Andrea Flores: Mad Men, Teaching Authorial Responsibility
4.17.08 | The themes of authorial responsibility and copyright are difficult concepts for many young people to grasp. In this activity, we let cows do the teaching.
In Mad Men, students role-play as advertising project managers for the ‘Vegetable Growers of America’ (VGA) in a campaign promoting vegetarianism. In the activity, students choose photos and music for the campaign, considering both the licensing and original intent of the musical and visual creations. For example, students have to decide whether or not using an “agency” owned photo of a cow statue at the Sri Mariamman Temple in Singapore is appropriate in this context. While the photo can be used appropriately from a copyright perspective, students must weigh the needs of the campaign, the original intent of the photo’s creator, and the photo’s religious context.
Mad Men, then, does not simply ask students to consider copyright violations, but also encourages them to think about the potential consequences of using media for different purposes than the original artist intended. After creating their advertising campaigns, students engage in a discussion about their decisions. In light of the music and photo choices they made for the ad campaign, they are asked to consider and articulate the likely views of different stakeholders-the VGA, the viewing public, and the original creator. Students are also prompted to consider how their concerns would change were they tasked with creating an anti-vegetarianism campaign using the same images and music. Our hopes in crafting this curriculum were twofold: 1) to expose youth to ownership norms and conventions of authorial responsibility; and 2) to scaffold youth to thoughtfully reflect on the meaning of ethical authorship and ownership decision-making in their everyday experiences. Mad Men poses issues of responsibility and copyright in a fun and engaging role-play and a substantive experience of making distinct ethical choices. Who knew that cows could do all that?
Editor’s Note: This post is part of a five-part collaborative series from MIT’s Project New Media Literacies and Harvard’s GoodPlay project. See series index here.
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