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Screen Actors Guild
By James Decker

If a robot showed up in your office chair one day would you respond with shock, dismay, perhaps violence toward the thing? Or would you take it under your wing, show it the ropes, seize the opportunity to declare yourself its designer and creator also. Would you be cool headed enough to treat the tool as a tool? For the labor union known as the Screen Actors Guild, the sight of Jurassic Park and Toy Story with heels resting high on what should have been Sylvester Stallone's desk must have prompted at least some shock. But as Wired magazine rushed to mangle the English lexicon with words like synthespian and vactor as they hailed the new revolution of actorless feature films, the Screen Actors Guild responded with the grace of Gene Kelly. Not only will professional actors and dancers be indispensable to Hollywood's three-dimensional rendering and animation units, the guild recognized right away that this was their cue to enter the new economy. As Jar-Jar Binks learned to walk, the Screen Actors Guild ran ahead to define new pricing models for production, distribution, and residual payments for redistribution. Standard contracts for actors on digital sets have not yet been settled, and until the novelty of Jurassic Park 3 has worn off and iTV rises from the swamp perhaps the guild does not want a settled contract just yet. This is not the first time SAG has had to react to the new rules that accompany new media. In 1945 the FCC licensed TV airwaves and Pan-Am began to show in-flight movies. Several years later the guild staged its first strike. The issue was per-use payments and the strike resulted in the first contract where residual payments were made to actors for reruns. In the mid-sixties the guild acknowledged the need for separate pricing schemes for low-budget independent film productions. And by the early seventies the guild had turned its attention to the lack of roles for minority actors who suffered unequal pay, underemployment, and consistently negative roles. Sexual harassment and child labor laws would also become core issues for SAG. See http://www.sag.org/sagstory.html for a useful timeline, and pure optimism regarding digital acting http://www.sag.org/dgtlacting.html.

The guild's 1987 strike to demand minimum session fees and extra pay for extra voices on production of animated features may seem like the most important precedent for the era of digital film production. But, the guild's early commitment to equity issues, political causes, and expectations that programming should represent, and thereby employ, minorities may prove the more significant precedents. By focusing their influence and collective bargaining power on humanist issues, the Screen Actors Guild assures the entertainment industry that they will not be distracted by the emergence of new production methods. Whether animators and engineers should cooperate or belong to SAG is an important and unresolved issue. As the kind of work they do becomes more commonplace, the issue will become more salient. Setting aside for the moment the larger issues of globalization and the recent film production exodus into Canada during the most recent SAG strike, labor strikes in the entertainment industry can work wonders to avoid more serious conflicts and abuses of new production efficiencies. Tiger Woods needs to be on board, however. After all, purely market driven entertainment not only stifles innovation, it misses opportunities to cultivate new markets by recognizing the varied talents of women, ethnic minorities, physically and mentally disabled performers, and… well, just where would this year's Fall line-up be without queer content?

There is one more possibility that bears mentioning here. As mathematics and science provide increasingly powerful tools to the entertainment where those tools find both funding and rigorous use, the potential for content to explore and promote new representations of human mental and physical potential is truly exciting. Science really does begin to see the boundaries where it can meet the Arts. Lo and behold, the two disciplines are finding something to talk about after all. Not only can we expect narrative conventions to change in the coming years, the opportunities of user participation in entertainment and educational programming will necessitate content that explores a variety of human experiences and cultures. Down the road, characters may accompany us beyond the borders of the stories and settings where we meet them. Mentors, authors, experts, artists, henchmen, it may be that individual persona are the only content that can sustain interest in immersive media. Warhol's predictions of fifteen-minute fame may actually promise more than Jerry Springer.