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Archives: games culture
October 19, 2011
A Virtual Bullpen?: How the USC Cinema School Has Embraced ARGS To Shape The Experience of Entering Students (Part Two)
Tracy Fullerton: This was part of the mandate given to the committee that initiated the project. The school is making an integrated effort, of which this game is only one part, to bridge divisional barriers and encourage thinking, working and team-building across the school. One way the game does this is simply by eliminating divisional identifiers on the site. We give students an area to talk about their skills so they can find each other to work with, but we don't identify them as coming from any particular part of the school. Also, more directly, we have cards in the deck that reward them for working interdivisionally, and even across other universities. One thing that stands out to me about this project is that it isn't mandatory. Students don't get graded on their work, and they don't have to participate if they don't want to. How has this worked in practice, and what was the thinking behind making engagement optional? Tracy Fullerton: Yes, this is a voluntary experience. We were very clear about this from the outset of the design. In fact, when we first showed the game concept to some of the staff, the reaction was "great, we can use this to make students do things we want them to do, like fill out these forms or go to this office, etc." But we very nicely pushed back on those ideas because we wanted the game to have an energy that could only come out of students' passion for making media together. It was important that it not feel in any way like an assignment or an extension of the orientation process. We felt that the tone and the sensibility had to recognize personal expression as being intrinsically motivated. Incoming SCA students have already self-selected as creative individuals, so for that kind of student, the idea of taking away that intrinsic motivation could actually be potentially harmful to their development as creative professionals.
How do you deal with students who aren't willing or able to get involved in creative production? Are there ways to engage that don't require large investments of time or social capital? Simon Wiscombe: We figured that the level of engagement would vary from person to person, so this came up during our design sessions constantly, and we created four tiers of engagement. The top tier is for those who engage in all the ARG elements along with making creative projects--these are our "hardcore" players who seem to be able to solve all of our puzzles in a fifth the time we estimated they would. The second tier is for those who engage in the projects and enjoy creating, but aren't necessarily interested in scouring SCA or the website for the hidden ARG clues. To tackle the last two tiers, i.e. those who wouldn't engage as much as the others but still wanted to feel a part of the community, we drew from some inspiration we took from old photographs of the SCA in the 1960s and 70s. Jeff was particularly interested in one photograph of a space known as "the Bullpen."
Tracy Fullerton: When we designed the cards for the game, we purposefully included some prominent faculty, past and present, in the deck -- as you know, since you've given your own card out to students as part of our "Hey, Henry convergence" meet-up. It's a nice opportunity for us to involve faculty from all over the school in the game. We've found that the faculty have a tremendous curiosity and interest in what's going on in the game. Some are participating on the site, commenting on deals or cards, joining in the general discussion. Some are coming to the class to hear speakers, and some have helped with deals. It's an interesting opportunity because in this situation there are no predefined power structures. The game is presented by the mysterious "Reality Committee" which may or may not be comprised of faculty, it is very unclear. So the faculty are free to participate at any level they feel comfortable.
What aspects of this game could be ported to other educational contexts, and how does a game like this scale? Simon Wiscombe: This type of game can be modified, with very simple tweaks, for any creative endeavor. We've had discussions about how we could specify it to any of the film school's departments (interactive media, film, animation), or how we could port it to art, music, dance, or theater schools. At its core, it's a game that relies on fostering and promoting the creativity of its participants through prompts that eventually lead to projects. What form those projects take could be anything. And in regards to scale, while this game was designed specifically with 130 or so players in mind, it could easy be for smaller or larger groups, although one would likely have to rethink its purpose. For smaller groups, I've found it's great as a brainstorming or creative sprint tool, and larger groups might embrace the idea of maximizing collaborators. This game is fairly simple in its construct, so I'm sure there are methods of applicability we haven't even dreamed of yet.I have to ask: Early on in the game, you asked me to meet some students at a "secret location" on campus and give them some "Shared Universe" game cards -- which also happened to have my picture on one side. What did they end up using those cards for? Jeff Watson: Well, so far, your card has been used in 5 different Deals (see the card's archive page here. Each of these Deals spins the notion of "Shared Universe" In a different way. For example, in the Justification for the stunningly-photographed music video, "Space Bound," , the players explain that the characters and story elements in their music video cross over with characters and story elements from a "Character Artifacts" project they previously created in the game. Other projects, such as the 10-part transmedia extravaganza, "Chronoteck", use the "Shared Universe" card to link together multiple projects across many platforms, connecting artifacts such as the fake Facebook group, "Stop Chronoteck!" to other story-rich artifacts such as the fake promotional video for the "Chronoteck Tach C," a new brand of cell phone that "receives messages from the future." It's a daily thrill for us to see amazing transmedia projects like these emerge out of our game. Tracy Fullerton, M.F.A., is an experimental game designer, professor and director of the Game Innovation Lab at the USC School of Cinematic Arts where she holds the Electronic Arts Endowed Chair in Interactive Entertainment. The Game Innovation Lab is a design research center that has produced several influential independent games, including Cloud, flOw, Darfur is Dying, The Misadventures of P.B. Winterbottom, and The Night Journey -- a collaboration with media artist Bill Viola. Tracy is also the author of Game Design Workshop: A Playcentric Approach to Creating Innovative Games, a design textbook in use at game programs worldwide.
Simon Wiscombe is an experimental game designer, Annenberg Fellow, and MFA candidate in the Interactive Media Division at the USC School of Cinematic Arts. His research focuses on exploring the idea of meaningful interactions and experiences through the blending of games and reality. You can find him at http://www.simonwiscombe.com or on twitter via @simonium. October 17, 2011
A Virtual Bullpen?: How the USC Cinema School Has Embraced ARGs To Shape The Experience of Entering Students (Part One)
All of this cloak and dagger stuff was part of an innovative game -- an Alternate Reality Game of sorts -- which is being conducted amongst the entering Cinema School undergraduates this year. If my own experiences are any indication, the game is proving to be enormously successful at getting students involved, excited about entering the Cinema School, more aware of its resources, more connected to its faculty, more engaged with its research, more connected across different divisions. It is also getting them involved in collaborative and production like activities than most entering students who have had to wait for a bit before they would be allowed to take production classes. I've seen lots of discussion over the past few years about the potentials of using ARGS for pedagogical purposes. But, this is the first time I've seen such a large scale experiment in integrating ARG activities across an entire school to orient entering students to a program and to serve a range of instructional goals. The passion the game is motivating in USC students is palpable. And I can tell you that many of the faculty, who have gotten pulled into the game through one play mechanic or another, are feeling a real pride in their school for its willingness to embrace this kind of experimentation and innovation.
I've wanted for some time to share with you some of the insights of the people most involved in this project -- Jeff Watson, Tracey Fullerton, and Simon Wiscombe, who wish to be identified here as the "co-designers/conspirators" behind the Game. In this interview, they tell us more about how the game came about, the design and teaching goals shaping it, the core mechanics, and the impact it has had on the school and especially this remarkable group of entering students. I have a feeling we are going to want to track its impact for the next four years to see what kind of difference it has made in their relations to each other and to the school.
Tracy Fullerton: The project actually came out of a committee established by the dean of the School of Cinematic Arts (SCA) in 2009 after a full faculty retreat. The charge for that committee was to envision the future of the SCA, and one of the key initiatives was to establish a "gateway experience" for incoming students that introduced them to the changing media landscape, the history and future of the school, the possibilities that can emerge from the SCA network of current and past students, and the importance of bridging the divisions of the school while they are here, both socially and academically. What were the core learning goals for the design and deployment of this game? Tracy Fullerton: The core learning goals for the game are all around fostering the kind of complex skills that are sometimes called 21st century skills. Of course, these skills, such as team-building, collaboration, creativity, critical thinking, problem solving and innovation, are not unique to the 21st century and they have been at the heart of the curriculum here at SCA for a very long time. The difference here is activating students right from the start of their SCA experience with the knowledge that these skills are critical building blocks to their success as media makers, and also that the development and improvement of these skills is something they need to take responsibility for themselves from day one.Can you describe some of the basic mechanics of the game? Simon Wiscombe: The game is, at its core, a project creation game. When players elect to join, they're given a pack of cards containing green "maker" cards (e.g. "30 second short," "Board Game," etc.), pink "property" cards (e.g. "About love", "In the SCA Courtyard", etc.), and one orange "people" card (which contains the name of one first year undergrad in the USC film school). These cards can be combined together or with other players' cards to make a "Deal," the simplest of which is composed of one maker card and one property card -- although an almost unlimited number of property cards can be attached so long as there are enough connectors. After laying out a Deal, players go out and actually create it (i.e. "A 30 second short about love in the SCA courtyard"). They then submit it to the site, and justify it in the game office -- at which point it's uploaded, they get points for the Deal, and everyone in the game can see it.
Jeff Watson: The "meat" of this game is structured creative improvisation. As Simon has described, the core interaction here involves players trading, sharing, and combining collectible playing cards in order to generate creative prompts known as "Deals". Responding to these prompts by submitting completed artifacts results in advancement on the game's various leaderboards, unlocking special game content. This special content constitutes what might be called the "sauce" on the meat of the game.
June 3, 2011
Coming Soon: Acafandom and BeyondIn the summer of 2007, this blog hosted a rich series of exchanges concerning "gender and fan studies," which paired male and female researchers together to reflect on the impact that gender had on their work. We are still feeling the impact of these exchanges in terms of new collaborations between researchers and new paradigms for approaching our shared interests. This summer, the blog is going to host another large scale conversation, this time focused on the concept of the Acafan and the kinds of work this term has done for helping us to sort through our complex emotional and intellectual relationships to our object of study and the equally complicated relationship between our professional lives as fans and who we are in our personal lives. We wanted to expand the concept to bring together people from Game Studies, Critical Race Theory, Performance Studies, Queer Studies, and Gender Studies, who are confronting similar issues surrounding the role of subjectivity and cultural criticism. This time, we are working with groups of three, a number purposefully chosen to avoid binaries and force us to collectively find common ground across a range of perspectives. Each week, we will have three short 500-1000 word provocations coupled with the transcript of an exchange between the three contributors. Public discussion sparked by these provocations will continue at a yet to be designated spot on Live Journal and periodically I will be sharing highlights from this larger public discussion through this blog. We want as many fans, academics, and acafen to weigh in on these topics as possible and will do our part to give you stuff to chew on all summer long. The discussion has been organized and will be moderated by Kristina Busse, Drew Davidson, Henry Jenkins, Louisa Stein, and Karen Tongson. This series builds upon a series of exchanges in the Fan Studies world over the past year around the concept of the "Acafan," including a rich discussion last summer through Jason Mittell's and Ian Bogost's blogs, a special issue of FlowTV, and a Society for Cinema and Media Studies panel organized by Louisa Stein. Contributors for the series are also drawn from participants in Drew Davidson's Well Played books, which offer subjective criticism of computer and video games, and are intended to showcase the launch of the new Postmillenial Pop book series which Karen Tongson and I are co-editing for New York University Press.
In this discussion we want to expand the questions and the focus to address autobiographical research and the role of the researcher in general. In so doing, we want to look at the ways different fields and disciplines have faced the problem of being invested in and accountable to different aspects of our identity, such as academic and fan. We are interested in the way this can and has affected our research and the way it has affected our intersectional identity. We are also interested in discussing the relationship between forms of academic knowledge creation and presentation and the relation between lived experience and academic work. As we search for interdisciplinary commonalities, we also want to explore the limitations to the notions and practices of acafandom. Beyond objectivist proponents, who fault acafans for being too close and too engaged, some scholars resist the approach for the way it possibly affords fans special status and forces too much attention on one particular mode of interaction, ignoring other equally important modes of inquiry. Acknowledging and exploring these objections without abandoning the concept of a participatory and vested research with autobiographical self-awareness is central to this conversation. Provocations
Participants:
May 17, 2011
Shall We Play? (Part Two)
For the moment, I will simply offer this one paragraph explanation of our general approach: Participatory learning is characterized by:While there is no one-to-one mapping between the 6 Ps of Play and these principles of participatory learning, I hope it is clear that these two frameworks have informed each other in significant ways. What we are describing as participatory learning can and often is linked to new media tools and platforms but it does not have to be. We stress the value of low-tech and no-tech versions of these processes, even if we also try to model ways that state-of-the-art tools can be integrated into this kind of learning environment. The principles of participatory learning emerge from our close examination of what I call participatory culture, a topic which surfaces often here on the blog. Blake Anderson, a student in my New Media Literacies class made this video to explain the concept, which I had to share. This graduate student was motivated by a series of YouTube videos to make a puppet for the first time, as he sought ways to translate my conceptual model for a new audience. As you will see, the protagonist of the video is The Professor who bears an uncanny resemblance to the actual instructor of his class but was also a tribute to a childhood spent in the company of Muppets. This deflation of academic authority was received with great pleasure by all involved, especially by me. What does participatory learning look like in practice? Well, one example might be the workshops in interactive design which I ran for many years at MIT in collaboration with the late Sande Scoredos from Sony Imageworks. We formed teams of students with many different educational backgrounds and interests. Each team was to chose an existing media property and began to develop a plan for how to expand it into interactive media -- most often, how to translate it into the vocabulary of contemporary video games. Students in this intensive class broke their time between hearing lectures on aspects of interactive design by faculty and industry people and working in teams, brainstorming, refining their ideas, and working towards a presentation. By the end of the week, the students "pitch" their game ideas to a panel of people from different parts of the entertainment industry, pretending to be a start up company trying to get a contract, and they got feedback on both their ideas and their presentation styles. The result was always memorable -- a rich array of imaginative ideas which showed a deep understanding of the core concepts and information running through the class. Students listened with the idea that they would be applying what they learned in this creative and playful process. I plan to adapt this approach for the Transmedia Entertainment and Storytelling class I am offering through the Cinema School in the fall. Participatory learning might also look like what we have been doing through an after school program which we launched at the Robert F. Kennedy Community Schools this semester, a program focused around themes of digital citizenship. The RFK schools (six altogether, each with different focuses and philosophies) launched this fall and they are still trying to work through their identity and norms as a community. We sought ways to get students focused on the process of defining who they were as a community through play and creative activities. Vanessa Vartabedian ran the program, with strong support from Erin Reilly and Laurel Felt, and in the end, it involved all of the current Project NML students and staff, as well as students from my New Media Literacies graduate seminar. One activity had the students taking photographs of "invisible borders or boundaries" which shaped their social interactions, whether borders based on gender, class, or the line between student and teacher or the line between the different schools using the shared facility. This focus on norms of inclusion or exclusion was enhanced by the challenge of using photography, normally a medium for capturing the visible, as a means of representing things which are understood but often not explicit, often not seen or observed. Another activity, developed by the Rossier Schools' Stefani Relles sought to get students to construct an anthem for their school, using very open ended modes of visual orchestration, and then, using simple instruments, trying to produce meaningful noise together. The goal was not only to get students to articulate what their schools meant to them but also to experience music-making as a creative process, one which was structured to free them from anxieties about performance. Another activity, developed by Meryl Alper, got them to focus on the history of the school, which had, among other things, been the site of the Coconut Grove nightclub, which has been partially preserved as a drama facility, and was also the site of the Ambassador Hotel, where Robert F. Kennedy was assassinated. In fact, the media lab where the after school program meets is the kitchen where RFK died, something which students had not fully understood until Alper explained it. Alper shared with them a photograph of the Latino bus boy who prayed with and comforted RFK in his final moments, and asked them to think about their own place in the history of the school. Using an app which pastiched a range of different film stocks, she asked them to go out and stage images which conveyed something of the history of the school, and again, they were invited to creatively explore and document their physical surroundings. These are simply a few of the forms of participatory learning activities we've incorporated into our work at the RFK schools. Most of these activities are playful and creative, but they are not in and of themselves games. So, let me close with the invitation to all of the educators who read (or hear) this talk: Shall we play?
May 13, 2011
Shall We Play? (Part One)A few weeks ago, I delivered one of the two keynote addresses at the USC Teaching with Technologies conference. This year's theme was "The Connected Mind." I chose to spend my time talking about the value of play, a theme which has surfaced several times in my recent talks, so I wanted to share the core ideas from this presentation with you here. SHALL WE PLAY? In many ways, I am speaking to you today under false pretenses. This talk is not primarily about teaching with technology. After spending two decades of my life at MIT, I have almost reflexively become that guy who challenges claims about technological determinism and who stresses the importance of the culture which informs the design and deployment of tools. These themes are explored more fully in the white paper which I wrote for the MacArthur Foundation on Learning in a Participatory Culture. New media tools and platforms have affordances which support new kinds of learning, but those forms of learning are also very strongly informed by participatory practices, many of which have a history far older than the web. Today, in focusing on play, I am going to be drawing heavily on ideas that emerged prior to the introduction of digital games, but which continue to be relevant in rethinking our pedagogical practices. If we embrace the values of play, we may find ourselves toying with new technologies and insofar as these participatory practices are closely associated with some of the new platforms of the Web 2.0 era, we may also find that in working with these tools, we are drawn towards a reappraisal of the value of play in our teaching. This is also not a talk about games-based learning. Through the work I did almost a decade ago at MIT with Kurt Squire, Philip Tan, Eric Klopfer, Alex Chisholm and others on the Games to Teach Project, I have been an early and frequent advocate of games-based learning. I both share James Paul Gee's belief that good game design is also good pedagogical design and have worked to model what games for education might look like. But in talking always about games, we may under-estimate the value of more open-ended forms of play and of play as a general disposition in the educational environment. These are the themes I want to explore more fully today. This is also not a talk about gamification, a term which is being used far too often today, as if it could adequately sum up the larger movement towards games for change. To me, gamification as a concept grossly simplifies what research on games-based learning has shown us over the past decade or so. When the Games to Teach team worked with content experts, we sought ways to embed information from the curriculum, knowledge from the text book, into activities in the games. We asked each expert what knowing this allowed people to do and then we sought to capture those activities through the game design and mechanics so that they provided deep motivation for the learner to master these concepts. At the heart of this model was intrinsic motivation. The power of games is in part that they provide such clarity in defining the roles and goals, that they helped us to know what to do and how to do it, and as such, they motivate deeper forms of learning. Gamification, at its worst, rejects a theory of intrinsic motivation in favor of one based on extrinsic motivation. That is to say, it attempts to motivate "proper" or "desired" behavoirs through attaching points to otherwise mundane and uninteresting activities. For example, Foursquare represents a gamification of consumer loyalty programs. One might argue that this version of gamification does not in any significant way break with current educational practices which may be why it has been easier for schools to embrace than the more challenging kinds of learning games which were proposed in the past. Our students learn NOW in schools not because they value what they are learning but because they have been taught to value grades. And where their grades are not strong, they plead for extra credit points, which represents another way of adding points as rewards or incentives to behaviors valued by their teachers. I do believe we can learn much from games but I sure hope that what we take away from them goes deeper than most current models of gamification. But, for the moment, I want to push games aside and talk about play. The distinction I am making here comes from an essay by the child psychologist Bruno Bettelheim. Here's what Bettelheim tells us:
Bettelheim thus links play to freedom, experimentation, personal investment, and process, all values to which I will return later in this talk.
We might think about the game, Candyland, as an ideal transitional device -- a game which teaches young players the basic mechanics of board games, one which often plays a key role in socializing us into the world of games. For Betteiheim, learning to play games represents an important step in the socialization process -- learning to accept outside and sometimes arbitrary constraints on one's behavior for the purposes of social reciprocity and delayed gratification.
