Saturday, 5 April 2014

Some ideas about fan labour…


With the developments on Twitter last week (Alan Doyle for the first time officially recognised and retweeted @lyndahere’s bootlegged videos of some of his new music.) I began to research and think about fan labour.

Many of the fans from the fandoms I am interested in are involved in investing their time and money in creating fan products. They include taking photographs, making videos at concerts, creating fan webpages, blogs, running social media fan sites and creating fan vids (for example for The Republic of Doyle).

Fan labour is the focus of a considerable amount of academic research. So what do those who study fandom say about fan labour? I was particularly interested in theories around the exchange of fan labour and money and the conflict between fan labour and copyright holders. Here are some of those ideas about fan labour (as distinct from fan service) I found interesting in a well referenced article from Wikipedia.

From Wikipedia as sited 5 April 2014 (no copyright infringement intended)
Fan labor is the productive creative activities engaged in by fans, primarily those of various media properties or musical groups. These activities can include creation of written works (fictional, fan fictional and review literature), visual or computer-assisted art, music, or applied arts and costuming.

Although fans invest significant time creating their products, and fan-created products are "often crafted with production values as high as any in the official culture, most fans provide their creative works as amateurs, for others to enjoy without requiring or requesting monetary compensation. Fans respect their gift economy culture and are often also fearful that charging other fans for products of their creativity will somehow fundamentally change the fan-fan relationship, as well as attract unwanted legal attention from copyright holders. The skills that fans hone through their fan works may be marketable, and some fans find employment through their fan works.

In recent years, media conglomerates have become more aware of how fan labor activities can add to and affect the effectiveness of media product development, marketing, advertising, promotional activities, and distribution. They seek to harness fan activities for low-cost and effective advertisements (such as the 2007 Doritos Super Bowl Ad contest at the same time as they continue to send out cease and desist to the creators of amateur fan products—threatening legal action whose basis is increasingly being questioned by fandom rights groups like the Organization for Transformative Works which asserts the transformative and therefore legal nature of fan labor products…

Fan Products and Money
There is a divide in fandom between those who want to see new models of remuneration developed and those who feel that "getting paid cuts fandom off at the knees."

If there were legitimate pathways for fans to create products that could lead to fame and fortune (or at least a paying job), the tradeoff between getting paid and getting ahead in the community (cultural capital) might be enough of an incentive to encourage creative work by fans.

Fans who do their creative work out of paying respect to the original media property or an actor or to the fandom in general gain cultural capital in the fandom. However, those who attempt to sell their creative products will be shunned by other fans, and subject to possible legal action. Fans often classify other fans trying to sell their items for profit motives as “hucksters” rather than true fans.

Fans are often also fearful that charging other fans for products of their creativity, such as zines, videos, costumes, art, etc. will somehow fundamentally change the fan-fan relationship, as well as attract unwanted legal attention from copyright holders. That fear has come true in more than one case, such as the removal from sale on Amazon of a commercial fan fiction book set in the Star Wars universe.

However, some fans engage in for-profit exchange of their creations in what is known as the gray market. The gray market operates mainly through word of mouth and “under the table” sales, and provides products of varying quality. Even though these are commercial activities, it is still expected that fan vendors will not make a large amount of profit, charging just enough to cover expenses. Some vendors attempt to not mark up their products at all, and will use that information in their promotional information, in an attempt to secure the confidence of other fans who may look down at fans making a profit.

Fan art exceptional in that artists have traditionally sold their works in public at conventions and other fan gatherings as well as on their own web sites. Many fan artists have set up e-commerce storefronts through vendors which allow customers to purchase items such as t-shirts, totes, and mugs with the fan design imprinted on them…

Fan works develop the skills of the artists, and fan works enable women to develop skills in encouraging environments that are traditionally male-dominated (such as website design or server maintenance). Only some fans, however, primarily in the computer game industries, find employment through their fan works.

Some companies purchase fan-created additions or game items. Other companies run marketplaces for fans to sell these items to other fans for monetary reward….

Legal issues
Most fan labor products are derivative works, in that they are creative additions or modifications to an existing copyrighted work or they are original creations which are inspired by a specific copyrighted work. Some or all of these works may fall into the legal category of transformative work (such as a parody of the original), which is protected as fair use under U.S. copyright law. However, corporations continue to ask fans to stop engaging with their products in creative ways.

Support for fans
Fan labor products may be protected by the Fair Use Doctrine of the U.S. Copyright Law, which judges if a work is copyright-infringing based on four tests:
·         the purpose and character of the use, including whether such use is of a commercial nature or is for nonprofit educational purposes;
·         the nature of the copyrighted work;
·         the amount and substantiality of the portion used in relation to the copyrighted work as a whole; and
·         the effect of the use upon the potential market for or value of the copyrighted work.
However, these tests are not absolute, and judges may decide to weigh one factor more heavily than another in any given case.

Although some fan artists receive cease & desist letters or find themselves running afoul of copyright law, they may argue that their “artistic interpretation” of a character or scenario makes it a transformative work upheld by the fair use doctrine.

The Organization for Transformative Works is a fan-run organization that advocates for the transformative nature of fan fiction and provides legal advice for fan fiction writers, vidders, and other fan labor practitioners.

Chilling Effects is a joint web project of the Electronic Frontier Foundation and Harvard, Stanford, Berkeley, University of San Francisco, University of Maine, George Washington School of Law, and Santa Clara University School of Law clinics, which covers the current state of copyright-related law suits, and has a special section devoted to fan fiction legal action and how to fight it.

Copyright holders fight fans
Recent years have seen increasing legal action from media conglomerates, who are actively protecting their intellectual property rights. Because of new technologies that make media easier to distribute and modify, fan labor activities are coming under greater scrutiny. Some fans are finding themselves the subjects of lawsuits or cease & desist letters which ask them to take down the offending materials from a website, or stop distributing or selling an item which the corporation believes violates their copyright. As a result of these actions by media companies, some conventions now ban fan art entirely from their art shows, even if not offered for sale, and third party vendors may remove offending designs from their websites.

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