support respected content through

    their strong grassroots channels.

    [13.3] However, several processes of produsage were not applicable here. One was

    through reputation. Unlike amateur producers who build reputation, Joss Whedons legacy

    media lent him trust throughout the community, and let him build a substantial, online fanbase.

    Second, Joss was able to create his own reward system. He acted as a leader for his community

    who were inspired to create their own systems. Rewards usually begin within a community of

    equals while Joss demonstrated a position as an immediate organizer. Joss type of leadership

    may be an interesting development to produsage and create better lines of support and inspiration

    for users from professionals.

    [13.4] RQ2 How has the web series model worked to be a viable model for transmedia

    outlets?: The interviewees were also supportive ofDr. Horribles model. The miniseries has

    been successful using its distribution models and continued transmedia expansion from both

    grassroots fans and the producers. This model gives an opportunity for a series to create

    transmedia presence by acknowledging its audience and giving them roles to play. Joss

    understood who the fans were, what they wanted, and how they impacted the content and

    communicated well with them. Also, the series transmedia trappings utilized the plots negative

    space, giving ideal opportunities for more content and also given to fans to reinterpret and remix

    on their own.

    [13.5] RQ3 What is the legacy ofDr. Horribles Sing-Along-Blog in the present and

    future of transmedia and the opportunities and obstacles it has created for cult fandom?: Finally,

    Dr. Horrible created a long-lasting legacy and future for web videos, even though a tumultuous

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    time of experimentation is predicted for the future. For cult fans, the miniseries created a direct

    communication channel that made them feel involved and respected with some who were

    inspired to pursue their artistic passions. This user stimulation creates scenarios for future

    research as possible ways to create digital engagement and literacy. For the passive viewer,Dr.

    Horrible was quality content. Most viewers took time to learn about the production backdrop

    and made their first entrance into narrative web videos. The challenge will be to keep these

    types of content discoverable.

    [13.6] For up-and-coming producers, they saw the miniseries as a legitimizing force for

    the web video industry. The series methods of engagement and focuses can be of benefit to

    future producers. However, this industry continues to grow quickly with many competitors as

    well as financial hurdles still in place. For conglomerates, the miniseries was both a success

    story and challenge to their dominance and therefore creates a continued expectation of a slow

    transition from legacy media. Still, new players in original web video content will challenge this

    from digitally focused companies like Google.

    [13.7] Further research on future web series and their reception by various sub-groups

    could chart the successes and failures of these advancements. By seeing the number of web texts

    that are produced and a greater sample of success and failures, a clearer picture can be created of

    how both companies and audience resonate to this type of content. Additionally, this future

    research can then view the lasting effectDr. Horrible on future web content as well as the rise or

    fall of the grassroots communities and conglomerates.

    14. Conclusion

    [14.1] The research analyzes an example of a modern web series and transmedia effort by

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    viewing the structure, distribution, and impact ofDr. Horrible. The argument was framed in

    viewing the miniseries from a top-down conglomerate to bottom-up grassroots perspectives and

    utilized convergence studies, the produsage framework, and transmedia theories. The findings

    utilized interviews with fans and industry professionals to gain knowledge from all vantage

    points.

    [14.2] The findings are consistent with much of the research; the self-funding

    professional web video model utilizes produsage and transmedia properties that link the viewer

    and professional producer, creating trust and open discussion. Dr. Horrible was an ideal text

    created for the potential of creative freedom to the direct interaction with users. Furthermore, the

    miniseries legacy was inspiring for up-and-coming professionals to enthusiasts who felt

    validated in their work and creatively simulated. Dr. Horrible has created a viable model not

    only for web videos but for an equal produsage space, where all voices can contribute and

    discuss freely. Whether the near future will bring this change to complete fruition has yet to be

    seen, but as this research shows, all users can be included to share and create new ideas.

    Shirkys definition of the consumer ties together the current evolution of the Internet community

    today: In the age of the Internet, no one is a passive consumer anymore because everyone is a

    media outlet, (2003, 358).

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    Acknowledgments

    Thank you to my parents for continually believing in my potential,

    Thank you to all the interviewees for their kind and candid dialogues; none of this could be

    accomplished without their help,

    Thank you to all of my friends and colleagues for their encouragement and advice,

    And thank you to my dissertation supervisors, Sonia Livingstone and Tom Hollihan, and thefaculty at the London School of Economics and University of Southern California for pushingme to reach new heights.

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