So, while learning to play games is a step forward, it also is accompanied by some kinds of losses -- in terms of personal expression and immediate pleasure. People cheat at games, for example, as a way of coping with the anxiety of competition in ways that they do not generally find it necessary to cheat at play. Indeed, it is not clear what cheating at play would look like given the lack of social constraint on individual expression it entails. By that same token, institutions find it much easier to incorporate games, which preserves the notion of rule-driven activity, rather than play, which is often understood as a kind of anarchic freedom from any and all constraints. So, schools often treat most forms of play as minimally a distraction, more often a disruption, of school practices, hence the concept of "class clown" which runs through educational literature. In other cultures, the clown is an educator who invites us to re-examine existing hierarchies and structures, taking the world apart and putting it back together again, where-as the clown in our schooling is seen as an unwelcome rival for the classes attention, a challenge to discipline and a disturbance of learning. In part, this is because our puritan culture maintains a world view in which play is the opposite of work. We have decided that schooling should be about work rather than play, and as such, we are driving down the creative impulses of our students. No wonder that many are seeing a crisis of creativity in contemporary America! Interestingly, though, when we work with teachers in professional development programs focused on learning and teaching the new media literacies, they consistently gravitate to play out of the 12 social skills and cultural competencies we've identified through our work. Here's how our white paper defines play as a literacy: "the capacity to experiment with one's surroundings as a form of problem solving." Today, we are pushing beyond play as a skill to think about play as a disposition -- a way of seeing oneself and the world through new creative lens which depend on suspending real world consequences and encouraging a process of innovation and creativity. Educators are sometimes drawn to play for the wrong reasons -- because they seek to entertain their students. I sometimes hear various lay theories of "stealth learning," the idea that we can smuggle in learning disguised as play into schools and students will have so much fun that they will overcome their resistance to the schooling process. In many ways, I see this as like that moment in Tom Sawyer where Twain's protagonist sells others in his cohort into helping him white wash the fence by convincing him that doing so is great fun. This is perhaps the same kind of trap that we fall into when we talk about gamification -- a confusion between intrinsic and extrinsic motivations. Play is not disguised learning; play IS learning. Jean Piaget captures this sense of the value of play when he tells us that "play is the work of childhood." He rejects any simple opposition between play and work, suggesting that play is the most important work children perform, because it is through play they acquire basic knowledge and skills fundamental to their culture. A kitten plays at stalking. In a hunting society, children play with bows and arrows. And in an information society, people play with information and interfaces. We can rehearse and acquire core skills and knowledge through play because play lowers the stakes of failure. One of the activities we've developed through Project NML for thinking about play is called "Fail and Fail Often," and it uses the casual game, Bloons, to get people to reflect on the strategies of experimentation and calibration they apply in solving problems in games. This is a totally addictive game in part because it is so simple and the way you move forward through the game is to try different strategies, most of which will not work. Through this process, we learn basic things about the physics of the game and how different materials respond to us. We can compare this with the role failure plays in schools: children are afraid to fail and teachers are afraid to tell their students that they are failing. As a result, students do not take risks which might push their performance forward and they do not get the feedback they might need to better calibrate their efforts. Lately, as I've talked about the value of play for learning, I have started to identify a series of properties which help us to better understand the core principles of play. I call them the Six P's of Play (though this remains a work in progress and may end up with fewer or more Ps before all is said and done). 2. Process -- Play values process as much or more than product. Eric Zimmerman and Katie Salens make the point that the most efficient and effective way to play golf is to walk right up to the hole and plop the ball into it. But we would not see that as a very fun way of playing golf. Instead, we create as many obstacles as possible -- we use strange implements, we move far away from the hole, we create sand and water obstacles, we slope the landscape to give us less effective control over the outcome. In an education system now focused so heavily on how students perform on standardized testing, performance based on product completely displaces performance assessed based on process, yet play's value is focusing our attention on the experience itself, in the moment, in the process. It asks us to be aware of how we do things as much as on what we do. This is why play can be helpful in supporting the acquisition of basic skills which can be rehearsed and valued on their own without regard to the finished product. 3. Passion --The Gates Foundation has found that an increasing number of young people are dropping out of school not because they are incapable of performing what's expected of them but because they are bored. Work in the Digital Media and Learning Field tells us that we need to recognize the rewards of passion-based learning, of students pursuing those topics which they care about most deeply and using these interests to motivate and sustain other kinds of learning. Mary Louise Pratt has a great story she tells about her son's baseball card collection and how talking with him about it pushed him to learn more about history (as a backdrop to the key games in baseball history), geography (as a context for where the teams come from), architecture (as a way of discussing different stadiums), and math (as a way of playing around with batting averages.) This brings us back to Bettelheim's notion of play as open-ended, free-flowing, self-determined, and thus as something which is experienced as a site of freedom and passion. 5. Participation -- Play occurs in a social context which invites us to enter into the fun. We do sometimes watch others play, to be sure, and this represents what educational theorists call "legitimate peripheral participation." We watch with the anticipation of future participation. We watch to observe how others perform, to learn new skills, to appraise our own performance, or simply because we do not yet feel in the right spirit to play. But watching in this case is also a form of learning and is of a very different kind than watching which occurs when we know we will never be able to participate, when we feel that our participation is not welcome, when we anticipate not being able to do what's expected of us. As we sit in classrooms where no one offers up answers and no one is engaging with the learning process, we could learn a lot by going back to the ways that young people are introduced to a new kind of play and the ways that ideally they are encouraged to participate. (Of course, I don't want to romanticize this. As someone who often was not picked for teams in school, I know that the promise of participation can become cutting if we experience exclusion rather than engagement.) 6. Pleasure -- Pleasure is the byproduct of play. The search for pleasure is often what motivates play. This takes us back to Bettelheim's point about the stress around winning a game versus the relative freedom of participating through play. The game remains an operationalization of play, it represents a stress on the outcome that undercuts play's focus on process. And thus, a game may offer pleasure to some but with no guarantees and often a strong threat of displeasure if we lose the game. Thus, while it is very valuable to bring games into school, it is also important to provide contexts for more free and open-ended forms of play, which can offer pleasure to all who participate, rather than offering rewards to those who win. (MORE TO COME) March 28, 2011
How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Four)Despite your title, you spend less time here talking about "gender" than might be expected from other books which talk about women and gaming. What roles does gender play in your analysis? What claims are you making about the different kinds of experiences and identities female players construct around games?
In the case of The Sims, you have a designer -- Will Wright -- who has been outspoken in his desire to empower his users to construct community and build their own content around his games. How does this goal on the part of the designer impact the kinds of stories you can tell about these women's relations to this particular game?
As you get into forms of cultural production such as fan fiction, I start to wonder why is it important for you that this a book about gaming rather than about the much wider array of forms of participatory culture that have emerged in a networked society.
I know you have expressed in the past great skepticism that our current schooling system can adjust to the potentials of this more participatory culture. Without school involvement, how do we insure a more equitable access to the kinds of formative experiences you describe in the book? On the other hand, how does a school culture so focused on standardized processes and measurements maintain anywhere near the flexibility to respond to personal passions that you've identified in The Sims? What I have called "situated embodied problem-focused well-designed and well-mentored learning" will either come to exist primarily for elites who will get it 24/7 on demand across many institutions and their homes or it will be given to everyone.
March 25, 2011
How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Three)
The statement that passionate affinity spaces are focused on a shared passion (and shared endeavors and goals around that passion) and not race, class, and gender (while allowing people to use such differences strategically as their own choices) is not an empirical claim, it is a stipulation. Something is not a passionate affinity space if it does not meet this condition. So perhaps there are none. But, then, such spaces become a goal and an ideal and we can talk about how close or far away from that goal and ideal we are. Throughout the book, you celebrate "grit" as a key virtue of these new forms of cultural participation. How are you defining "grit"? Is this a skill that is valued as much in contemporary schooling?
Many of the projects coming out of the MacArthur Digital Media and Learning Initiative embrace the importance of passion-driven or interest-driven networks. Yet, increasingly, we are being asked to think about young people who do not have or have not yet discovered driving passions of the kinds the book discusses. How do you respond to critics of "geeking out" as an educational ideal? What can we do for kids who "just don't care"? A person who cannot find a passion is going to be in trouble in our modern world as far as I am concerned. Many people will gain status, respect, control, and creativity off market (since not everyone can gain these things on market for profit in a world where, in developed countries, only 1/5 of people will be well paid). But all people need to gain these things. MORE TO COME James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education. March 23, 2011
How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part Two)
Women and Gaming is no longer our most recent book. Language and Learning in the Digital Age has just appeared (another book I did with Betty). My focus of late on passionate affinity spaces was caused by the influences of my son Sam (who claims correctly to have taught me everything I know about games), Betty's wonderful work on her tech-savvy girls clubs, and, of course, you. Tell us more about the Tech Savvy Girls Clubs. What were the goals behind this initiative? How did these experiences inform Women and Gaming?
James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education. March 21, 2011
How Learners Can Be On Top of Their Game: An Interview with James Paul Gee (Part One)James Paul Gee from New Learning Institute on Vimeo. On April 4, I will be respondent for the Pullias Lecture, being hosted by the Rossier School of Education here at the University of Southern California. The primary speaker is James Paul Gee, who is going to address "Games, Learning, and the Looming Crisis of Higher Education." For those in the Los Angeles area, the talk is being held in the Davidson Conference Center at USC, 4-6 PM. I was delighted to be asked to participate in this exchange, both because I was recently given an honorary appointment in the Rossier School and because I have such affection and respect for Gee. We've known each other for the better part of a decade now. We've appeared together many times, often in informal conversational settings, I like to call "The Jim and Henry Show," where we talk about our shared interests in participatory culture, games and learning, and the new media literacies. Gee has been one of the key thinkers about the kinds of new pedogogical models represented by computer and video games, seeing them as illustrating alternative forms of learning to those represented by our current schooling practices. Gee has been one of the core contributors to the MacArthur Digital Media and Learning initiative, helping to inspire a whole new generation of educational researchers, who are doing serious work not only on games but also modding, machinema, fan fiction, virtual worlds, and a range of other new media platforms and practices. This semester, I have ended up teaching Gee's recent book, Women and Gaming: The Sims and 21st Century Learning, in my New Media Literacies class. I was delighted when I first saw the book to see Gee expand upon his thinking about "affinity spaces" to think more deeply about what he and his co-author Elizabeth Hayes call "gaming beyond gaming." The term refers to the broad range of productive and social practices which have grown up around games, practices which strongly parallel what I've found in my own research on fan cultures. The book's focus on The Sims signals the importance of this game both as a breakthrough title which expanded female interest in the medium and as a model for all subsequent games which have encouraged players to build and share content with each other. Gee and Hayes are interested in the ways this game has become the jumping off place for lifelong learning processes for a range of women, young and old. It is a delightful mixture of compelling storytelling and thoughtful analysis, one which can easily be assigned to undergraduate students but which is profound enough to capture the imagination of advanced students and researchers. As I was anticipating our mutual participation in the Pullias Lecture event, it occurred to me that I had never interviewed Gee for my blog, despite all of our other interactions through the years. What follows includes his reflections on the current state of games-based learning research, the state of American education, and the value of participatory culture. Gee was generous with his thoughts and so I am going to be running this meaty exchange over three installments this week.
James Paul Gee is the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University. He is a member of the National Academy of Education. His book Sociolinguistics and Literacies (1990, Third Edition 2007) was one of the founding documents in the formation of the "New Literacy Studies", an interdisciplinary field devoted to studying language, learning, and literacy in an integrated way in the full range of their cognitive, social, and cultural contexts. His book An Introduction to Discourse Analysis (1999, Second Edition 2005, Third Edition 2011) brings together his work on a methodology for studying communication in its cultural settings, an approach that has been widely influential over the last two decades. His most recent books both deal with video games, language, and learning. What Video Games Have to Teach Us About Learning and Literacy (2003, Second Edition 2007) argues that good video games are designed to enhance learning through effective learning principles supported by research in the Learning Sciences. Situated Language and Learning (2004) places video games within an overall theory of learning and literacy and shows how they can help us in thinking about the reform of schools. His most recent books are Good Video Games and Good Learning: Collected Essays (2007); Woman as Gamers: The Sims and 21st Century Learning (2010) and Language and Learning in the Digital World (2011), both written with Elizabeth Hayes. Prof. Gee has published widely in journals in linguistics, psychology, the social sciences, and education. March 2, 2011
Akoha-- A Direct Action Game?For those of you interested in the work I've been discussing over the past week or so on civics and participatory culture, let me strongly recommend checking out the blog which is being run by the graduate students associated with our CivicPaths research group. Recent discussions there have included considerations of zombies as potential political metaphors, reflections on the nature of "engaged scholarship," thoughts on what we can learn from the Tea Party movement, and information about playful forms of civic education around economic literacy. Each of these pieces reflects the work of a particular PhD candidate, mostly from the Annenberg School for Communication and Journalism, though some come from the School of Cinematic Arts or elsewhere at USC. The students post about once a week and are doing a good job of reflecting the kinds of conversations we are having with guest speakers, interview subjects, and amongst ourselves as we try to make sense of the intersection of youth, new media, and political participation. Today, I am re-posting one of the recent blog entries -- some thoughts about how serious gaming might foster greater civic participation by Benjamin Stokes. Stokes has been deeply committed to the concept of games for change for over a decade, first as part of the leadership of the organization with the same name, then as a foundation officer at MacArthur working with Connie Yowell on the Digital Media and Learning Initiative, and now as a PhD candidate at USC. I have been lucky to have chances to work with him in each of these contexts. He's deeply earnest and serious-minded about how the world of play might influence our civic and social lives. He models what I admire most about my new USC cohort -- the ability to merge theoretical rigor with practices designed to have an impact in the world beyond the academy. Akoha - a Direct Action Game? How can we make everyday civic participation more compelling? There is a new kind of game on the horizon, one that experiments with real-world action. I call these "direct action games," because they restructure acts like volunteering, activist training, and charitable giving. One prototype is Akoha, which started as a card game, then reinvented itself online, and last year launched a mobile app -- largely off the radar of traditional civics organizations. At first glance, Akoha looks like a media hub for some do-it-yourself Boy Scouts. Their website reveals thousands of participants, many reporting success with real-world "missions," from going vegetarian for a day, to debating the "I Have a Dream" speech. The actual missions often take place offline, but are only rewarded if documented with photos and stories posted online or via iPhone. I think Akoha deserves real attention as a working example -- despite some prominent flaws. We desperately need concrete projects if we want to actually rethink civic life. The use of games to help "fix reality" has been a hot topic these past few weeks, thanks to the great traction of Jane McGonigal's new book. Yet the missions of Akoha are more straightforward than most of Jane's "alternate reality games," which tend to have futuristic narratives, puppet masters behind the scenes, and a preference for crowd-sourcing. Thus I propose we look to Akoha and its more raw building blocks to think about direct action games. Participants in Akoha are mostly adults, but the ages vary widely. The experience is deeply social, as friends create missions for each other, and share their stories. More formal recognition for participation comes as players earn badge-like awards -- such as "multi-talented" for those who complete one mission in every possible category. Most of Akoha does not look or sound civic. Only one of the mission categories explicitly addresses "social causes." The other nine concern self-actualization in various forms, from "health and well-being" to family time, engaging with popular culture, and the discovery of travel. Is this breadth an upside or downside? That depends on your civic goals, which might include:
These civic goals may be structurally possible with Akoha, but they are rhetorically hidden. Even as Akoha's missions bring people into the real world, they avoid the "we are purely civic" framing that occurs on many activist and volunteering websites. For the Akoha community, it's OK to admit that you are mainly there to have fun, or are trying to improve yourself (and not simply sacrificing for others). Consider this screenshot from the social cause mission "I Am Not an Island": ![]() Participation begins with the usual click of a button, yet the specific language of "Play Now" differs sharply from the tool focus of civic action websites (e.g., "Take Action Now;" or "Sign the Petition"). But what exactly does it mean to 'play' Akoha? Is it a game? Certainly Akoha is recreational, and like all games, there are rules. In particular, participants must describe what they did to complete a mission, and thus must certify that they have met the terms set forth by the original mission author. Points and profiles track progress across the Akoha system. All players' profiles feature their picture, personal statement, and a quantitative scoreboard -- including their "player level," number of missions completed, and awards. For a sense of what this looks like, here is one particularly high-achieving player, chosen from among the more than 10,000-plus who have registered: Akoha is a designed system, and so I recently interviewed Alex Eberts, co-founder of Akoha and an influential force behind its design. He spoke of his desire to find "psychological drivers that are common to the real-world, and to game play." His designs were informed by self-determination theory, which Eberts first came across in a session at the Game Developers Conference. (Academics, pay heed - these are not the usual dissemination channels for civic theory.) Self-determination theory describes how human motivation is driven by basic human needs, including competence, autonomy, and relatedness. Altruism is not on the list of needs, just as it is not central to Akoha's rhetoric. Pushing beyond traditional altruism in civic life is a theme that cuts across many of the projects we are tracking in Henry Jenkins' Civic Paths research group -- from the pop pleasure of Harry Potter, to the joy of diamonds as a precursor to political talk. Repositioning altruism is a battle, with fault lines between traditional civic organizations that have failed to engage youth, and new civic organizations that have failed to connect to politics. (See, for example, Bennett's content analysis (pdf) of youth civic websites.) Connecting games with the real-world necessitates a basic immediacy. This immediacy also distinguishes Akoha from most civic games, which focus on education for future civic life or future civic action. Here, the action and education are both in the present tense, which increases authenticity and the satisfaction of impact. The iPhone app for Akoha, released this past summer, underscores their immediacy -- here is a set of screen shots they provide: Place matters, especially in civics. (The neighborhood of our birth strongly predetermines a host of life opportunities, from income to education and governance.) This is an area for Akoha to grow. By improving their mobile support for place, its implications for civic activity would be more immediate and profound. In particular, Akoha might offer support for filtering missions for one's own neighborhood, or connecting with players who are geographically nearby for joint missions, or simply allowing missions to release new clues when players arrive at specific locations. Games are still discussed as individual indulgences. Yet increasingly, games are recognized as social forces. This is especially true for Akoha, where the social construction of value emerges over time, as a participant's "friends" share stories about their missions and accomplishments. Different communities are likely to form over time. It is not yet clear whether Akoha is dominated by preexisting networks of offline friends, or by more interest-driven networks of people who gather around a shared passion. (This difference matters - see the ethnography of Ito et al.) Yet if Akoha can introduce strangers based on activity interests, the platform might transcend the left/right regression of civic talk that is so feared online by Sunstein. Reimagining place is important civic work, just like the reimagining of societal values, tax policy, and even collective heroes. The value of games is to restructure this civic work around different rules - intrinsic motivations of the game, aligned with the desires of everyday people. Sometimes people want an excuse to be more civic. In my interview with Eberts, he confessed that one of the big surprises for his team was how much everyday people wanted Akoha to be even more civic. He hinted that future Akoha versions might well expand toward the civic. Even as mobile has reshaped the everyday experiences of place and time, so too we may see game-like activities begin to restructure the experience of public participation. Yet Akoha remains an "edge phenomenon" to both the civic and gaming communities. In the first case, nonprofits are still trying to understand games for training, let alone for direct action; in the second, the independent gaming community is struggling to understand games for art, let alone games that improve the real world. Akoha is likely to be seen as a risky investment for funders in either community. Thus the evolving Akoha business model may be as crucial as its innovations in civic participation. For example, Eberts hints that corporate engagement may be an area of growth for such games. Beyond Akoha, it might be useful to define a framework for direct action games. In a panel I organized last year at the Games for Change Festival, we explored the concept, and its historic manifestations; fellow panelists were game designer Tracy Fullerton and activist/scholar Stephen Duncombe (see embed below for video of the panel).
These issues will only become more important in coming months, as civic action goes digital and game culture grows. By examining cases like Akoha, we can develop frameworks for "direct action games" that better structure our civic designs. January 26, 2011
"Deep Media," Transmedia, What's the Difference?: An Interview with Frank Rose (Part One)Wired contributing editor Frank Rose is releasing a new book this month which will be of interest to many of my regular readers -- The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue and the Way We Tell Stories. It is a highly readable, deeply engaging account of shifts in the entertainment industry which have paved to way for more expansive, immersive, interactive forms of fun. He's talked to key players -- from Will Wright and Jeff Gomez to James Cameron and George Lucas -- and brings back their thinking about the changing media landscape. As he wrote me, "at various points in my career I've focused on technology and at other times on entertainment, but when I joined Wired in 1999 I started writing about both together." Rose has been exploring some of the key concepts from the book through his blog as he's been working through the project. I suspect when I teach my transmedia storytelling class again at the USC Cinema School next fall, this book will be on the syllabus, since it manages to condense down many of the key conversations being held around these much discussed topic into language which is accessible and urgent. When I first heard of his concept of "deep media," during a talk Rose gave at South by Southwest, I was intrigued by its relationship with what I've called transmedia entertainment. And in fact, I've been asked about the relationship many times and didn't really know what to say. So, naturally, given a chance to interview Rose for the blog, that's where I started. It sounds like his own thoughts on the relationship have evolved over time and in interesting ways. As the interview continues, we talk about world-building, the relationship between games and stories, the interweaving of marketing and storytelling, and the impact of 9/11 on interactive entertainment. You write in the book about what you call "deep media." What do you see as the core characteristics of deep media? How do you see your concept relating to others being deployed right now such as transmedia or crossmedia?
Throughout the book, it seems you see these creative changes towards a more immersive and expansive entertainment form being fueled by the emergence of games. Why do you think computer and video games have been such a "disruptive" influence on traditional practice in other entertainment sectors?
Another key idea running through the book is the idea that entertainment is now designed to be engaged by collectives, often of the kinds that form in and through social network sites. What are some of the consequences of perceiving audiences as collectives of people who interact with each other and with the producers rather than as aggregates of isolated eyeballs?
January 17, 2011
DIY Media 2010: Video and Gaming Culture (Part Three)This is the fifth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is an interview with Matteo Bittanti, a Social Science Research Associate at Stanford Humanities Lab.
As artworlds, Machinima and Game Art have had different gestation periods. The former is actually younger - the first examples can be found in the mid-Nineties, but artists have been experimenting with games - at various levels - since the Eighties. Nevertheless, machinima - as an artworld - has reached a fascinating level of complexity. Although the vast majority of machinima productions are still self-referential - therefore primarily intended for the gaming community, i.e. the connoisseurs who possess the necessary gaming capital to recognize and appreciate the intertextual connections between the game and its visual commentary - there's also a significant production of machinima intended for different crowds and contexts - art galleries, new media arts festivals and even film festivals (mainly because for long time, film people thought of games as "interactive cinema" - an oxymoron, obviously, a contradiction in terms, a classic example of the "rearview mirror" syndrome, that is, they could only understand/relate to those elements of games that resembled film, which became the trademarks of the medium itself - a major strengths but also its Achille's heel (I'm just trivializing what Espen Aarseth said, much more convincingly, here). Machinima thus represented a good trade-off since what we are dealing with here is basically (non-interactive) digital animation. If machinima is "an animated cartoon" then it can be featured - read: tolerated - alongside film festivals, media art events, retrospectives etc. That second order of machinima, the machinima that flirts with the Contemporary Art World rather than the Videogame world, includes artists like Frenchmen Benjamin Nuel and Yann Bauquesne. Performance in Counter Strike from Foke on Vimeo. The latter is the author of a series of performances in Counter-Strike that I find absolutely brilliant but most fans of the game would dismiss with an irreverent "Huh?/WTF?". Incidentally, Bauquesne is the same artist who created Violent Waste (2010), a sculpture of Super Mario entirely made of cartridges - pun intended. Not too long ago, Salman Rushdie said that the best way to free Iran is to drop gameboys and bigmacs", basically comparing videogames and junk food to weapons of mass distraction/destruction. In this sense, Bauquesne's scultpures acquires another layer of meaning, both literal and allegorical. Anyway... Again, the context is everything: it's interesting to see how the 'same" artwork is received, for example, by the readers of Kotaku and by the readers of Flash Art/Artforum etc... To answer your question, Henry: I am afraid that if we over-emphasize the text over the con-text and the pre-text) we risk of losing sight of the real importance of machinima. That is, although the essence of a medium cannot be considered independently of its technical aspects, the question concerning technology is not exclusively technological. I'm more interested in understanding the ways people use, think and talk about a medium. Example. When John Hillcoat, the director of The Road (2009) created Red Dead Redemption. The Man from Blackwater, a machinima based on Red Dead Redemption (Rockstar Games, 2009) he was basically legitimizing the medium (machinima) in a broader context while simultaneaously promoting the game. There was a time when several machinima practitioners believed that machinima was going to revolutionize digital filmmaking. It was around the time Tom Pallotta directed a video for Zero 7 in machinima-form, "In The Waiting Line". That scenario has not materialized (yet) and perhaps it does not really matter. What matters is that right now there are many ideas of what machinima is and what machinima does - machinima as an artform per se, machinima as an inexpensive yet versatile alternative to digital filmaking, machinima as video commentary about gaming culture for gamers etc. All these ideas are competing with each other right now, but in the future one or possibly two may become dominant and redefine the perceived meaning of machinima. A Kuhnian paradigm shift, if you will. In just a few months, MIT Press will release The Machinima Reader, edited by two scholars who have written extensively on this topic: Henry Lowood and Michael Nitsche. I believe this collection of essays will simultaneously answers many questions about the nature of the medium and raise new ones. I love to repeat myself, so I would simply say that the context matters more than the text. That is, the same artifact could be perceived as "avant-garde" or "popular aesthetics" depending on factors like "where", "how", "who", "why" etc. Think of Cory Arcangel's entire ouevre... Moreover, a video distributed via YouTube prompts a certain response and attracts a certain crowd (also, for an artist to choose vimeo over YouTube as a channel of distribution has political rather than simply technical/design implications). But if I take the same exact video and show it in a physical art gallery, it will attract a vastly different feedback. Plus, cultural and social biases play a significant role as well in defining the nature of what we consume. I'll give you an example. A friend of mine, let's call her D., recently told me about her experience at Leonard Cohen's concert in Oakland. D. was born in Poland but lived in the US most of her life. Nevertheless, she still has strong ties with her home country. Once Polish always Polish, so to speak. Anyway, the Canadian singer was playing at the Oracle Arena. His first concert in NorCal after a long hiatus. He's 77 - in great shape - but still, 77. Now, D., who practically worships Cohen, at one point took out her cellphone to take a picture of the living legend performing on stage. The man seated next to hear - yes, the audience was seated - yes, at a rock concert - tapped on her shoulder to tell her that she was "Being obnoxious and should be "Ashamed of herself". She also got the stink eye from many other attendees around her (average age: 50-60+) and felt mortified. When she went home, the first thing she did was opening the browser to check out the videos from previous gigs - Cohen played in Poland as well. The European Eastern crowd (which ranged from twenty-somethings to fifty-somethings) was dancing like crazy, and everybody was taking pictures and recording videos that eventually found their way on YouTube. Thus one act that was considered "disrespectful" and "blasphemous" in one context, was perceived as a heartfelt manifestation of appreciation in another: the more videos and pictures the crowd captures of a performer, the higher the level of appreciation. The point that I am trying to make is that although Cohen performed the same songs, the reaction from the crowds, the locale, the written/unwritten rules of conduct changed the very nature of the performance. In Oakland, the concert was a religious experience, in Poland a Dionysian party. Another example. Last Saturday I attended the screening of Mahler on the Couch (Felix Adlon, Percy Adlon, 2010), a film about the life of the famous composer. The most interesting aspect of an otherwise forgettable/predictable story of love and betrayal is a somehow minor episode, that takes place at the very end [MINOR SPOILER AHEAD], when Mahler is fired after a ten-year tenure as the director of the Vienna Opera House. The crowd is outraged by the fact that the new director immediately changed the rules of attendance, forbidding the audience to clap and chat. "Opera used to be fun," one of the enraged spectator says, "Now it's only art". One of the reasons why the new rules of conduct were imposed so abruptly has more to do with the changing media landscape of the early 20th century than with personal politics. Opera - which used to be a popular form of entertainment - was being challenged by film - a medium still in infancy, still perceived as a technical novelty, a childish, somehow juvenile pastime (Gunning's "Cinema of attractions"), deemed "artistically" inferior to theater by the intelligentsia of the day (Pastrone's Cabiria and Griffith's Birth of the Nation were still a few years away). So in order to distinguish itself from the increasingly popular new medium, opera "changed" with the introduction of new rules of engagement, new behaviors, new codes of conduct. It became "only art". The ways we interact - or are expected to interact - with a text change the nature of the text. Let me give you one last example: Second Life. Second Life looked like a videogame, behaved like a videogame, and yet it was not a videogame. You know why? Because gamers hated it. They found it pointless, cumbersome, boring. They checked out for about ten minutes and then left. This is exactly why the art community found it intriguing and exciting. Finally they had a playspace they could tinker with. Heck, even Chris Marker became a believer. And they did a lot of interesting things. Yet, in many cases, the kind of artists' performances/practices in Second Life were not essentially different from gamers' performances/practices in game-spaces. Example. Eva and Franco Mattes aka 0100101110101101's "Synthetic Performances" (2007-) is a series of re-enactments of famous art performances (e.g. Marina Abramovic's Imponderabilia, Vito Acconci's Seedbed, Chris Burden's Shoot) in Second Life. How do they differ - conceptually - from gamers' remakes in LittleBigPlanet? I'm talking about Duckhunt, Pitfall and a million of others? Yes, it's a rhetorical question. I followed that debate from its inception which means that I am very old. It was a clever strategy to put game studies on the academic radar, a perfect example of agenda-setting. It worked well: the Ivory Tower discovered digital gaming, which means we could talk about games without feeling ashamed as long as we - the game scholars, another oxymoron, a lovely one - made the "right" connections with Deleuze, Guattari, Eco, Baudrillard and company. And we could also explore, and map, and colonize the new "virgin" territory, which is always fun. And we laughed and cried and sat on the edge of our seats for years while the Scandinavian school of Ludologists fought its battles against the US Army of Digital Narratologists. I loved those conversations. (For some reason, I'm thinking of Bryan Ferry's "More than This: "It was fun for a while/There was no way of knowing/Like a dream in the night/Who can say where we're going?"). And we all cheered when the armistice was declared. Although we now pretend to be looking at other issues, that seminal diatribe never really disappeared, like all major diatribes (e.g. "iconoclasts vs. iconolaters"). Mutatis mutantis. Nobody is really surprised by the fact that several influential game critics awarded a tiny, independent production called Limbo, created by a Danish studio called PlayDead, as their favorite game of the year. On the surface, Limbo is a simple side-scroller action/platform game. Deep down, it is a reflection on the human condition, delivered with a black & white, sepia tone aesthetics, minimal soundtrack, etc. etc. Equally interesting, but on the game criticism side, is the impressive work done by an art student from Washington State, Cory Schmitz, who was able to turn his school projects in some of the most exciting paper-based game/art criticism I've seen in a long while - EXP and The Controller. While everybody is hyping the iPad - tablets and e-reader - here we are, celebrating a cellulose-based lascivious fanzine about gaming! Ha! So, to make a long story short, the gaming as a medium is changing dramatically and it's not really about rules vs. stories anymore. Or maybe it is. Who knows. We are just beginning a new journey into gaming. "A journey which along the way will bring to you new colour, new dimension, new value." Today more than ever, the constraints are more political than technical. That is, while the PC is (still) a (relatively) open platform, consoles (PS3, Xbox 360, Wii) are (still, relatively) closed systems, tightly controlled by the respective manufacturers, which can considerably influence/limit the creative efforts of the game community. The history of the PlayStation 3, for instance, is marked by the continuous struggle between the hackers - that jail-braking the console on a weekly basis - and the Japanese company, which is doing all it can to suppress such "illicit" operations (when the users get tough, the users get sued). This perfectly exemplifies the dynamics between tactics and strategies described by de Certeau. And the struggles between the producers and the users, the way a company reacts to such creative/disruptive efforts, defines the very nature of that technology - the way you talk, or not talk, about a technology, a feature, etc. So, a hacker who tinkers with the Microsoft Kinect is a creative genius because Microsoft tolerates or even encourages such tinkering (within limits). A hacker who unlocks the PlayStation 3 is "a pirate" and a criminal. "Terrorists" vs. "Freedom fighters": reality is always defined by who gets to call the shots. It's obvious that if I want to create something using LittleBigPlanet as my plaftorm/canvas I need to be aware that my creation could be erased overnight without any warning, that I might be censored by Sony for "copyright infringement", "offensive content" etc etc. whereas if I mod/hack a PC game, I can have multiple outlets for displaying my creations. I can do interesting and potentially controversial things like a first-person shooter starring Jesus Christ or simulate the battle in Waco, Texas and play a deathmatch game at the MoMa and elsewhere. Nevertheless, there are several levels of LittleBigPlanet that really pushed the boundaries - from the Little Big Cremaster cycle to the re-enactment of 9/11 - that are just waiting to be "discovered" by the Artworld. Much of the early Machiniema content was focused specifically on the concerns of the gaming community. Yet, many of your examples here connect games-based videoing to larger internet "memes". What does this suggest about the relative porousness of the cultural communities represented here? What points of contact exists between these games-based video-makers and other kinds of grassroots cultural production in the era of YouTube? There is a high degree of porousness between mainstream pop culture and the gaming community because today (almost) everything is one click away, instantly accessible 24/7, and content migrates easily from one platform to another, from one screen to the next. In the age of television flow, channel hopping, "500-channels and nothing to watch" etc., writers and artists invented cut-ups and similar techniques. Today such production is not limited to niches anymore. In the era of convergence, media literacy has expanded considerably. Finally, thanks to Windows and Facebook geeks became powerful and respected within our society - their fashion, language, and idiosyncrasies/inferiority complexes migrated to the mainstream. Steve Jobs is a rockstar. Julian Assange is the man of the year... To quote Jen from the I.T. Crowd (S01, e01), "Ideas are coming, things are happening here". To answer your question, we could certainly come up with a taxonomy of memes - scholars fetishize taxonomies - or a series of case studies - economists love case studies - to get a sense on how digital gaming is influencing other grassroots cultural productions. Example: Case one. All Your Base Are Belong to Us (1998). A game-based video that becomes an internet meme. By game-based I mean that its "materiality", i.e. the phrase "All Your Base Are Belong to Us" and game footage used came from a videogame, namely the the 1989 side-scrolling arcade shooter Zero Wing, itself rather niche within the game community dare I say. Case two. The Downfall/Hitler Meme (2006). In this case, a Spanish game player appropriates a sequence of a film, namely Downfall (Oliver Hirschbiegel, 2004), to express his disappointment about a videogame, Flight Simulator X by Microsoft. The video spreads first within the game community - spawning other game-related spoofs/parodies/responses (my favorite, "Hitler Gets Banned from Xbox Live"), then goes "global", and, bingo!, next thing you know is that The New York Times is writing about it. Case three. The Fail meme (2003?). Like "All Your Base Are Belong to Us", here's an example of a game-based term, "fail" (from the Engrish line "YOU FAIL IT" from the 1998 Neo Geo video game Blazing Star -also very niche) which was used - right from the inception - to illustrate, visually, examples of failures - failures tout court, not necessarily game-based. ...But we should also remember that there are memes in the Game Art world as well, but they are not necessarily called memes, but "homages". One recurrent theme among Game Artists to is to recreate a gallery or a museum in a game space with the explicit goal of destroying a) the space itself, b) the artworks it contains, c) eventually, the artists/curators/spectators. The origin of this meme, pardon, theme, can be traced back to ArsDoom (1995), Created in 1995 by Orhan Kipcak and Reini Urban, ArsDoom was shown at the Ars Electronica Festival in Linz the same year. Using the Doom II engine and Autodesk' AutoCAD software, Kipcak and Urban created a virtual copy of the Brucknerhaus' exhibition hall and invited artists to create or submit virtual artworks that could be displayed in the new map. Armed with a shooting cross, a chainsaw or a brush the player could kill the artists and destroy all the artworks on display. Others point to Palle Torsson and Tobias Bernstrup's Museum Meltdown (1996) as the main culprit. These two enfants terribles - at that time art students in Scandinavia - created a mod of Duke Nuke'm 3D that allowed the "player" to destroy everything that moved - and did not move, like paintings - on the screen. This idea spread like fire in the Game Art community, and became an almost required practice. A playful subversion the rules of the Artworld by using videogames became a rite of passage among art students... Among the others: Chris Reilly's Everything I Do is Art, But Nothing I Do Makes Any Difference, Part II Or: How I Learned to Stop Worrying and Love the Gallery(2006), Michiel Van Der Zanden's Museum Killer (2008) and Christopher Wyant's Team Fortress 2 Ceramics (2011). In short, endless fun. Matteo Bittanti is an Adjunct Professor in the Visual Studies Program at the California College of the Arts in San Francisco and Oakland. He writes about technology, film, games, and popular culture for various publications (WIRED, Rolling Stone, LINK, Duellanti). His online projects include GameScenes, a blog about game-based art. January 14, 2011
DIY Media 2010: Video and Gaming Culture (Part Two)This is the fifth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following selection of videos was curated by Matteo Bittanti, a Social Science Research Associate at Stanford Humanities Lab.
genre: the video uses a blend of real footage and in-game footage LittleBigRevenge uses a blend of real footage and in-game footage of Media Molecule's LittleBigPlanet in a creative and engaging way The video, starring the game avatars Sackboy and Sackgirl, asks the viewers "what would happen if a diplomatic mistake causes [sackboys] to take revenge on humanity? A Belgian couple finds out right in their living room..."
An irresistible spoof of famous dance music videos created with Media Molecule's LittleBigPlanet. PlayList: Flatbeat - Mr Oizo; Sing it Back - Moloko; Satisfaction - Benny Bennasi; Destination Calabria - Alex Gaudino; Right Here Right Now - FatboySlim; Who's Your Daddy - Benny Bennassi; Starlight - Supermen Lovers; DANCE - Justice; My Boobs are Ok - Lene Alexandre; Hey Boy; Hey Girl - The Chemical Brothers; Call on me - Eric Prydz; Invaders Must Die - The Prodigy; One More Time - Daft Punk.
A visual medley of Draft Punk's most celebrated songs recreated with Media Molecule's LittleBigPlanet by DanteNeverDies. "I'm On a Boat" Matthew Gallant mixes Saturday Night Live with Zelda and creates the (explicit) Wind Waker version of I'm On a Boat. In his own words: "Like all stupid ideas, it began on the Internet"
The author replaced 1327 sound files with his voice ("I did not edit any of them, its fresh from the microphone"). The result is incredibly funny and started a new meme on the internt. (He left untouched: "Ambient noises like wind; some zombie voices; character voices (it would sound dumb); maybe i missed some minor physics like a trap door hidden somewhere in ravenholm and no one ever opens it").
This incredible video won the Super Mario Competition in September 2009 which invited players to submit their game performances. Robin Baumgarten, a PhD student at Imperial College, London, produced an enhanced run which pulls off a major coup halfway through when it walljumps out of a pit. In his own words: In this version of Mario, when you're jumping while sliding on a wall, you jump backwards and upwards away from it"). "Project Blackjack: Trials HD - Stunt Video" Videos stunts performed in Trials HD, a motorbike game available on Xbox Live arcade. The author - BLKJ Son - presumably filmed his television screen and edited the video adding a rock soundtrack (the screams and wows from the player can be heard as well). BLKJ Son's description: " Trials HD is the sickest game ever. You know how we get down ... BLKJ Son". I law the "raw footage" nature of this video. "What A Wonderful L4D" In his own words: "I play Left 4 Dead waaaay too much. It deserves a vid. Please ignore the lag spikes and such, i rushed this out over 2 days and didn't really have time to fix up all the bugs. The reason Louis doesnt make much of an appearance is the fact that i'm always Louis, so he was doing all the camera work." What a Wonderful Left 4 Dead (Machinima) from James McVinnie on Vimeo. "The Adventures of Ledo and iX" In His Own Words: "In many ways, Ledo and Ix are just like us. Sleeping under the stars makes them philosophical. Sometimes they wonder if they should have chosen different careers. They avoid dens of monsters when possible. But in one crucial way, they're different--they're fantasy adventurers in an extremely small-scale video game epic. What exactly do video game characters do when we're not around? What if they chat and bicker like we do, wonder and dream like we do, feel boredom and dread like we do, despite being 48 pixels tall? A sort of eight-bit tribute to Waiting for Godot, The Adventures of Ledo and Ix uses the visual vocabulary of retro video games to explore the human fear of both the unknown and the known." "Creepy Mario 64" A manipulated version of Super Mario 64 that evokes David Lynch's cinematic nightmares.
Matteo Bittanti is an Adjunct Professor in the Visual Studies Program at the California College of the Arts in San Francisco and Oakland. He writes about technology, film, games, and popular culture for various publications (WIRED, Rolling Stone, LINK, Duellanti). His online projects include GameScenes, a blog about game-based art. January 12, 2011
DIY Media 2010: Video and Gaming Culture (Part One)This is the fifth in an ongoing series of curated selections of DIY Video prepared in relation to the screening of DIY Video 2010 at the Hammer Museum in Los Angeles and organized by Mimi Ito, Steve Anderson, and the good folks at the Institute for Multimedia Literacy. The following is the curator's statement from Matteo Bittanti, a Social Science Research Associate at Stanford Humanities Lab.
This eclectic selection features a variety of video-game videos ranging from gameplay footage to game music videos. The main criterion behind this extravagant assortment is the urgent need to redefine the very notion of machinima in order to include the most enthralling audiovisual experiments produced, shared, and discussed by and within the game community. It also represents an explicit criticism toward the narrative-based machinima: the vast majority of the videos included steer clear of a traditional, conventional, linear form of narration. The success of DIY/Sandbox games like Media Molecule's LittleBigPlanet and the proliferation of movie editing tools have spawned a new generation of creators that transcend the confines of game culture. This is a small sample is by no means an adequate reflection of the ginormous (sic) production of game videos currently floating in the seven seas of the electronets. Nonetheless, I hope you'll find them interesting. Expect the unexpected.
Palette Change Test from Dylan Hayes on Vimeo. Shapes 02 from Dylan Hayes on Vimeo. Block Tests 01 from Dylan Hayes on Vimeo. DM Spectrum Matthew Bradley (UK) 2009 genre: gameplay video and teaser of a computer mod DM-Spectrum is a custom UT3 deathmatch level developed by Matthew Bradley. The video selection includes a teaser and a gameplay video. DM-Spectrum from Matthew Bradley on Vimeo. DM_Spectrum Gameplay from Matthew Bradley on Vimeo. Matteo Bittanti is an Adjunct Professor in the Visual Studies Program at the California College of the Arts in San Francisco and Oakland. He writes about technology, film, games, and popular culture for various publications (WIRED, Rolling Stone, LINK, Duellanti). His online projects include GameScenes, a blog about game-based art. October 22, 2010
Digital Media and Learning: New Video SeriesLast spring, I expressed my dismay over what I saw as the failure of PBS's Digital Nation documentary to adequately express the work being done as part of MacArthur's Digital Media and Learning Initiative, a project which has brought together some of the smartest contemporary thinkers about formal and informal learning in the digital age. I was not the only one disappointed in the documentary and so I was delighted to be working with folks from the Pearson Foundation who were producing an alternative account, which is scheduled to be aired on PBS stations around the country next spring. Their project will be called Digital Media, New Learners of the 21st Century. In advance of the broadcast, they have started to release a series of video profiles of leading thinkers about media and learning via a temporary Vimeo site. They have said that there are more profiles coming and that they are in the process of building a spiffier website to showcase the material. But I wanted to take advantage of my inside knowledge to give you a sneak peak at the forthcoming project. Here is the profile they constructed about my work. It was shot in and around my new digs at the Annenberg School of Communications and Journalism at the University of Southern California. Henry Jenkins from New Learning Institute on Vimeo. One of the things I really admire about this series of videos is their attempt to situate each "thinker" in their real world context -- to show where we live and/or work and to suggest some of the factors in our surroundings which shape our thoughts. This next one focused on John Seeley Brown does a beautiful job of showing the natural environment that surrounds his home in Hawaii and how he draws insight from the surfing culture there that shapes how he thinks about the learning process. (I am not sure what to make of the focus on athletics in their depiction of me -- trust me, I'm no jock, though I do enjoy an office which backs up to the field where the USC Marching Band practices.) The profile of James Paul Gee, which you can find at their site, also situates the educator taking a walk in a beautiful natural setting, again refusing to construct images which pit the digital (or the life of the mind) against the natural. John Seely Brown from New Learning Institute on Vimeo. This profile of Katie Salen offers us some intriguing glimpses into the Quest to Learn School, an innovative charter school in New York City which uses game design principles to encourage young people to develop systems thinking. You might contrast the respectful way that the school is depicted here with the disorientating representation the project received in the Digital Nation documentary. Here, we have a sense of what young people are doing, why they find it engaging, and how it relates to traditional curricular standards. Katie Salen from New Learning Institute on Vimeo. Check out their Vimeo site to see the other profiles of James Paul Gee, Mimi Ito, Nicole Pinkard, and Diana Rhoten. Each makes important and inspiring contributions to our understanding of digital media and learning. September 27, 2010
Games By Day, Ska by Night: An Interview with Generoso Fierro (Part Two)
I became interested in Jamaican music in the early 1980s during a reggae concert that a friend's older brother took me to in Philadelphia. The show was held in all of all places, a horse racing track that would sometime have the occasional concert back in the day. Setting excluded, I felt instantly connected to the music and shortly thereafter began to obsessively collect original recordings from the era of Jamaican music I adored the most.. Mento releases in the mid 1950s, through ska and rocksteady in the 1960s to the earliest sounds from reggae in the early 1970s. In the mid-1990s I began to produce/DJ a show at WMBR 88.1FM in Cambridge called Generoso's Bovine Ska and Rocksteady, the title taken from an animal that would best exemplify the physical union of the black and white motif commonly associated with ska from the 1970s. Over the last 14 years I have focused in on the aforementioned era of Jamaican music by not only programming the songs but providing background for all of the tracks provided. In the early part of the last decade I began producing music for some of the local reggae bands which led to collaboration with Eli Kessler, a musician from New England Conservatory. Eli and I had a great admiration for Trinidadian born reggae guitarist Nearlin "Lynn" Taitt, who besides playing on thousands of essential recordings from 1962-1968 was also responsible for the creation of rocksteady, the precursor to reggae in 1966. Eli with a few other musicians from the area who also respected Taitt wrote and performed pieces with Lynn for what would be my first documentary, Lynn Taitt: Rocksteady. Appearing in the documentary is legendary musician Ran Blake, a senior faculty member of NEC, who donated a piece that he had written which he performs with Taitt in the film. Sadly, Lynn passed away in January of 2010.
Part of what emerges from your films is an attention to Jamaica as a crossroads for many different cultural traditions. For example, your current project centers on the historical exchange between Jamaica and China, which is an unexpected cross-current. What have you discovered so far about the cultural interplay between these two traditions?
The Chinese came to Jamaica in the mid 1800s as indentured servants to work mostly in the fields. After their contracts were up many of these workers began to fulfill a desperately needed role on the island, that of shopkeeper. In the late 1940s a hardware shop owner, named Tom Wong (later to be known Tom "The Great" Sebastian) had a sound system built for him by a former RAF engineer named Headly Jones. Tom used his new sound system to attract people to his store but soon the sound's popularity grew till eventually this led his spinning records at clubs and thus the sound system culture was born. Soon after, Ivan Chin, a shopkeeper who owned a radio repair service began recording local artists and releasing mento (known as Jamaican calypso) records which were very popular on the island. Leslie Kong, who operated an ice cream shop was the first to record a young Bob Marley, Desmond Dekker and Jimmy Cliff. Kong was one of the most creative and successful producers in the 1960s. You've worked on portraits of two other leading Jamaica-based performers -- Lynn Taitt and Derrick Morgan. Why did you choose these particular artists and what does each teach us about how music is produced and consumed in Jamaica?
Thank you Henry. The environment that an artist creates in is crucial in understanding their process. The lyrics are usually reflective of their surroundings and without some cultural context added into the mix you are left with a partial idea of their work. Director Julien Temple did quite a sensational job with the Sex Pistols documentary The Filth and The Fury as far as putting you in that time period by using archival footage of the political climate during the formation and career of the band. That footage combined with the past and present interviews and a significant amount of live music helped the audience fully understand how something like punk would've manifested and why The Sex Pistols were the band the media latched onto at that time. Clip from Derrick Morgan: I Am The Rule
The GAMBIT films are created to be consumed on the web, while your own documentaries are created to be watched on larger screens. What have you learned about the differences in producing work for these two different viewing contexts?
Generoso Fierro is the Outreach Coordinator for the Singapore-MIT GAMBIT Game Lab, where he organizes press initatives, creates video content for the website such as the recently produced ten part series,Making a GAMBIT Game which chronicles the step by step construction of the GAMBIT 2010 summer game elude. Currently, Generoso is at WMBR radio, 88.1FM in Cambridge, where he is the longtime DJ of a program Generoso's Bovine Ska and Rocksteady. The show concentrates on the music of Jamaica prior to reggae (mento, ska and rocksteady) and has been on the air since 1997. A film maker and avid film fan, "Gene" has directed and produced two feature documentaries, Lynn Taitt: Rocksteady about the Trinidadian born guitarist who invented the rocksteady rhythm and Derrick Morgan: I Am The Rule, featuring the titled legendary "King of Ska" from Jamaica. September 24, 2010
Games By Day, Ska By Night: An Interview with Generoso Fierro (Part One)During a visit back to MIT in August, I had a chance to pay a visit to my old friends at the Singapore-MIT GAMBIT Game Lab and get a sense of the progress of this summer's workshop. Each summer, the group brings about 50 Singaporean students to MIT to work with Cambridge-based students in an intensive process to develop, test, and post games which are designed to stretch the limits of our current understanding of that medium. The Lab has enjoyed remarkable success both as a training program for future game designers, with many of its alums helping to fuel the growth of the Singapore games industry, and as an incubator for new game titles, many of which are becoming competitive in independent games competitions around the world, and some of which have been springboards for professional game development. The project has assembled a great group of highly dedicated researchers who embrace the interesting challenges of training the students, doing core games research, and inspiring creative development. You can sample this summer's games on the GAMBIT website. This was the first summer I had not been able to participate in the design process -- at least on the level of helping critique the student work -- and I was very pleased to see the growing sophistication of the games in terms of the visual design (which looks and feels unlike anything you are apt to see from current commercial games), the sound design (which is always expressive and innovative in its own right), and the play patterns and game mechanics (which often embrace alternative interfaces or explore functions of the medium which fall outside the mandates of most game companies.) One of the things that pleased me the most was the way the Lab was opening up its design process by sharing webcasts of key research presentations -- part of the larger mandate the Comparative Media Studies Program had accepted to help expand access to its core research and public outreach activities. I learned that Generoso Fierro, a key member of the GAMBIT team, had launched an ambitious project to document the design process behind one of this year's more provocative titles, elude, which is intended to be a game which explores issues of clinical depression and hoped to be a resource for patients and their families. The series is now running in installments through the GAMBIT website and is worth checking out, especially for those who are involved or would like to be involved in the game design process. If Fierro spends 9-5 focusing on how to document and publicize the work of the GAMBIT lab (not to mention helping to stage key events that emerge from the lab's process), he has on his own time been an important Cambridge-area DJ and documentary producer (who is gaining growing visibility on the film festival circuit) for his fascinating work on the Jamacian music scene. Fierro's films manage to capture the process by which these musicians work, mixing together rehearsals and behind the scenes moments with the finished works in concerts, but they also have deep insights to offer into the cultural and historical contexts within which these artists work. Fierro is, as this interview suggests, deeply protective of the integrity of his finished films -- especially of their soundtracks -- so it is a real privilege to be able to share some short clips from these productions here on this blog. In the first segment of this interview, I am focusing on his games-related work (his day job) and in the second part, his music-related documentaries (his night work).
GAMBIT has handled some challenging research ideas over the last four years but the thought of a game which would aid the families and friends of people who suffer from depression was too intriguing for me not to document. My earliest thoughts centered around the team itself who are charged with making the final prototype and the myriad of issues they would encounter along the way. Our games are created every summer by teams made up of Singaporean interns, US interns from Berklee College of Music and Rhode Island School of Design and interns from M.I.T. Every GAMBIT team usually has to overcome the brevity of their time together, the usual cultural and subtle language issues and working within the particular game development system here. "Making a GAMBIT Game" Episode Five Clip
Generoso Fierro is the Outreach Coordinator for the Singapore-MIT GAMBIT Game Lab, where he organizes press initatives, creates video content for the website such as the recently produced ten part series,Making a GAMBIT Game which chronicles the step by step construction of the GAMBIT 2010 summer game elude. Currently, Generoso is at WMBR radio, 88.1FM in Cambridge, where he is the longtime DJ of a program Generoso's Bovine Ska and Rocksteady. The show concentrates on the music of Jamaica prior to reggae (mento, ska and rocksteady) and has been on the air since 1997. A film maker and avid film fan, "Gene" has directed and produced two feature documentaries, Lynn Taitt: Rocksteady about the Trinidadian born guitarist who invented the rocksteady rhythm and Derrick Morgan: I Am The Rule, featuring the titled legendary "King of Ska" from Jamaica. August 30, 2010
Games, New Media and Learning in Argentina: An Interview with Ines Dussel (Part Three)
I've been reading all the work done by the initiative, and for me it stands out as the most encompassing and organized effort to understand what is going on. I think I provided some of our keys for reading this work already, but let me try and summarize them. One is the idea of a public culture. That there is something such as a common public sphere that has to be reconceptualized beyond Habermas' notion of the argumentative skills and rhetorical plays but that still includes some notion that there is something to be done together and for everybody, is an uncommon approach in most studies of new technologies. I think we share an engagement with an idea of public culture that remains open and subject to debate, and does not get captured by the state, the market, or the isolated individual. As you do so, you seem to be very aware of the existing visual culture of schools. For example, you told me about research which suggests students are sometimes overwhelmed by films they see in the classroom and do not always remember what they were supposed to teach. How can designers of educational games sidestep those problems? In the research we are doing on the visual culture of schools, many students referred to their memories of remarkable activities organized by teachers using fiction films or documentaries, or asking them to bring pictures about social issues. Students liked them a lot, and valued them as great learning experiences. But when we asked about what they thought they had learned with those activities, they could not refer to any specific content. For example, a student said that her Biology teacher showed the class an image of the cell and that it caught her attention, and that she learned like in a fingers' snap, but she could not name any concept nor "title" for that image. The same happened in social studies or history lessons: students had vague memories about the activities, but all remembered the intensity of the feelings provoked by the viewing. You also told me about research you have been doing about the image banks which teachers draw upon in thinking about the world and how these may differ from those which their students bring into their classes. Can you share some of this research with my readers? Yes, of course. I wrote an essay on teachers' visual culture, based on the findings of an activity I've done in online courses with teachers. I ask them to post a powerful image of our culture. The idea of "powerful image" draws on visual studies and refers to images that impact us for any reason, that have a lasting effect not only personally but also socially. You have been involved in a number of games and learning initiatives. Can you describe some of the work you are doing and explain what kinds of pedagogical and design principles are informing this work? With my research team at Flacso, we started doing educational documentaries in 2002. We produced eight 30-minutes videos that developed a program to address issues of discrimination and inclusiveness in middle and secondary schools. We tried to build complex and subtle plots, to present the stories always in a dignified way, and never construct people as passive victims. We were always thinking of how and when the teacher would be using these materials, so time constraints and also pedagogical problems of what to show and how to show it were present from the beginning (and we made pilot tests with teachers to make room for that). I was impressed by the distinctive look and feel of the games you shared with me. To what degree is the goal to create games which reflect the national culture of Argentina as opposed to following the "neutral" or "odorless" design practices that shape many commercial video games? Why might it be important for students in your country to see games which look and feel like the culture around them? Well, I like your comment and take it as a compliment. As I said before there is a relation between form and content. We believe that it is important to provide students with different aesthetics, less standardized and more related to their daily life. But it doesn't mean that one has to close down aesthetic diversity. So while we don't want to follow mainstream games in their options, we do not support any kind of localism that tends to isolate cultural productions. On the other hand, this would be impossible as we are all visual subjects in a global culture. Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching. August 25, 2010
Games, New Media and Learning in Argentina: An Interview with Inés DusselEarlier this summer, I shared with you some of my experiences in Buenos Aires where I was a speaker at the VI For Latinoamericano de Educacion, hosted by the Fundacion Santilla, an event attended by education ministers and educational researchers/policy makers from many of the Latin American countries. My host for the event was educator and public intellectual Inés Dussel who is one of the co-authors with Luis Alberto Quevedo of a new white paper exploring the impact of new media on education in Latin America, Educacion y nuevas technologias: los desafios pedagogicos ante el mundo digital. I was deeply impressed by Dussel and her colleagues: she is highly engaged with the work we've been doing through the MacArthur Digital Media and Learning initiative, as well as the debates taking place in South America around these same topics. I wanted to be able to share more of her perspectives with English-language researchers and educators in hopes of brokering more conversations between educators in the North and the South who are confronting the ways that rapid media change is reshaping the lives and interests of their students. While I was in Argentina, you released a significant report which sought to explore the impact of new media on educational practices in Latin America. What were your major goals for this project? The report was commissioned by the Organization of IberoAmerican States (OEI) and the Foundation Santillana, which is affiliated to a major publishing house in the Spanish-speaking world. They organize annual conferences that bring together Ministers of Education from throughout the Southern Cone, educators, and media people. It is an important venue for public policy and debate in education. Which models have gotten the greatest traction in Latin America and why? So far, the most extended strategy in the region is to equip computer labs, but research shows that, while it was helpful in the 1990s to get at least some teachers interested in IT, today it tends to confine the novelty to a marginal place in the curriculum and does not contribute to a deeper discussion on the big changes brought about by digital culture in the production and circulation of knowledge in our societies. Also, it has been noted that computer labs usually get trapped in the micro-politics of schools, with power games around who's got the key or privileged access to the lab (the same can be said about any innovation in schools, of course, but the concentration of computers in one space contributes to a more centralized struggle around access and control). What are the goals of Latin American governments in seeking to expand access to new media? Our reading of initiatives like the 1-to-1 option is that they are great strategies for digital inclusion, and the main effects are not only to be seen on children's lives but on their families'. In Uruguay and Argentina, the fact that the netbooks are going to public school children means that they are helping to bridge the digital gap in terms of access (middle and upper classes have fled to private schools some decades ago). Inés Dussel graduated from the University of Buenos Aires in Educational Sciences and got her Ph.D. at the Dept of Curriculum and Instruction, University of Wisconsin-Madison. She is a Principal Researcher at Flacso/Argentina, a centre for research and graduate teaching in the social sciences, and Educational Director of Sangari Argentina. She's currently interested in the intersections between schooling, new media, and visual culture, and is doing research and producing materials for classroom teaching. August 13, 2010
ARGS, Fandom, and the Digi-Gratis Economy: An Interview with Paul Booth (Part One)This week marks the official release date for a new book, Digital Fandom: New Media Studies, which makes a substantial contribution to our understanding of a range of topics which run through this blog. It's author, Paul Booth, has consented to give me an interview where we talk together about the ways that he thinks Alternate Reality Games can shed light on the practices of online fandom, about how we might push beyond the opposition between producer and consumer, about how we might better understand the interplay of the commercial and gift economy as it effects fandom, and about new forms of expression which have emerged as fans work together through social networking sites. His responses here only sample the richness of this particular book, which draws heavily on digital and literary theory, to encourage us to rethink some of the classic paradigms in fan studies. The work is cutting edge both conceptually and in terms of its range of examples (which include various forms of crowd-sourced and wiki-based forms of fan collaboration that have received limited attention elsewhere.) The central metaphor for understanding digital fan culture comes from the world of Alternate Reality Games. What can ARGs teach us about new media platforms and processes? What do you see as the similarities and differences between fans and gamers? To me, Alternate Reality Games are an incredible synthesis of media texts, platforms and outlets. Constructed through a variety of technologies, ARGs are paradoxical: they seem to be ubiquitous and yet they are also fleeting and ethereal. As such, it's very difficult to point to a particular space and say "this is an ARG." They seem to exist in a sort of "space between" media; that is, they are only visible through the contrast with what they are not. They seem to thrive through media camouflage. I'm reminded of the David Fincher film The Game (1997), where Nicholas Van Orton (Michael Douglas) is caught up in a game that he can't tell from reality. Events that occur in the narrative may or may not be authentic interactions, and he is never sure whether he's playing a game or actually caught up in a series of dangerous adventures.You are trying to push back on metaphors based on "market or commodity economics." What do you see as the key limits of such metaphors and how does your focus on ARGs seek to transform them? So much of our discussion about media is based on these metaphors that we often forget that they are, indeed metaphors at all. For example, when we talk about "consumers" and "producers" of media, we're engaging in a discourse that uses gastronomic language to describe commodity economics. In other words, we talk about media in the same way that we talk about food. And the natural end result of this metaphor certainly portrays fans (and other active audiences) in a rather negative light: if media companies "produce" and audiences "consume," then what fans create through rewriting or remixing is "garbage" (or worse: a very nasty metaphor indeed). I think this metaphor ultimately limits the conversation, so even if one talks about "productive consumption," one still remains mired in this commodity mindset. You discuss the emergence of a "Digi-gratis" culture which operates as a "mashup" between market and gift economies. Explain. How is this different from the hybrid economy Lawrence Lessig has discussed in some of his work? The "Digi-Gratis" economy is a term that I use to describe the mutually beneficial relationship between the gift and the market economies within contemporary media and culture. As I was saying above, it is difficult to see either the commodity metaphor or the gift metaphor as the ultimate metaphor for understanding the relationship between media audiences and media creators. But through a lens which ties both metaphors together, we can more fully appreciate the extent of contemporary content creation. Biography Paul Booth, Assistant Professor of new media and technology at DePaul University, is a passionate follower of new technological trends, memes, the viral nature of communication on the web, and popular culture (especially film, television and new media). He studies the interaction between traditional media and new media and the participation of fans with media texts. He received his Ph.D. in Communication and Rhetoric from Rensselaer Polytechnic Institute. Paul teaches classes in communication and technology, popular culture, science fiction, fandom, new media, and the history of technology. His book Digital Fandom: New Media Studies investigates how fans are using "web 2.0" participation technology to create new texts online, and how their works fits into our contemporary media culture. He has also published articles in Critical Studies in Media Communication, New Media and Culture, Narrative Inquiry, The Journal of Narrative Theory, American Communication Journal, and in the book Battlestar Galactica and Philosophy. He explores topics in video games, science fiction, social media, politics, philosophy and narrative theory. He is currently enjoying a cup of coffee. August 8, 2010
No, You Do Not Have to Be A Gamer to Like Inception!Last week, Patrick Goldstein of The Los Angeles Times ran a provocative blog post about the mixed reception surrounding the film, Inception, in which yours truly was quoted heavily. If Inception plays especially strongly with a young audience, it's probably because they instinctively grasp its narrative density best, having grown up playing video games. "When it comes to understanding 'Inception,' you've got a real advantage if you're a gamer," says Henry Jenkins, who's a professor of communications, journalism and cinematic arts at USC. " Inception is first and foremost a movie about worlds and levels, which is very much the way video games are structured. Games create a sense that we're a part of the action. Stories aren't just told to us. We experience them." Goldstein did a good job of compressing almost half an hour of conversation about critical response to the film into a few substantive paragraphs. In no sense do I feel misquoted there -- indeed, he drew on my conversation as background to frame other parts of his discussion as well. I have, however, been bemused by the ways that my claims here have traveled through cyberspace and gotten a bit more distorted by each new contributor. So, Entertainment Weekly's blog picked up on Goldstein's story and shifted the ground just a bit. It's headline reads "Inception -- Only Good if You are Young?" And on Twitter, several people rephrased the claim, " Do you have to be a gamer to like #Inception?" By the end of the week, when someone tweeted that they only "partially agreed" with my claims about the film, I wrote back to say that I only "partially agreed" with them too since people were responding to a partial representation of what I had to say in the first place! So, let me take a step back and sketch out what I thought I was arguing. I start from the assumption that differing responses to the film are at least partially shaped by differing interpretive strategies. I discussed this concept back in my book, Textual Poachers, in relation to arguments made by reader-response critic Peter J. Rabinowitz about how genre impacts reading. Peter J. Rabinowitz has suggested that genre study might productively shift its focus away from properties of fictional narratives and onto the 'strategies that readers use to process texts," seeing genres as 'bundles of operations,' conventions, and expectations that readers draw upon in the process of making meanings. As Rabinowitz puts it, 'reading' is always 'reading' as."...Different genres evoke different questions readers want to ask and provide alternative rules for assigning significance and structure to textual content. Rabinowitz distinguishes between four basic types of interpretive strategies: (1) 'rules of notice' which give priority to particular aspects of narratives as potentially interesting and significant while assigning others to the margins; (2)'rules of signification' which help to determine what meanings or implications can be ascribed to particular textual features; (3)'rules of configuration' which shape the reader's expectations about likely plot developments and allow the reader to recognize what would constitute a satisfactory resolution of that plot; (4) "rules of coherence" which shape the extrapulations readers make from textual details, the speculations they make about information not explicitly present within the story. The reader's experience, he suggests, thus requires an initial decision about what genre(s) will be most appropriately applied to a given narrative and then the systematic applications of those genre rules to the process of comprehending the textually provided information. Of course, the ability to mobilize the interpretive strategies associated with a genre rest on having access to and familiarity with that genre in the first place as those of us who teach freshman film classes discover when we try to expose students to westerns or musicals or any other genre which has not been part of their repertoire of consumption. That's the sense in which gamers have an "advantage" -- they have a set of skills, literacies, competencies, expectations, call them what you want, that they bring with them to the theater and which shapes the range of strategies they have available to them which helps them to make sense of a film like Inception. So, this brings us back to my claim about games and Inception. I am not saying that it would be impossible for a non-gamer to enjoy the movie. It doesn't represent, after all, such a dramatic break with other films which have come before it. In the interview, I drew analogy to the way D.W. Griffith cross-cut between four different historical periods, intensifying the movements between them as we neared the climax, in his silent classic, Intolerance. I would also agree with Entertainment Weekly's Darren Franich that it is less complicated than many art films or even, in his example, some classic film noirs. Yet, it interests me that the discussions around Inception are the kinds of discussions we might once have had around an art film in the 1960s or even an indie film like Nolan's own Memento, yet they are occuring around a summer blockbuster. The genre elements are part of what makes the film popular, part of what makes it fun and pleasurable to play the game that Inception offers us. David Bordwell and Kristen Thompson have offered a brilliant analysis over at their Observations on Film Art blog about the role that exposition plays in maintaining clarity as we move between the different levels of the film. Indeed, they suggest that the presence of exposition across the film replaces character development in many cases, insuring that we can in fact follow the different levels or layers at work here. I would also argue that at the start of the film, the audience is required to make a leap of faith, entering into a world whose rules are not immediately clear (especially in the opening sequence) and which are still being laid out to us in the final segment. This is very much like the experience of a gamer jumping into the game without always knowing the rules or properties, trying out new ideas and bumping into walls, until they learn how it works. Bordwell's discussion of the film's opening segment (which he calls a "training exercise") suggests that it may function as a "tutorial" or "sandbox" level -- such as we see in games where our first level of play allows us to test our capacities and rehearses skills we will need later in the game. So, at the most basic level, I would say that gamers have a predisposition to embrace certain kinds of open-ended experiences, figuring out what's going on as they go, which is different from the notion of clear expositional foundations we would association in classical Hollywood narratives. Indeed, gamers may have an expectation, as I suggested, that the film not lay everything out for us at the start but expects us to make an effort to figure out the pieces as we go. This is part of what makes an experience like this more intense and immersive. I couldn't believe it when I realized how long I had been in the theater, not having glanced at my watch during the duration, indeed, not having breathed very much while watching Inception. This is not to say that the film abandons us altogether to our own devices. Genre plays an important role here in terms of helping us to map what's going on and understanding what matters in the film. We can read it as a straight forward action film or as a science fiction film -- think Total Recall. But there is also the possibility of making sense of it in terms of the conceptual vocabulary that games provide us -- so that we can understand the final sequence as moving between "levels" or "layers," each with a well defined task or "mission", each with a visually distinctive environment (not unlike the fire or ice levels in classic Nintendo scrollers like Mario Brothers or Mega Man), each requiring a different set of skills to master and a different set of obstacles to overcome. I am leaving aside claims that the film may pay tribute to specific games in its visual references: Bordwell cites Assassin's Creed II, Meigakure, and Shadow of Destiny. And Kristin Thompson closely examines a claim that the film was inspired in part by an episode from The Life and Times of Scrooge McDuck Companion. Thinking about Inception as a game or at least a film for gamers might also speak to the ongoing critical discussion of its lack of development at least in terms of its secondary characters. Kristin Thompson writes, "The characters' goals, apart from Cobb's, arise from the premises of the dream-sharing technology. Of course, they want to get paid, but that's assumed. Their actions all arise from the need to keep doing what they must to sustain the dreams and later from the need to improvise solutions to unforeseen problems that seem to violate the rules they have previously known. Why they need the money, whom they go home to when off-duty, how they got into this business, and all the other conventions of Hollywood characterization, are simply ignored." This is consistent with an argument which Mary Fuller and I made about games in 1995. The very nature of an interactive narrative serves to strip characters of psychological depth -- game characters are often glorified cursers, vehicles we use to move through the game worlds, rather than characters into whom we project sophisticated motives or anticipate character development. Their goals are assigned from the beginning. They are defined through their capacity for action and their missions. The need for an open-ended structure means that we do not expect them to learn through their experiences nor do we expect their actions to be motivated through psychological realism. Choices become relatively arbitrary, having more to do with resources and capacities, than drives or needs. I don't think this lets Inception off the hook in terms of character issues, but it is interesting to think of this shift in the function and nature of characters as an extension of the game-like logic I am describing. Bill, a reader, sent me an email with an interesting question about my argument:
Here's my response: "I would agree totally with you that the film's perspective on reality and perception also has a generational slant. It's interesting though that the films and television shows which take on some of this philosophical/spiritual argument are often associated with games and other digital media -- so I would see The Matrix, the final episode of Lost, and Inception, as all part of the same conversation about our relationship with the real world. We may as a culture be more open to such ideas because of our experience of the digital, just as people in the industrial age were more apt to think of a clockmaker god, or people in the early 20th century started to understand repetition compulsion in terms of a phonograph record in their heads. As Sherry Turkle suggests, we use technologies as tools to think with and a key question we use them to consider is the nature of consciousness."
Now, coming back to Goldstein's original blog, he takes my discussion of gamers and maps it onto what he sees as generational differences in people's response to the film. I would point out, however, that the age span of active gaming expands with each passing year: more younger players are entering the game market, more older players are continuing to play into adulthood, and more seniors are trying games through multiplayer worlds and the Wii controller, let aside casual games. So, let's be careful about assuming there's a correlation between being young and being a gamer. After all, I'm over fifty and I still play games. I hope this at least clarifies what I meant. I have only seen the film once and I have a feeling that I would need to see it many more times before I could offer anywhere near an adequate analysis, so take these as provisional observations about a work which I am sure many of us will continue to debate for a long time. It's exciting to have a summer film which sparks this kind of discussion! August 6, 2010
Ethics and Game Design: A Conversation (Part Two)
COLLEEN: You ask the question I'm super invested in and excited about! On one hand, I think we have to be careful about what we mean by ethical choices in the context of designing and playing. Both design and play are inherently transgressive (if they are any good). They push against the boundaries of rules and norms to create new experiences. At least, this is what many of us (designers and players) aspire to. I think what's really exciting about the collection of essays in the book is how each author defines ethics on their own terms, but also in complementary ways. I think the book gives designers the freedom to consider ethics not just as a property of games (to shoot or not to shoot?), but as an active engagement with players, context, and culture. Considering ethical choices as a way of thinking about game design and where and how games take form expands the boundaries of what we think about when we consider a game. The playing field extends beyond the game itself to the social context and the rhetorical perspectives (intentional or otherwise) of its creators (to borrow from Ian Bogost's model of persuasive games). Do ethical concerns emerge differently in single-player and multi-player games? If so, how are the social dimensions of games being harnessed to encourage greater ethical reflection? MIGUEL: Even though much of my work is focused on single-player games (as I understand them being the singularity that allows us a deeper understanding of games as ethical systems), I think the right answer to this questions is to say that we, scholars and sometimes developers, don't often think about ethics and multiplayer, and how to harness the social for creating this kind of meaningful play. I mean, the social is always moral (and political), so I guess we are taking it for granted, and focusing much more on this solitary experience (clearly influenced by other media that some could understand operate this way, even though careful reading of say Brecht shows that even epic theatre understood the audience as a social body, even though the experience of the play was individual - but I digress). In other words: we tend to forget multiplayer, and social dynamics, when thinking about the design of ethical gameplay, and we focus too much on either single player, or how the rules/mechanics of a system will affect a single player, even in a multiplayer game. Several of the writers note that all games are in some sense "ethical systems." Yet, certain games recur across many of the essays, suggesting that there may already be a canon of "ethical" games within this new field. What are these games doing which makes them such rich examples for research? MIGUEL: Well, what the games I tend to analyze do right is to think about ethical gameplay beyond the basic consequentialist dilemma posing in a black-and-white moral universe. When we think about ethical gameplay, we immediately fall prey of the binary dilemmas, of the clashes between right or wrong, or between greater and lesser evils. Which I think it's often both too ethically coarse and a waste of time. Games can contribute to fostering our moral values, but they can only do so inasmuch as they first address us, players, as moral beings, then challenging our values and forcing us to reflect about our very notion of morality. Other essays describe so-called "serious" or "educational" games which are created specifically to foster ethical reflection. What are these games doing that's different from those already on the market?
COLLEEN: I'm not sure these games are doing anything different on a formal level, but they are certainly coming out of different development contexts from AAA titles, or "mainstream" videogames. Many of the games referenced in the book are the result of a different economic model: research funding and university/not-for-profit labs. In the last 5-10 years some exciting models have taken form in New York (I have heard it referred to as "The New York School") where there's lots of cross-pollination between academia and industry, enabling lots of low-risk experimentation and new funding possibilities/models. Out there in Cali you guys have some very exciting things happening as well, particularly at your institution, Henry! I think in order to build games that take risks with content and gameplay, there needs to be these kinds of alternative spaces and collaborations to experiment and learn. Games encourage what James Paul Gee describes as "projective identification." How is this concept linked to notions of "empathy"? What role does "empathy" play in fostering ethical reflection through play? MIGUEL: As a Virtue Ethicist, I would argue that empathy is one of the core virtues that needs to be fostered in order to achieve the good life. However, in games, empathy presents itself in a different way. Let me start with a question - what or who do we feel empathy for in games? In the case of multiplayer games, the answer is easy: other players. Therefore, any game that includes some kind of systemic reward for behaviors that are empathetic will foster that value, and hence maybe not provoke ethical reflection, but have an ethical outcome. Karen, the American Revolution was the subject of both your thesis project at MIT and your new initiative, described in the book. What lessons did you learn from your student work that has informed your new project? Why do you think the American Revolution is especially rich as a context for exploring the kinds of historical questioning that have been at the center of these projects? KAREN:Yes! How lucky was I to work on two interesting history-focused projects?! Working on my MIT Comparative Media Studies masters thesis project, Reliving the Revolution, was definitely a strong impetus for developing this book collection. It also helped me to shape the game design for Mission U.S, a game that teaches kids historical and ethical thinking skills. Reliving the Revolution is a location-based GPS-enabled game that lets players to step into the shoes of historic figures involved in the Battle of Lexington, and relive the events leading up to and after the battle, so they can figure out together who fired the first shot. To do this, the players explore present-day real-world Lexington, MA, and also interact with virtual historic figures and objects accessed through a mobile device. The purpose of my project was, in part, to help students start to realize that historic moments are interpretable, and that there were many perspectives on what happened during this specific moment. Likewise, I believe all moments--both past, present, and future--are interpretable. I believe that being able to critically analyze these moments, and consider other's perspectives, helps us be better at deciding what is right or wrong in a given context.
Miguel Sicart is Assistant Professor at the IT University of Copenhagen, where he teaches game design. He received his Ph.D. in game studies 2006; taking a multidisciplinary approach to ethics and computer games, he studied issues of game design, violence and videogames and the role of age-regulation codes. His book, The Ethics of Computer Games, which is based on his doctoral work, was published by MIT Press in the spring of 2009. He is currently working on developing a design framework for implementing ethical gameplay in digital games. Karen Schrier is a doctoral student at Columbia University, where she is finishing her dissertation on ethics and games. She also currently works full-time as the Director of Interactive Media at ESI Design, an experience design firm in New York City. Her first co-edited book, Ethics and Game Design: Teaching Values through Play, was published last March by IGI Global; the next book in the collection will be published in early 2011. Previously, she worked as a portfolio manager and executive producer at Scholastic, where she spearheaded digital initiatives for the Corporate and International divisions. She has also worked at Nickelodeon, BrainPOP and Barnes & Noble's SparkNotes. Karen was the Games Program co-chair of the ACM SIGGRAPH Conference in 2008 and 2009, currently serves on the advisory boards of the Computer Game Education Review (CGER), and is an adjunct professor at Parsons The New School. Karen has spoken on games and learning at numerous conferences, including GDC, SIGGRAPH, AERA, Games for Change, NECC, and SITE. She also helped develop numerous games and digital properties, such as Mission U.S.: For Crown or Colony?; Scholastic Summer Reading Challenge, and Scholastic.com; and Nickelodeon's ParentsConnect. Her digital and non-digital games have been featured in festivals such as Come Out and Play. Karen holds a master's degree in Comparative Media Studies from MIT and a bachelor's degree from Amherst College. August 5, 2010
Ethics and Game Design: A Conversation (Part One)A year or so ago, Karen Shrier, an alumna from the MIT Comparative Media Studies program, asked me to contribute a forward to a book she was co-editing on Ethics and Games with David Gibson. The opening of the piece I wrote for her book gives some sense of how I personally think about these issues: What a videogame does at heart is teach you how, in the midst of utter chaos, to know what is important, what is not and act on that" -- Colonel Casey Wardynski Over time, Karen's project expanded into two edited collections, the first of which is already out in the market, the second of which will appear late this year or in early 2011. If you want to buy the first book, Ethics and Game Design: Teaching Values Through Play, Karen's publisher is generously offering readers a chance to buy a copy at half price if they follow this link. You can see the table of contents for the collection here. The second book will be called Designing Games for Ethics: Models, Techniques, and Frameworks. Taken together, the two books bring together an impressive array of game designers, theorists, and critics, representing a mix of people working on mainstream commercial and alternative "serious" games production, a global community of people trying to think through the core issues implied by the books' titles. I read the first volume with great interest (and no small amount of pride at seeing my former student at the center of such an effort): the topic is one which deserves more attention than it has and the book offers us some important ways to complicate the typical arguments around games and media effects. These books are important not only to those deeply invested in games but to the growing community of people invested in new media literacies and education, given the centrality of games to the cultural lives of young people and the importance of encouraging self reflection and ethical skills. In the hopes of calling more attention to this project, I asked Karen if she would do an interview for this blog. The interview has grown into a conversation between Karen and two of her contributors, Miguel Sicart (IT University of Copenhagen) and Colleen Macklin (Parsons The New School), which explores games (in many forms) as ethical systems and as vehicles for shaping the empathy and identification of their players. As the book's preface suggests, ethics and games is an "emerging field of study." What role do you see this collection playing in generating interest and awareness around this topic? Karen: A major goal of my co-edited collection, Ethics and Game Design:Teaching Values through Play is to bring together the diverse and growing community of voices and begin to define the field of ethics and games, identify its primary challenges and questions, and establish the current state of the discipline. To start to unpack this, I brought together experts from a variety of perspectives--such as computer science, art history, education, philosophy, law, game design, management, media studies, and psychology. These designers, practitioners, educators and researchers wrote almost 40 chapters on everything from the ethics of Farmville's game mechanics; to a case study on designing Train, a non-digital game about the Holocaust; to the types of ethical play styles of teenagers. Our goal is to encourage game designers to think through and address ethical questions and issues in their designs; to motivate educators to seek new ways to support ethical thinking and reflection through play; and to inspire researchers to develop relevant frameworks and methodologies, design principles and theories for understanding this complex field. Attention to this field is essential for developing citizens who can think deeply about ethics; fully engage with complex issues; reflect on their values; and decide what is right for them, their families, their societies and the world.Games and play are fundamental to all human societies and have historically been used explicitly and implicitly to teach values. What lessons can we learn from thinking about pre-digital games as "ethical systems"?'' MIGUEL: First of all, I am not sure we should make a pre-digital/digital divide without mentioning what makes digital games so unique. It may be possible to argue that in fact, there is nothing unique to digital games, and therefore what we learn from thinking about non-digital games is also valid for digital games.Much of the debate about video game violence would assume that games as a rule exert a negative moral and ethical influence on players. How might the essays in this book complicate such an understanding of their impact on players? MIGUEL: Even though this is something Karen should answer, since she's the editor, let me chip in: I think this collection helps describing why players are moral beings, arguing strongly against the implicit discourse of the computer game player as a moral zombie that is so ubiquitous in popular press and anti-videogame literature. Players are ethical agents, and they have moral fail-safe systems that help them engage with the ethical complexities of computer game play. Colleen Macklin is an Associate Professor in the Department of Communication Design and Technology at Parsons The New School for Design in New York City and Director of PETLab (Prototyping Evaluation, Teaching and Learning lab), a lab focused on developing new games, simulations, and play experiences for experimental learning and social issues. Projects range from a curriculum in game design for the Boys and Girls Club, a card game for the Red Cross Climate Centre, and big games such as Re:Activism and the sport Budgetball. In addition to work in social games and interactive media, her research focuses on the social aspects of the design and prototyping process. In this vein, she is working with the Social Science Research Council on a prototyping approach to creating innovative mobile learning spaces with youth, public schools and cultural institutions, with funding through the MacArthur Foundation's Digital Media and Learning Initiative. Member of the game design collectives Local No. 12 (see backchattergame.com) and The Leisure Society. India China Institute Fellow (2006-2007). Interactive work shown at Come Out and Play, SoundLab, The Whitney Museum for American Art and Creative Time. BFA, Media Arts Pratt Institute, graduate studies in Computer Science, CUNY and International Affairs, The New School. Miguel Sicart is Assistant Professor at the IT University of Copenhagen, where he teaches game design. He received his Ph.D. in game studies 2006; taking a multidisciplinary approach to ethics and computer games, he studied issues of game design, violence and videogames and the role of age-regulation codes. His book, The Ethics of Computer Games, which is based on his doctoral work, was published by MIT Press in the spring of 2009. He is currently working on developing a design framework for implementing ethical gameplay in digital games. Karen Schrier is a doctoral student at Columbia University, where she is finishing her dissertation on ethics and games. She also currently works full-time as the Director of Interactive Media at ESI Design, an experience design firm in New York City. Her first co-edited book, Ethics and Game Design: Teaching Values through Play, was published last March by IGI Global; the next book in the collection will be published in early 2011. Previously, she worked as a portfolio manager and executive producer at Scholastic, where she spearheaded digital initiatives for the Corporate and International divisions. She has also worked at Nickelodeon, BrainPOP and Barnes & Noble's SparkNotes. Karen was the Games Program co-chair of the ACM SIGGRAPH Conference in 2008 and 2009, currently serves on the advisory boards of the Computer Game Education Review (CGER), and is an adjunct professor at Parsons The New School. Karen has spoken on games and learning at numerous conferences, including GDC, SIGGRAPH, AERA, Games for Change, NECC, and SITE. She also helped develop numerous games and digital properties, such as Mission U.S.: For Crown or Colony?; Scholastic Summer Reading Challenge, and Scholastic.com; and Nickelodeon's ParentsConnect. Her digital and non-digital games have been featured in festivals such as Come Out and Play. Karen holds a master's degree in Comparative Media Studies from MIT and a bachelor's degree from Amherst College. July 12, 2010
Girls, Gaming, and Gender: An Interview with Game Designer and Researcher Jennifer Jenson (Part Two)Below is the second installment of my interview with York University's Jennifer Jenson, a designer who has been doing significant research on gender and children's play with video games. You can find more about the 3G summit she is participating in here and here, including information about sponsorship. You suggest that much research on gender and games seeks to identify static "preferences" while gender is being "performed" in specific contexts. Yet the search for preferences seems calculated to identify design principles which seek to mediate inequalities in production and access to games. How might the more performance or actor-centered approach you are advocating lead to design principles that might address these concerns?
Should we be focused on redesigning the contexts where play takes place rather than redesigning the games themselves?
Is it possible to use game design in ways which encourages players to perform gender differently? What assumptions are we making about the relationship here between the impact of game design and the impact of social norms? I think the main assumption in terms of social norms is that the only two available genders are male and female -- by not allowing for a range of 'other' choices, we are automatically black boxing gender -- reducing it to binary sex-based characteristics that in some very real sense do not allow for a lot of 'play'. Can you tell us more about your own work as a game designer? In what ways has the theoretical and ethnographic work you've done on gender and games informed the games you are making and vice-versa?
You have argued that some progress might be made in these debates if we split apart concepts of sex and gender. Can you describe a bit more what this distinction might contribute to research in this area?
As you note, male experience and preferences have been taken for granted in much of this research. What would we gain if more time was spent exploring the construction of/performance of masculinity in relation to games? What we do not have to date is a careful exploration of masculinities at/in play in games, and I think what such a perspective might offer is nuance and identities that are masked by the blanket presumption that all men play games and they play them a certain way. This of course is not the case, but the fact is we do not have many accounts of boys and men's play, and it would be worth knowing something about the group of men who have played console games together since they were 10, and continue that play into adulthood, or about those who play xbox live sports games at certain times every weekend, or even about the young man labeled "addicted" to videogames -- what about their stories? And then again, what about the men who play bejewelled and not much more and love it? Dr. Jennifer Jenson is Associate Professor of Pedagogy and Technology in the Faculty of Education, York University, Toronto, Canada. She has published on gender, technology and digital games and games and education, among other topics. She also, with a team of folks, including Suzanne de Castell, designs games for education -- recent titles include: Contagion, Tafelmusik: The Quest for Arundo Donax, and Epidemic: Self Care for Crisis. In addition to a strong penchant for Victorian fiction, her favorite game at the moment is Wario Ware DIY. July 10, 2010
Girls, Gaming, and Gender: An Interview with Game Designer and Researcher Jennifer Jenson (Part One)A few weeks ago, I received an email from Mindy Faber, the co-organizer of The 3G Summit: The Future of Girls, Gaming and Gender which she described to me as "a visionary 4-day initiative that brings 50 urban teenage girls together with five leading women game designers and scholars for intensive dialogue, inquiry, game-play, and mentorship. It is organized by Open Youth Networks, Interactive Arts and Media and The Institute for Study of Women and Gender in Arts and Media at Columbia College." The designers involved with the event look like a who's who of women who have been doing cutting edge thinking about gender and games and who have also been demonstrating the potentials for developing alternative models of game and play (including two associated with the University of Southern California):
As Faber explained: Because the five women use such different approaches to game design, there is no uniform curriculum or pedagogy. Each of the five teams, consisting of ten girls, one near peer and another woman game facilitator will undoubtedly produce some surprising and intriguing game concepts that are likely to challenge many assumptions we have about what girls like to play. Important to the process is that we do not impose on the girls what types of games they should make or on what platform. Rather we want to remove obstacles that say "you can't do this "or "only this is a real game" and release their imaginations. I am proud to have made an early contribution to the research in this area through From Barbie to Mortal Kombat: Gender and Computer Games, which I co-edited with Justine Cassell, now at Northwestern University. More recently, the MIT Press has published a follow up book, Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. I interviewed the editors of that book, Yasmin B. Kafai, Carrie Heeter, and Jill Denner here on the blog when it was first published. The shift from "games" in the original collection to "gaming" in the follow up volume says a lot about the shift from a focus on games as programs to the focus on the process and contexts through which play takes place in and around games. It was exciting for me to see this project, not only exploring these questions, but applying our emerging understanding of gender and games to help make a difference for a group of young women. There is still such a burning need for women in the games industry and in computer science more generally. I had a chance to interview York University's Jennifer Jenson, one of the designers participating in the 3G Summit, both about the event and her perspective on gender and games. Both on her own and through her collaborations with Suzanne de Castell, Jenson has been doing some of the most theoretically sophisticated and conceptually advanced research in this space -- especially through introducing perspectives from performance theory to challenge some of the first generation of researchers' and the industry's assumptions about how gender impacted children's play with computer and video games. The interview will appear in this post and a follow-up piece later this week.
One of the primary goals of the workshop is to put the tools for game design development and production in the hands of girls, with near peer and other structured support in an effort to encourage them to see themselves potentially in those roles in future. It continues to be the case that the numbers of women in the games industry compared to men is shockingly low (somewhere around 10%) with most of those positions being in human resources. Not only are women under-represented in the games industry, but they are also underrepresented, and have been for nearly 25 years in fields like computer science and engineering. So a workshop like 3G Summit is an invaluable opportunity for girls at this age to begin to imagine that they might want to do something like this in the future. Is the goal of this boot camp to impact games research, game design, or both? My understanding of the boot camp is that it is meant to both impact game design and game research. And as an educator and someone who has worked with girls and women to support their enjoying the pleasures as well as the uses of new technologies since my PhD work, which is now getting on to be nearly 2 decades, and it has also meant, I hope, to impact on the girls themselves. In fact, for me, that would be the number one goal! On the first point, it is a high concentration of girls working with 5 mentors and other near peer mentors to construct games that are meaningful to them, and that can't help but make ripples in terms of game design. I am thinking of it in terms of having a mini-incubator of concentrated talent and raw enthusiasm that can't help but produce very interesting results. In terms of a research agenda, I think this will contribute to growing body of work that examines young people's production of digital games, which has been around for quite a while now -- many have been working for example, for sometime now with kids and game production, work that started to emerge in the late 1980s and early 1990's, which saw very early on the positive critical thinking and learning skills that could be developed when young people see their roles as producers, not just consumers of games. In this changed landscape of production, of as you have written, a 'participatory culture' in which individual consumers can take up productive roles in the creation of media, including games, it is critical that girls see themselves in these roles, and especially in relation and in this case, girls seeing themselves as producers of games. And as people who can make a real difference in the kinds of games being made -- which really do need some new inputs, new value bases, and new ideas to get beyond the persistently profit-driven design choices that commercial game companies (no surprise, of course) have made and continue to make. Games can do a LOT more, and do it a lot better than what we have so far seen, not just for girls, but for everyone. As you've noted, researchers have been examining gender and games since at least the early 1980s. What has shifted over this time in terms of actual women's relationship to games and how have these shifts been reflected in the research being produced?
In your writing, you suggest that much current work on gender and games falls into a series of "gender traps," which replicate hegemonic assumptions about gender rather than critique them. What are some of these "gender traps" and what advice would you offer to researchers who want to think around them?
You have challenged the common claim that girls do not like competition and prefer cooperation within their game play. On what grounds?
Dr. Jennifer Jenson is Associate Professor of Pedagogy and Technology in the Faculty of Education, York University, Toronto, Canada. She has published on gender, technology and digital games and games and education, among other topics. She also, with a team of folks, including Suzanne de Castell, designs games for education -- recent titles include: Contagion, Tafelmusik: The Quest for Arundo Donax, and Epidemic: Self Care for Crisis. In addition to a strong penchant for Victorian fiction, her favorite game at the moment is Wario Ware DIY. July 9, 2010
ARG 2.0 (Part Two)
[Studio] execs are mired in next-quarter earnings, and ARGs and other transmedia extensions require time to take root and build active, invested communities. It is decidedly a long-term investment, the fruits of which [may] not be fully realized until a significant period of time post-launch. As such, most studios aren't willing to make the investment needed to bake those components in from the beginning or allocate the funds/resource necessary to ensure their ongoing success (Gennefer Snowfield, Transmedia LA 2010). Perhaps if ARGs weren't so demanding on marketing budgets, studio executives would be more willing to "bake them in from the beginning" and hang onto them for the long term. One way around this problem is to develop replayable, ongoing ARGs that engage fans in practices rather than the mere consumption of additional layers of a property via interactions with puzzles and in-game characters. Unlike the labor-intensive PM-centric traditional ARG model, such solutions have the capacity to produce the bulk of their content and interactivity through the emergent effects of a ruleset. These kinds of ARGs might not be the future of storytelling; but perhaps they are the future of story facilitating. Over the past few years, several major ARG projects have attempted to engage fans in the co-creation of narrative content by using a ruleset to structure and guide participation. One of the most well-known of these projects is World Without Oil (Ken Eklund et al, 2007), a collaborative production game that invited players to speculate about what their lives would be like in the event of a sudden oil shock. While this game retained many of the characteristics of the traditional ARG, including an event-driven and time-sensitive structure, it shifted the emphasis away from the collective solving of puzzles and toward the production of content. In this manner, it effectively turned the tables on the players - instead of in-game events alerting participants to the existence of new PM-created content to decode and analyze, the fictional events that structured the overarching narrative of World Without Oil signaled the players to imaginatively engage with the story world and create - and share - their own content. Unlike previous efforts at "user-submitted content," which often merely offered players a chance to upload their own media artifacts as a kind of bonus activity, in World Without Oil, the players had no other option - collaborative production was the game, full stop. Further, the content the players submitted would feed back into the game system and in turn was incorporated into the evolving narrative, minimally as an entry on the individual player's profile page, and maximally as a curated or "featured" item on the game's home page. A simple and flexible set of rules governed the players' participation: they could create one of several types of media artifacts; they could work within the bounds of the fictional world or strike out on their own; they could choose to build on the work of other players or make reference only to their own imaginings; and so on. In short, the players were given enough structure such that they knew generally what they were supposed to do, but enough freedom to approach things in a manner that best suited their own interests and competencies. In his seminal essay on Linux, The Cathedral and the Bazaar (2000), Eric Raymond noted that "[it] may well turn out that one of the most important effects of open source's success will be to teach us that play is the most economically efficient mode of creative work." But by providing players with a sandbox within which they can meaningfully engage with the world of a media franchise or institutional cause, game designers do more than just streamline the production process. They also win hearts and minds. As veteran ARG writer and player Andrea Phillips told me in a recent interview, "once you've given your audience official permission to collaborate with you in any meaningful sense, they're yours forever, hook, line, and sinker" (Watson 2010). World Without Oil and other early collaborative production ARGs such as the Playtime Anti-Boredom Society's SFZero (2005) were among the first of a wave of games to articulate simple rulesets via social networking platforms in order to structure participation. Games like Top Secret Dance Off (2008), Superstruct (2008), and Evoke (2010), all designed by World Without Oil collaborator Jane McGonigal; Must Love Robots (2008), designed by Jim Babb and Tanner Ringerud; and, Austin Hill and Alex Eberts' Akoha (2010), further iterate the design of online collaborative production games, adding in new elements such as achievement badges, unlocks, leaderboards, and other player profiling and progress-tracking systems. In some cases, these games, such as SFZero, Top Secret Dance Off, and Akoha, limit or eliminate their structural dependence on time-sensitive events, resulting in ongoing game activities that further lower the bar to entry by doing away with the need for "Story so Far"-style summaries. These kinds of games draw heavily from casual game design, and reflect an awareness of the powerful affordances of social networking platforms to construct asynchronous and persistent play activities. Further, since the challenges in these games are individual rather than collective, players can effectively customize how and when they participate according to their own desires, available time, and range of skills - an impossibility in traditional ARGs designed to be played by a "hive mind." And since the experience is also inherently social - the point of these games, after all, is to share content and co-create narratives - powerful collective intelligence effects emerge nonetheless, as metadata-rich knowledge archives are produced from the aggregate of the players' contributions and interactions (Institute for the Future 2009; Shirky 2008). Many similar games and activities have appeared over the past few years that do not operate under the aegis of ARGs or pervasive games, but are nonetheless good illustrations of this kind of participation design. Kongregate, for example, is a website for independent video game designers that is itself a game, awarding players points, badges, and collectible Magic-like game cards in exchange for playing other players' games, having their own games played or rated, and accumulating friends on the network. By adding these layers of game play to what otherwise would be yet another banal social networking hub for Flash programmers, Kongregate not only motivates additional acts of collaboration and production, but creates valuable brand identity and allegiance that extends across the entire range of player-produced games hosted on its servers. This kind of productive social metagaming promises to explode over the next couple of years as Facebook's Open Graph and other (perhaps more legitimately "open") social media standards take hold (Messina 2009; Schell 2010). Of course, studios and other large media companies aren't always well-received when they attempt to enter domains of independent or fannish production. In such gift economies, to paraphrase Lessig, the studios' money is poison. And while "corporately endorsed produsage or the commercial harboring of produsage communities may enable a wider variety of remixing and mashup activities to take place" (Bruns 2008, 324) within a studio-friendly intellectual property framework, one doesn't have to look too hard to find examples of industry-sanctioned fan production sites that have failed. Fortunately, then, collaborative production is not the only way of getting around the accessibility, replayability, and scalability problems inherent in traditional ARG design. Experience designers like Jeff Hull build ambient location-based narratives that retain much of alternate reality gaming's tried-and-true transmedia storytelling componentry, but drop its dependence on time-sensitive events and collective problem-solving. Hull's The Jejune Institute (2009) is literally embedded into the fabric of the Bay Area, narrating the evolution of a strange New Age self-help cult through diverse physical and virtual artifacts, including websites, guerilla poster art, a low-powered radio broadcast station, and a physical "headquarters" space on an upper floor of a downtown office tower. The goal, Hull writes, "[is] to present . . . interactions everywhere across the civic realm, so that trap doors and side hatches exist all around you, all the time, [fused] into the urban landscape" (Watson 2010). Players who tumble into The Jejune Institute's trap doors discover a world waiting there for them to explore - a kind of off-kilter transmedia theme park that is meant to be visited and experienced rather than analyzed or "solved." Finally, it's important to note that, for some use cases, there is good reason to make ARGs less accessible, less replayable, and less scalable. Massive player populations are not always a good thing. As we have seen, such mega-games are not only expensive to run and maintain, but often have to make critical creative compromises in order to broaden their appeal. In cases where the aim is to create or mobilize an elite core of players who can then go on to evangelize for a brand or cause, difficult-to-access once-in-a-lifetime events that cater to small crowds of self-identified "lead users" can actually have much more impact than campaigns designed to attract hundreds of thousands of participants. As Dena (2008b) notes, in many cases "[designers] could improve the 'accessibility' of ARGs but to do so would remove important triggers to hard-core player production and enjoyment." The trick, of course, is to continue to find ways to appeal to a hard-core population that is extremely savvy about storytelling and game design. In this respect, the elite or hard-core ARG must by necessity remain an elusive and dynamic form. VI. Conclusions Bogost, Ian, Persuasive Games: The Expressive Power of Videogames (The MIT Press, 2007). DARPA, DARPA Network Challenge Project Report, 16 February 2010. Dena, Christy, 'ARG Stats', 2008 [accessed 9 May 2010]. ---, 'Discover Manoa!: Second Life RPG & the problem with ARGs', 2007 [accessed 8 May 2010]. ---, 'Emerging Participatory Culture Practices: Player-Created Tiers in Alternate Reality Games', Convergence Journal: International Journal of Research into New Media Technologies, 14 (2008), 41-57. Down, Kerry Ann, 'Alternate reality games for orientation, socialisation & induction', 2008 [accessed 9 February 2010]. Gee, James Paul, What Video Games Have to Teach Us About Learning and Literacy. Second Edition: Revised and Updated Edition, 2nd edn (Palgrave Macmillan, 2007). Gibson, William, Pattern Recognition (Berkley, 2005). Goodlander, Georgina, 'Fictional Press Releases and Fake Artifacts: How the Smithsonian American Art Museum is Letting Game Players Redefine the Rules' [accessed 19 January 2010]. IGDA ARG SIG, 'Alternate Reality Games SIG/Whitepaper - IGDAwiki', 2006 [accessed 21 February 2010]. Institute for the Future, Superstruct, 2009 [accessed 10 May 2010]. Jenkins, Henry, 'Chasing Bees, Without the Hive Mind', Technology Review [accessed 8 May 2010]. ---, Convergence Culture: Where Old and New Media Collide, Revised (NYU Press, 2008). Levy, Pierre, Collective Intelligence, 1st edn (Basic Books, 1997). McGonigal, Jane, ''This is Not a Game': Immersive Aesthetics and Collective Play', in MelbourneDAC (presented at the Melbourne DAC, Melbourne, 2003). ---, 'Why I Love Bees: A Case Study in Collective Intelligence Gaming', The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning, - (2007), 199-227 ---, 'This Might Be a Game: Ubiquitous Play and Performance at the Turn of the Twenty-First Century', 2006 [accessed 21 April 2010]. Messina, Chris, and Jyri Engstrom, 'The Web at a New Crossroads', FactoryCity, 2009 [accessed 24 April 2010]. Montola, Markus, Jaakko Stenros, and Annika Waern, Pervasive Games: Theory and Design (Morgan Kaufmann, 2009). Morris, Chris, Sean Stewart, Elan Lee, and Jim Stewartson, 'Events, not ARGs: Interview with the founders of 4th Wall', 2009 [accessed 21 February 2010]. Nieuwenhuys, Constant, 'A Different City for a Different Life', Internationale situationniste, 3 (1959), 37-40. Phillips, Andrea, 'ARGs and Women: Moving Beyond the Hot Brunette' (SXSWi, 2010) [accessed 10 May 2010]. Raymond, Eric Steven, 'The Cathedral and the Bazaar' [accessed 8 May 2010]. Schell, Jesse, DICE 2010: Design Outside the Box, 2010 [accessed 22 April 2010]. Shirky, Clay, Here Comes Everybody: The Power of Organizing Without Organizations (Penguin Press HC, The, 2008). Stewart, Sean, 'Alternate Reality Games', 2004 [accessed 21 February 2010]. Szulborski, Dave, This Is Not A Game: A Guide to Alternate Reality Gaming (Lulu.com, 2005). Terdiman, Daniel, ''Last Call Poker' celebrates cemeteries', 2005 [accessed 9 May 2010]. The Cloudmakers, 'Puppetmaster FAQ' [accessed 8 May 2010]. The Dot Eaters, 'Coin-op Video Game History', 2007 [accessed 10 May 2010]. Various, 'Transmedia LA Google Group', 2010 [accessed 10 May 2010]. Vinge, Vernor, Rainbows End (Tor Books, 2007). Walker, Jill, 'Distributed Narrative: Telling Stories Across Networks', in (presented at the AoIR 5.0, Brighton, UK, 2004). ---, 'How I was played by Online Caroline', 2002 [accessed 9 May 2010]. Watson, Jeff. 'Interviews', 2010. Jeff Watson is an interdisciplinary media practitioner with a background in screenwriting, filmmaking, and game design. His doctoral research in Media arts and Practice at the University of Southern California's School of Cinematic Arts focuses on investigating how ubiquitous computing and social media can enable new forms of storytelling and civic engagement.For more insights from Jeff Watson, you can check out his website or follow his Twitter flow. July 7, 2010
ARG 2.0 (Part One)The Alternate Reality Game (ARG) remains a topic of great interest to me and to my students at MIT and USC. Through the years, we've discovered that the ARG falls at the intersection between our recurring interests in participatory culture, collective intelligence, new media literacies, transmedia entertainment, and civic engagement. In my Fandom, Participatory Culture, and Web 2.0 graduate seminar last spring, Jeff Watson wrote a provocative essay which reviewed and challenged the current state of ARG theory and design, proposing some of the limits of this still emerging genres, as well as identifying some experiments that stretch the ARG in new directions. I immediately knew that I wanted to share this essay with my readers, who have a range of different investments in this space, in hopes that it might serve as a catalyst for enlarging the conversation around ARGS and might give him useful feedback as he hopes to prepare this essay for publication. Watson comes at this topic as a student in the USC's Cinema School's innovative iMAP program, which is designed to bring together students who are interested in both media design and theory. I am going to be teaching a seminar through the program this fall on Medium Specificity, and will be sharing the syllabus here shortly. Each of the students I have met through this program have impressed me with their creative insights and their willingness to test their ideas through experimental practice. The Cinema School as a whole is exploring how to break down the silos between theory and production and between the different craft specializations within production, because the media maker of the future will need to think and create across media platforms. This is yet another of the many reasons I am excited about being at USC right now.
I. Abstract By exploring these components, players discover puzzles and challenges that serve both as impetus to connect with other players, and as time- and context-sensitive content bottlenecks. In order to advance the narrative, players typically work together, first assembling into affinity groups via both official (i.e., game-sanctioned) and unofficial (i.e., player-created) social media structures; then tackling puzzles and challenges collectively, leveraging the range of competencies, geographies, and biographies inherent in a large and distributed player base. As puzzles are solved, the game's content producers, or "puppet masters," release successive cycles of story and interactivity, tweaking their approach along the way based on the observed behavior and emerging collective intelligence capabilities of the players. This process repeats itself until the narrative concludes, typically with the launch of a product or service. At this point, official support for the player community is usually terminated, primary online game assets are deleted or otherwise rendered inactive, and the game ends. III. Introduction Other observers, invested in visions of participatory and collaborative storytelling, noted that, unlike typical consumers of cinema, television and other few-to-many media forms, the players of ARGs are always already necessary and constitutive elements of the work. That is, in an ARG, audience participation is not a byproduct, but rather an essential and formative component of the text. To practitioners and theorists with a stake in participatory culture, the notion of an interactive storytelling form conceived from the ground up as a means of facilitating the collaborative production of media artifacts provided a "perfect illustration of all of the principles . . . shaping the media landscape at the present time" (Jenkins 2006). Further, ARGs were viewed as fitting into a long tradition of spatially- and temporally-distributed narrative forms, and for some, their emergence indicated the arrival into the mainstream of practices that had hitherto been relegated to fan subcultures and marginal art movements. Like the critical interventions of Situationism, which sought to reconfigure public space as a "new arena for creation" wherein "unforeseen games will become possible through the inventive use of material conditions" (Nieuwenhuys, 1959), the ambiguously-bounded play of ARGs has the ability to produce dramatic shifts in subjectivity that "[sensitize] participants to affordances, real or imagined," "[make] all data seem connected, or at least plausibly connected," and "make surfaces less convincing" (McGonigal 2003, 43-44). Similarly, ARGs promised to do to mainstream storytelling what "distributed narratives"- experimental narratives spread out across "time, space, and the network" (Walker 2004, 1) - had done to avant garde and electronic literature: Distributed narratives break down the aesthetics of unity we have followed for millennia. They take this disunity a step further than the bricolage of postmodernism, by collapsing the unity of form as well as that of content and concept. Yet perhaps they also point to a new kind of unity: a unity where the time and space of the narrative are in sync with the time and space of the reader. (Walker 2004, 11)Finally, by bringing together once disparate practices such as game design, performance art, and cinematic narrative, ARGs were seen as being on the cutting edge of interdisciplinary new media thinking. Great things were forecasted, including the use of ARGs in establishing and leveraging collective intelligences in order to solve real-world problems (McGonigal 2003; Jenkins 2004). IV. ARGs in Practice: 2001-2010 While ARGs have proven that they have the potential to mobilize elite groups of "lead users" who can co-create content and evangelize for a brand or cause (McGonigal 2003; Szulborski 2005; IGDA ARG SIG 2006; Dena 2008a) - and that they can quickly generate alarmingly efficient collective intelligences (McGonigal 2007; see also DARPA 2010) - they have, perhaps understandably, failed to live up to some of the high expectations set at the turn of the century. ARGs have not seen the kinds of growth in popularity that other forms of gaming and storytelling have seen over the past decade (Schell 2010; compare with Dena 2008a); they have not proven to be a particularly effective way of building lasting communities or collaborative practices, especially when compared to more systems-oriented approaches to organizing and maintaining collective action (see Shirky 2008); and they have failed to maintain the same kind of relevance to contemporary media habits and technologies that they arguably held in the early 2000s, ceding this territory to other kinds of pervasive interactivity such as mobile and social media games, casual games, and collaborative production games (see Montola, et al 2009). The specific reasons for these shortfalls vary from context to context. In the media industry, for example, ARGs have largely been considered marketing tools, and as such have often not been sufficiently integrated into the development and production processes of the properties they promote, leading to disconnects between fans of the source material, ARG player communities, PMs, and producers. As writer Rich Silverman of the Transmedia LA message board (2010) puts it, "[it's] been my experience that an ARG component of a film or TV property comes to the game too late to be really effective . . . we need to start seeing these things baked into the development process of any show or film they're supporting." In educational and institutional contexts, ARGs are similarly marginalized, typically employed as orientation tools (Down 2008) or experimental promotions (Goodlander 2009), but rarely meshed with the core operations or mandates of their hosts. It is unclear whether the persistent design problems that constrain or preclude the accessibility, replayability, and scalability of ARGs are the cause or the result of this marginalization. Nevertheless, making such a determination is probably less important than identifying what those core design problems are, and suggesting ways in which the form can evolve or adapt in order to correct them. In general, these problems center on three overlapping and relatively unchallenged aspects of traditional ARG design, namely: 1) that, despite the decidedly playful and improvisatory character of the relationship between puppet masters and players, ARGs are ultimately not game systems but rather vehicles for delivering story; 2) that ARGs treat their core audiences as monadic "collective detectives" rather than groups of living, breathing individuals; and, 3) that ARGs are linear, event-driven experiences. Indeed, many of the problems associated with ARGs can be traced back to their status as temporally-bounded and sequentially-unfolding experiences. As Jim Stewartson of Fourth Wall Studios puts it, "[ARGs have historically been] essentially rock concerts. Very large, real-time, elaborate experiences that were really cool and really fun for the people who were involved with them" (Morris, et al 2009). This event-like design clearly eliminates any potential for replayability, and it exacts almost equally dire consequences on accessibility and scalability. In a typical ARG, players who don't have the time at the right time to dive into the game can find their experience spoiled by those who do. Even players with high levels of interest in the material and a strong desire to participate in the game's challenges can be reduced to lurking on message boards or merely following along with puppet master- or player-created story summaries if they don't have the time required to keep up with the more hard-core players. Consequently, the vast majority of the players of traditional ARGs aren't "players" at all, but are rather more like spectators, albeit very multi-modal ones:
Dena (2008b), Montola (2009), and others have pointed out that this "pyramid of participation" enables transmedial designs wherein "different play modes contribute to each other and support an experience that is larger than its parts" (Montola, et al 2009, 121). In such an arrangement, spectators co-exist with variously-engaged players, with the hard-core participants effectively acting as "stars" of the game's narrative ; puppet masters and serious players document the actions of the hard core in real- or near-real-time; and the rest of the player base consumes this documentation serially. This kind of structure has been experimented with to varying degrees of success. However, since this and other kinds of "tiering" (Dena 2008b) demand the production and management of numerous additional layers of game assets, they also represent some of the most expensive and labor-intensive solutions to the accessibility problem. That is, while individual players in an ARG are free to privately interact with characters or artifacts from the game, the puzzles and challenges are designed with such complexity that any information gathered from these interactions needs to be shared with and processed by a collective in order to be properly contextualized and rendered sensible in a timely fashion. While this design encourages the formation of collective intelligences, in the context of a time-based, event-driven, closed information system such as an ARG, it also somewhat counter-intuitively results in an increasing diminishment of the degree to which new players can easily access and enter into the activity. That is, once a functioning "collective detective" (Cloudmakers 2001) has been established, it will tackle the challenges presented by the puppet masters with a self-refining efficiency that will largely discount the need for new members. Knowledge production structures populated by elite players with available time, an appropriate range of competencies, and relevant social capital will gather, process, and analyze data faster and more thoroughly than a non-integrated outsider ever could. Further, as the game progresses, prospective members without adequate reputation within the player community and in-depth knowledge of "the story so far" (see Dena 2008b, 41) will naturally find it increasingly difficult to find a role within the collective. To illustrate this problem, consider the recent DARPA Network Challenge crowdsourcing experiment (2009). In this experiment, ten red weather balloons were placed in visible locations around the United States, and the public was challenged to find the balloons using any legal means whatsoever. Nine hours after the event commenced, all ten balloons had been found by a team from MIT (http://balloon.mit.edu/). In this instance, the team, which had conscripted around 5,400 balloon spotters via social media and various public entreaties (DARPA 2010), served its purpose and was quickly dissolved; but what if the DARPA Network Challenge had been only the first of many challenges in a long-term game - that is, if it was merely the opening puzzle of a three month long ARG. How would this emerging collective intelligence have evolved? Would it have become more broad-based like Wikipedia, exploring the diverse interests and passions of its user base, or would it have gravitated toward greater efficiencies, tighter working groups, task-oriented committees, and editorial sub-teams? According to fieldwork conducted by McGonigal (2007), the latter is more likely: rather than becoming more inclusive or expansive, the group might in fact become increasingly specialized along particular "threads of investigation" tied to the core problems with which it was presented. After all, the puzzles in ARGs are ultimately very specific: unlike Wikipedia, which is almost completely open-ended, the knowledge production demanded by an ARG is focused on a particular story world and an associated set of puzzles with clearly-defined solutions - much like the narrow-but-complex balloon-finding task of the DARPA experiment. Further, since the puzzles in ARGs are often cumulative and informed by the solutions to earlier puzzles, those who were on board for the first discoveries - in this case, those who understood the methodology by which the original 5,400 balloon spotters were coordinated and the information they provided was processed - would arguably be more valuable and acceptable assets to the team than newcomers unaware of those practices and procedures. Somewhat ironically, then, this kind of collective intelligence design, when applied to closed information systems such as ARGs, has steeply diminishing returns when it comes to inclusivity and accessibility. What all of these problems have in common is an origin in the "non-gameness" of ARGs. ARGs, despite their name, are not, in fact, games; rather, they are ergodic (Aarseth 1997) transmedia texts that, structurally speaking, are much more akin to scavenger hunts or group puzzle-solving activities like the annual MIT Mystery Hunt. Rarely in ARG design do we see the generativity, rulesets, and procedural rhetoric (Bogost 2007) that characterize games. This is fine; not everything has to be a game. But for an activity which so often aspires to take place on a massive scale, both in terms of content and participation, to not use game mechanics as a means of generating and managing interactivity is arguably a recipe for disaster. Indeed, much of ARG design is reminiscent of early experiments in electronic literature and interactive filmmaking which sought to create vast narratives via branching story trees: very quickly, artists who took this approach discovered that to do so meant writing or shooting orders of magnitude more material than the reader or viewer would ever see. An interactive movie-game like Dragon's Lair (1983), for example, needed a total of 27 minutes of animation stored on custom-made laserdiscs to provide an interactive experience that lasted for a maximum of 6 minutes (The Dot Eaters 2007) - and even then, the gameplay consisted of little more than making a handful of left-or-right decisions about which direction the protagonist should move. Compare this outcome to an even older video game, Rogue (1980), a procedurally-generated dungeon-crawler that remains popular to this day. In Rogue, the virtual world is generated on the fly at runtime via an algorithm. Instead of devoting limited computational resources to storing and displaying pre-rendered content (as in Dragon's Lair), Rogue's programmers used a compact ruleset to create their gameworld, producing an expansive and endlessly replayable realm of fantasy adventure and tabletop RPG-style interactivity that would have been technically impossible to produce using pre-made dungeon scenarios given the limited storage resources of early 1980s home computers. Despite being made for free by hobbyist programmers, Rogue's parsimonious use of algorithms rather than branching content trees resulted in much more interactivity and depth than was presented three years later by Dragon's Lair's spectacular but simplistic left-or-right decision making interface. This is the real power of games: to create dynamic interactive experiences through rules rather than archives of pre-made content. As we shall see below, approaching ARG design from this perspective opens a range of new possibilities for producers. Finally, because ARGs are so expensive and labor-intensive to maintain, media companies and institutions overwhelmingly abandon the communities they create once the putative purpose for their creation has been satisfied (McGonigal 2003; IGDA ARG SIG 2006). While this instrumental view of community may have short-term benefits to brands and creatives, and while many media companies are likely comfortable with the risk of "blowback" from disaffected ARG fans (especially since said fans will have long since served their purpose by the time their complaints come to the fore), in the long term, such a view effectively undermines one of alternate reality gaming's most important potentials for generating value: the creation and maintenance of strong, persistent communities.
June 23, 2010
Designing the Future of Journalism: An Interview with USC's Nonny de la Pena (Part One)My Journalism colleagues at USC's Annenberg School of Communications and Journalism are on the cutting edge of national and international conversations about the Future of Journalism. Our school is a site of experimentation and deliberation, sketching and testing new models, which see the emerging media environment not simply as a challenge to traditional forms of news but also as an opportunity to expand resources available to reporters. The School has the right mix of vision and pragmatism -- trying to imagine new possibilities, trying to test them against current realities. Or as Annenberg's dean Ernest Wilson likes to put it, the school is a place where "cool stuff happens." (Well, sometimes he puts it in a bit more colorful language.) I had known De La Pena for some yearss and was delighted to find her here when I moved to the west coast. She's constantly probing, trying to imagine new affordances for presenting information to publics in compelling ways, and she's got the hacker instinct to prototype and test her ideas as soon into the process as possible. She has long sought to promote and map the space of immersive journalism. Don't know what that is? You will soon. The following interview was conducted about a month ago, when Stroome had first launched, and it lays out some of her key research initiatives -- from Gone Gitmo, which uses Second Life to explore human rights issues, to Stroome, which provides citizen journalists new tools for collaboration. What do you mean by "immersive journalism"? What are some examples of work which falls under this description?
How do we overcome the association which often exists between virtual worlds and play/fantasy? Given these associations, will people seek out virtual experiences which are potentially unpleasant or emotionally disturbing? Will they enter into these experiences with the "wrong" mental attitude? It is exactly because of these issues that we recognized we would have to deal sensitively with questionable interrogation practices in Gone Gitmo -- we do not torture your avatar. We knew that there were many ways torture could become trivialized. However, as these environments become as ubiquitous as the 2D internet is today, I believe these spaces will become a natural environment for experiencing both fiction and non-fiction. Already children are growing up using avatars in populated virtual worlds like Club Penguin and Pixie Hollow. Our web, which uses Google or other 2D spaces as a point of entry, is quite lonely for them -- nobody is there. Nonny de la Peña is a Senior Research Fellow exploring Immersive Journalism, a novel way to utilize gaming platforms and virtual environments to convey news, documentary and non-fiction stories. Her recent projects include, "Gone Gitmo," a virtual Guantanamo Bay Prison in Second Life, which was prototyped with funding from the MacArthur Foundation and employs first person experience and spatial narrative. Another project, "IPSRESS", is a collaboration with the Event Lab in London and Barcelona which investigates the use of head mounted display technology to evoke feelings of presence in reportage. A former correspondent for Newsweek Magazine, de la Peña has written for The New York Times, Los Angeles Times Magazine, Time Magazine, Hispanic and others. She has also directed and produced a number of feature documentary films that have been screened on national television and at theaters, festivals, and special events in more than 50 cities around the globe. April 14, 2010
Choose Your Fictions WellBy now, hopefully, you have read Peter Ludlow's account of recent events in Second Life and perhaps have also followed along with the comments and disputes that have surrounded this post. By now, hopefully, you've started to form your own opinion about what happened, why it happened, what it all means, and perhaps, what constitutes the borders between griefing and anti-griefing in this context. The following set of comments were crafted between Ludlow and myself as we reflected on these events and what they may tell us about the interplay between fantasy and politics in virtual worlds. We hope it will provide a springboard for further discussion both on this blog and elsewhere. Choose your fictions well. In 2004, the two of us spent a lot of time reflecting on the Alphaville elections in The Sims Online. Those elections culminated in a contest between the self-declared incumbent Mr-President and Ashley Richardson, an avatar guided by a 14 year old girl from Palm Beach Florida. Initially, both of us marveled over the intensity of political activity surrounding the campaign, including a debate on national radio, and then, the aftermath of those elections, when it was discovered that the voting system had been rigged on Mr-President's behalf by notorious Alphaville mafioso, JC Soprano. Coming so shortly after the 2000 elections, there was a sense that even in play, American democracy was broken. That was our first thought. But as we looked more closely, we discovered that the two candidates were playing very different games, understanding their investments in this online game world in very different terms -- one earnestly seeking to represent the interests of her constituency as if this were a student government election being played out on a much larger scale, the other playing a game where his transgressive fantasies of being a corrupt politico in a world controlled by organized crime could be more fully explored. The problem was that the open-ended structure of The Sims Online, which both was and was not a game, and which supports, like James Paul Gee suggests, multiple sets of goals and multiple paths to success, did not force players to actively negotiate between competing perceptions of what was going on. Both could play their own games, explore their own fantasies, and it became an issue because their actions impinged on each other's experience and impacted a much larger community of players. In other words, at least two different games collided in that moment. As we flash forward to this new set of entanglements involving the Justice League in Second Life, we are struggling to figure out if we've made any real progress - in terms of making more explicit the competing frames of play which shape our experiences of online worlds, in having conceptual models which help us to figure out how seriously to take player's actions within virtual worlds, or even in terms of making real any hopes we have that virtual worlds can allow us to experiment with alternative models of what democracy looks like. Clearly, Second Life is if anything even more open ended than Sims Online in terms of its capacity to support participants with very different orientations and interests. It is perhaps the best embodiment of what Yochai Benkler talks about in The Wealth of Networks -- a place where differentially motivated groups and individuals co-exist within a mixed media ecology or a shared virtual world. Clearly, both the Alphaville elections and the recent JLU incident in Second Life reflect this feature of virtual worlds --different goals and narratives can coexist -- but apparently they cannot coexist peacefully indefinitely. Eventually the diverse goals and narratives collide. Colliding narratives are a matter of routine in large virtual sandboxes like Second Life. Furries collide with Goreans, and both collide with military roleplay groups. In one famous case reported in the Alphaville Herald, a group of refugees from World War II Online colonized Second Life and soon came into conflict with a virtual gangster known as One Song and his plans to build a megamall next to their WWII roleplay sim (a conflict which led to One Song torching their headquarters -- a scale model of the Reichschtag -- which in turn led the WWII Onliners to dress as jihaddists and attack One Song's cybersex brothel, eventually taking it offline for a while). Even the military roleplay groups can come into conflict, as when one roleplay army attacked a space age Second Life army using only muskets. Of course whether the goals and narratives are in collision, it is fair to say that not all of them are created equal. Some are praiseworthy and some demand reflection and critique. Consider the praiseworthy first. We are interested in the ways that participatory culture can pave the way for greater civic participation and political engagement. The point of interest is the trajectory which takes a young person from being engaged creatively and expressively with a popular culture phenomenon to being courted as a potential activist whose actions matter in the "real world." For example, consider how the members of the Harry Potter Alliance have sought to make real the fantasy identities constructed around "Dumbledore's Army" in the J.K. Rowling books -- seeking to model their real world efforts at social change on the representations of activist identities constructed across the Harry Potter franchise, including organizing public interventions in the guise of "House competitions." Or we might point to the ways that indigenous groups and environmental activists in many parts of the world (China, Brazil, the Middle East) have adopted the identity of the Na'Vi from James Cameron's Avatar as a mask through which to engage in real world interventions. Doing so gives them an empowering fantasy which can shape their own behavior and doing so can deploy a shared vocabulary of images which may generate much greater media attention. There is of course a long history of adopting the mask of the "other," or even fictional identities, in the name of social change. Isn't there a similarity to be drawn between painting yourself blue as a Na'Vi and painting yourself red for the original Boston Tea Party? Utilizing the trappings of fictional narratives can empower us to do things in the real world that perhaps we otherwise could not. It is easy to see that the JLU incident in Second Life began with a similar sort of motives; clearly being a superhero in Second Life was an empowering fantasy for the participants. It allowed them a model of what meaningful intervention might look like and they were able to map that model onto the politics of Second Life in ways that made them feel heroic and larger than life, which empowered them to take action on behalf of their communities. Yet, at the same time, what we see is that it matters what fantasy provides your starting point. As a long time comics fans, we can't help but note that the Justice League offers a problematic set of fantasy identities -- certainly a different set of utopian visions of political transformation, than say the characters within the Marvel Universe. The problem is that there is a kind of moral certainty which runs through the DC universe -- a sense that good guys can do no wrong, a troubling alignment of their interests with those of the state ("truth, justice, and the American way"), and a representation of pure evil in the form of the bad guys, all of which attract people with a certain way of seeing the world. Reflecting on the consolidation of data in the JLU wiki and the violations of expectations about privacy, we cannot help but think of the ways the recent Dark Knight movie dealt with precisely the same issues: Batman can solve crimes more quickly if he can deploy surveillance equipment to spy on the citizens of Gotham City yet he faces an ethical debate about whether it is the right thing to do. The film ends up allowing him to spy on the public this one time, not to mention to take such actions as kidnapping business leaders, yet he pays a price in terms of moving back into the shadows, falling out of the good graces of the public. It is worth pondering whether such fantasies entered into the mind of Kalel Venkman, as he pushed his campaign against griefers further and further. And we wonder what would have happened if the popular culture which inspired his particular kind of role play had adopted a different set of ethical and political values. We might ask "Who Watches the Watchmen?" though we are also reminded of Spider-man's "With Great Power Comes Great Responsibility." Both Watchmen and Spider-Man offer more complex representations of what motivates superheroes to act and what factors can or should offer a check on their relentless war against the bad guys? The problem with Superman, oddly enough, was diagnosed by Lex Luthor himself (in the recent movie), in a passage that Haruhi Thespian quoted when he informed the JLU that he was working for their enemies at Woodbury University: "Gods are selfish beings who fly around in little red capes and don't share their power with mankind. No, I don't want to be a god. I just want to bring fire to the people. And... I want my cut." Many of the revisionist superhero fantasies which came out of the 1980s -- including those by Frank Miller and Alan Moore -- raised the question of whether superheroes helped to create the villains they battled or at least attracted them to particular geographic locations. Think about the Batman/Joker relationship: "You created me and I created you," Tim Burton told us. Would there be costumed bad guys if there were no costumed good guys? The Superhero's battle against evil becomes meaningless if there is no more evil to be battled. And so this revisionist argument goes, the Superhero starts to manufacture villains for his or her rogues gallery to fight, or perhaps, in the more fascistic versions of the superhero genre, starts to project evil onto innocent bystanders. Would the Woodbury campus on Second Life even exist without Kalel Venkman as an enemy? Woodbury leader Tizzers Foxchase has confided that he uses Kalel to keep the Woodbury kids engaged and to prevent their virtual campus from turning into the ghost town that most virtual campuses have become. So, again, we can see what happened here as an outgrowth of a particular kind of fantasy being played out in the virtual world. Maybe Kalel Venkman even took a certain pleasure in "crossing lines," moving from the pure virtue of the classic DC superheroes towards a darker vision of the dark knight working from the shadows, doing what constitutionally regulated authorities could not do, in order to redeem a world which is otherwise beyond hope. That said, we can only speculate on what sort of civic fantasies are at play here -- for example, what fantasies motivate the various griefer groups (the W-Hats, the channers etc) as they seek to get their LOLs by engaging in what they surely know is anti-social behavior? There is often a sense that virtual worlds allow us to enact transgressive fantasies freed of their real world consequences and if anyone objects, they are just taking things too seriously. This takes us all the way back to Julian Dibbel's "A Rape in Cyberspace" and the debate about Mr. Bungle the Clown and whether his actions are simply a form of nasty-minded play or whether they can be understood as "rape" by those most invested in their characters and the integrity of their virtual community. On the other hand, perhaps the greifer memes about "serious business" do offer an important counterpoint to the corporate take-over of the internet. Maybe someone should take issue with the corporatist narrative about the purpose of the world wide web by offering that it ought also to be a place for play and silliness. Whether or not such lines of defense are exculpatory, they are certainly taken on by griefers, as interview after interview with griefers in the Herald has shown. For that matter, what kinds of civic fantasies have governed the Woodbury group, with their sense of rightous indignation at being falsely accused, with their efforts to plant spies in Kalel's headquarters and thus flirt with risk? Or for that matter, what about the Alphaville Herald's conception of itself as a muckraking publication trying to rip the masks off the members of the Justice League? Are they all playing different games here or does each contribute something to the game which the others need in order to work through their fantasies, a warped version of Richard Bartle's ecology of player types? Our point is not that these competing narratives are wrong or disingenuous, it is rather that they need to be investigated and critiqued, for these are the narratives and strategies for play that are weaving the foundations not just for virtual worlds but for our future online lives. And of course, as cases like the Harry Potter Alliance show, they also motivate our "real life" actions and attitudes. No doubt by this point some readers are thinking that all of these people have too much time on their hands, that they are taking events in virtual worlds too seriously. This criticism actually packs two criticisms within it. First, there is the assumption that the virtual world itself is of little interest. Second there is the assumption that only the confused would use fictional narratives and trappings guide their real lives. On this latter point, no one who is using Harry Potter or the Na'vi to inspire their real life actions is confused into thinking they are wizzards or very tall blue extraterrestrial beings. Similarly, Kaleel Venkman presumably does not believe he has superman powers. These features of fictional characters do not transfer into the real world. Clearly. But what does transfer are the norms, attitudes, virtues and vices of these characters. We cannot jump over tall buildings with a single bound, but we can adopt Superman's ideas of what is right and his sense of self-certainty. The question, of course, is whether we *ought* to adopt such norms and attitudes. As for the first question -- whether what transpires in virtual worlds matters -- this is a question that could have been intelligibly raised several years ago, but not today. Virtual worlds are rapidly becoming important platforms for work, socializing, education, and play, and given the amount of time that our children will spend in such worlds it is important to reflect on the norms that are being uploaded into those worlds today. Clearly for virtual worlds to work they have to be open to play and experimentation, which requires suspending some of the rules that govern real world civic life. Yet, at the same time, some forms of political play fray the social contract which holds the world together, disrupting the experience of others, and destroying the infrastructure they all need in order to have meaningful experiences there. The story of the JLU invites us to ask the question -- at what point did the campaign against griefers become itself a kind of griefing, which did more to damage than to defend the integrity of other participant's virtual lives? Or to put it another way, the sandbox can allow many forms of roleplay and many competing narratives, but when the game becomes too big it impinges on the play and narratives of others. Playing well together is something we were supposed to have learned in kindergarten, but as this story shows, doing so is not as easy as it seems.
April 9, 2010
Watching the Watchers: Power and Politics in Second Life (Part One)In early 2007, I ran an interview on this blog with Peter Ludlow, who teaches in the Philosophy Department at Northwestern University, and who has emerged as a key observer of how people are interacting within virtual worlds, such as The Sims Online and Second Life. Ludlow, along with his coauthor, Mark Wallace, wrote a book for MIT Press, The Second Life Herald: The Virtual Tabloid Which Witnessed the Dawn of the Metaverse, which I am planning to teach as part of a course I am developing this fall for the USC Journalism school on civic media. Ludlow emailed me recently with news of some fascinating new developments in Second Life. It was a story which raised such fascinating issues about fantasy and play, about the shifting borders between pro-social and anti-social behavior, about rights and responsibilities, and about the governance of virtual worlds that I felt like I had to share it now. Over the next two installments, I will be sharing Ludlow's account of what's been happening in Second Life, an account which places it in the context of the larger history of virtual worlds. Afterwords, I will share a joint statement which emerged from our conversations together about what this all means. Watching the Watchers By Peter Ludlow People who have spent time inside virtual worlds are familiar with griefers - game players (stereoptypically adolescent males) who engage in transgressive online gameplay to disrupt the online experience for others. The transgressive behavior might range from profanity, scatological behavior and racism to the writing of programs (scripts) that tax the servers of the virtual world to the point where it goes offline. If you are familiar with griefers, then you are probably also familiar with user created virtual security operations that have emerged to counter griefers. For example, Ludlow and Wallace (2008) describe a case inside of (the now defunct) virtual world The Sims Online. Fed up with the behavior of a handful of griefers, a group of players formed a virtual paramilitary organization called "The Sim Shadow Government" (SSG). Organized into an executive branch, an intel branch, and a "war department", the SSG monitored the movement of griefers inside of The Sims Online, followed them in the game, warned other users about them by using negative reputational tags, and often filed "abuse reports" with the game company (for example, reporting players for violations of the terms of service of the game company).
Some players inside of The Sims Online felt that the SSG went too far in their operations. Members of the SSG were quite capable of hounding people out of the game without benefit of fair hearing or trial, and they were also very close to the game monitors of the game company, yielding charges of favoritism. Protest organizations with names like "Freedom Gameplay" and "The Lightsavers" (dedicated to casting out the shadows) emerged and pushed back with anti-SSG propaganda and with griefing attacks against the SSG itself.
This might seem like an odd and fleeting phenomenon, but in fact it is replicated many times over in virtual worlds. Trouble makers enter the world, and antibodies form to fight the trouble makers, apparently as a completely emergent phenomenon. The only difference is that as virtual worlds become more important and visually rich the intensity of the battles has risen dramatically. A recent episode from Second Life illustrates just how dramatically. Second Life, of course, is a virtual world in which the developers provide users with robust tools to build and "script" objects, ranging from clothing and homes to vehicles and weapons. The result is that there is much user created content - some of it very edifying, some of it junk, and some of it obscene. For example, a Second Life griefer group known as the W-Hats had a property featuring giant penises, swastikas, and a "build" with a Death Star blasting the World Trade Center.
Another griefer group, called the Patriotic Nigras (PN) routinely engaged in racist and transgressive behavior, targeting clubs inside of Second Life and took credit for griefing the Second Life political campaign headquarters for John Edwards (The W-Hats also took credit. The Edwards campaign blamed Second Life Republicans).
The PN in turn had been spawned by an infamous internet web site known as 4chan - an online site famous for its adolescent hijinxs that included spamming their enemies with famous scatological internet content like "Tub Girl" and "Goatsee". More specifically, the PN had been organized on /b/, a section of the 4chan site dedicated to transgressive behavior. The PN actually came into existence in 2005, when members of 4chan ("channers") decided to raid Habbo Hotel, a virtual world aimed at younger children. The channers created black presenting avatars with afros, and surrounded Habbo's virtual swimming pool warning the children that "the pool is closed because of aids." Thus were born the PN, and their slogan (still used) "Pool's Closed". A griefer organization like that with a permanent presence inside of Second Life was bound to be the virus from which a virtual vigilante group emerged.
In 2006, a Second Life avatar by the name of Kalel Venkman decided to create a vigilante group to fight the likes of the PN, and he decided it would be fun to do it in the guise of comic book superheroes. He donned a Superman skin, and he named his group the "Justice League Unlimited." Other familiar superheroes soon followed, including The Green Lantern, Batman, Wonder Woman, and others.
In real life, Kaleel was a late middle aged technical writer living in Simi California. He apparently had flex time, and he also appeared to have sufficient charm and gravitas to attract members to the Justice League and to keep them well organized and on mission. Their Justice League headquarters had a marvelous NASA quality control room, with monitors that displayed constant updates coming in from sensors all over the Second Life grid. The updates also informed the League members what representatives from the game company were online. As with the SSG, the Justice League had close contacts with employees of the game company (Linden Lab), and utilized those relationships in filing abuse reports against other players. What perhaps began as a fun exercise in roleplay soon began to go awry. Overzealous Justice League members began abuse reporting heavily, and also began picking fights with unlikely groups within Second Life. For example, the Justice League was banned from Furnation (an area inside Second Life dedicated to players that like to don anthropomorphized animal costumes), because of their excessive vigilantism. The JLU of course clashed with the PN, but the problem became determining who was really a member of the PN and who was simply in the orbit of the PN. Matters took on fractal complexity when some students of Woodbury University (a real life University with a virtual campus inside Second Life) became associated with 4chan and the PN. In what seemed like a bizarre case of guilt by association, the members of the Justice League took on the students of Woodbury University, at one point successfully getting Linden Lab to shut down Woodbury Island (the virtual campus). Naturally matters quickly escalated.
Someone (presumably from the Justice League) contacted the administration at Woodbury University to complain about the faculty supervisor of Woodbury and to argue (in effect) that he was corrupting innocent youth and inspiring them to griefer ways. In turn, the students, led by the avatar Tizzers Foxchase (Jordan Belino in real life) turned up the heat on Kalel, to the point where a number of Woodbury students went trick or treating at Kalel's house on Halloween. Kalel wasn't home, so the students told his wife to tell him that Woodbury had been there. Kalel naturally flipped out.
Tizzers herself was not a member of the PN; she seemed to have not much more of an agenda than to fight the Justice League and defend Woodbury. For Kalel, however, the Woodbury claims of innocence were nothing more than Eddie Haskelling ("lovely hair Mrs. Cleaver"). Tizzers was a griefer in spite of her nice young lady rap, and that was that. The problem was that more and more people were starting to look like griefers to Kalel, including people who were his competition in the virtual world security business - or at least this was the claim of Intlibber Brautigan, a Second Life real estate mogul, famous for posting libertarian manifestos on the forums. If Intlibber was to be believed, the harassment from the Justice League had been financially motivated and astoundingly heavy handed. "How about the meanness of the JLU in getting countless innocents permabanned from SL for the mere act of being a black avatar, or saying an internet meme in chat, or being falsely abuse reported with impossible charges (like "copybotting a megaprim owned by Michael Linden"), or participating in public protests. Intlibber also complained that the tactics of the JLU worked to get innocent gamers banned: "Anybody who teleports into a monitored sim within 5 minutes before a sim crashes gets logged to their db as a suspect, and given a score. The number of times this happens jacks up your score. Your score is further handicapped by how young your avatar is and what your payment status is (helps to catch throwaway alts quickly)." Any account that scores too highly on this system gets automatically abuse reported by a bot to Linden Lab, no further investigation done by human hands. The JLU contended that IntLibber had hired the PN to grief his enemies in the virtual real estate business, but no evidence was brought forward. It wasn't just their competitors that were marked as griefers; the Alphaville Herald, which had been reporting on griefers in virtual worlds since 2003, was a griefer media organ in Kalels eyes. The Herald's editor, an avatar Pixeleen Mistral was therefore also a griefer. Kalel came to falsely believe that Pixeleen was identical with me, and so I must be a griefer too. There were griefers everywhere, it seemed. April 5, 2010
"A Kind of Vast Game": An Interview with Ethan Gilsdorf (Fantasy Freaks and Gaming Geeks) (Part Two)
I think the mainstreaming has happened already. Once you see the term "geek" being co-opted and used by other subcultures --- wine geek, film geek, fixed gear bicycle geek --- you know the word, at least in its pejorative sense, has passed. And films like Lord of the Rings, Star Wars, Harry Potter, Twilight, Spider-Man and Batman have made the previously cloistered worlds of comic books, superheroes, horror, fantasy, science fiction and fandom a palatable experience, at least in a superficial way. There's an entire generation of kids --- millions --- who have now grown up either reading Harry Potter or having it read to them. Jocks and dweebs equally play Xbox and Playstation games. That guarantees (I think) that these kids aren't going to be ostracized for having geekly hobbies. In many ways, your book can be seen as an argument for the value -- no, values -- of escapism. How would you define escapism and to what degree is it a positive force in the lives of the people you interviewed?
You end with this call: "so, my fellow freaks and geeks, if we must escape, let us escape for a reason." What kinds of reasons did you discover amongst the people you spoke with?
As you note, the stereotype of fantasy fans and gamers is that they are socially isolated. How central are the social dimensions of the play experiences you describe? How strong were the communities and relationships you observed in your travels?
One of the closing images of the book is of you burying your Lord of the Ring collectibles in the soil of New Zealand and walking away. Are you really ready to walk away from the fantasy and play you describe in the book? What aspects of this culture will you carry with you?
April 1, 2010
"A Kind of Vast Game": An Interview with Ethan Gilsdorf (Fantasy Freaks and Gaming Geeks)My book, Textual Poachers: Television Fans and Participatory Culture begins with a critique of the stereotypical construction of the fan as someone who suffers from arrested development, has limited social life, is driven by consumption, and is incapable of separating fantasy from reality. This stereotype has had an unbearably long shelf life. It would have been recognizable to Cervantes when he wrote about Don Q., the man who confuses windmills for giants, and it still persists to the present day, despite two plus decades of fan studies research, significant shifts in the social visibility and economic centrality of fans, and of course, the emergence of what some have called "geek chic." So, what are we going to do about these stereotypes? The question comes to mind as I sit down this week with Ethan Gilsdorf, the author of a fascinating book, Fantasy Freaks and Gaming Geeks, which tackles some of popular assumptions about fans and gamers head on. Some have been troubled with the ways that the book reproduces common stereotypes and anxieties about those of us who engage with the materials of popular fantasy even as it also seeks to challenge them. The author is the first to note that he went into this project with a fair amount of emotional baggage and he tries to describe the process of working through those squicks through the book. The book itself does depict fans and gamers in a sympathetic light, exploring the complex cultural practices they have developed, explaining the ways that their fantasy lives become interconnected with their social lives and personal identity, and ultimately constructing a positive account of the value of "escapism" and popular entertainment. Glisdorf is an engaging and thoughtful writer. That said, there were passages in the book which made me wince. So, I decided in this interview to confront him about some of those passages and draw him out further about what he now believes about the communities he studied. He responded with frankness and generosity. I am sharing this interview with an understanding that there are going to be differences of opinion among aca-fen about whether or not he dealt appropriately with these issues in the book and am hoping that this interview can start rather than close a dialogue around these issues of popular representations of fans and gamers. It's safe to say that you had a conflicted relationship with your subject matter. While you draw on your own youthful experiences with D&D and your ongoing interest in Tolkien, you also seemed to carry with you many preconceptions and stereotypes about what adult "fantasy" and gamer fans would be like. How did these stereotypes color what you experienced while researching the book? Conflicted indeed! Twenty-five years had passed since I last read Tolkien and played Dungeons & Dragons (D&D) in high school, since I had been conversant in all things geek. As I discuss in my book, I was that shy, introverted, social awkward, bookish kid --- and an obsessed D&Der clinging to an "alternative" identity and fantasy life. D&D also coincided with a tough personal time for me as a teenager: my mother had become severely disabled when I was 12, and gaming helped me escape and not "deal" with the real world. Instead, I focused on adventures and quests in imaginary worlds where I had some control and mastery. Because of my adolescence, fantasy had negative connotations for me. When I reached adulthood, I tried to leave that version of myself behind. I wanted to remake myself as cool and popular, not geeky and invisible. You note that J.R.R. Tolkien, himself, had some conflicted feelings about the place of fantasy in contemporary culture. To what degree did his ambivalence help you to understand the sources of your own misgivings? I think the ambivalence he expressed about his fantasy novels and the world he created, Middle-earth, helped me enormously. For him to admit that his novels were some "vast game" that in had gotten out of control --- the full quote, which I cite early in the book, is "I am not now at all sure that the tendency to treat the whole thing as a kind of vast game is really good, cert. not for me, who find that kind of thing only too fatally attractive" --- was a relief for me to read. Here was a guy, a well-respected "serious" scholar and philologist and Anglo-Saxon expert ribbed by his colleagues at Oxford; "How is your hobbit?" they'd tease him. Here was a high-brow academic "wasting his time" writing children's literature, fairy stories. Here was a man saw the dangers of falling down the his own self-made rabbit hole. He even had misgivings about the info-craving, geeky fandom he had unwittingly created, what he regrettably once called "my deplorable cultus." To see that a man like Tolkien had endured ridicule and himself questioned that he'd spent most of his life in a fantasy world was invaluable in me understanding and accepting my own misgivings. Many of the people who read my blogs are fans and gamers of the kind you discuss throughout the book. What will they learn about themselves and their practices by looking at this world through your eyes?
Your book concludes, "It seems as a culture, we have two options: We can be terrified of fantasy games, books, and movies and continue to marginalize them and their players. Or we can understand them, and see that fantasy in all its stripes has a proper place alongside other amusements." Where does the "terror" come from? What do people find threatening about the kinds of cultural identities and experiences you describe in your book?
Ethan Gilsdorf is the author of the travel memoir-pop culture investigation Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms. After playing Dungeons & Dragons religiously in the 1970s and 1980s, Ethan Gilsdorf went on to become a poet, teacher, and journalist. In the U.S. and in Paris, he's worked as a freelance correspondent, guidebook writer, and film, book and restaurant reviewer. Now based in Somerville, Massachusetts, he publishes travel, arts, and pop culture stories regularly in the New York Times, Boston Globe, and Christian Science Monitor, and has been published in other magazines and newspapers including National Geographic Traveler, Psychology Today, and the Washington Post. His blog "Geek Pride" is seen regularly on PsychologyToday.com, and he also blogs for Boston.com's Globetrotting, Tor.com and TheOneRing.net. Gilsdorf has also been a guest as a fantasy and escapism expert on radio programs such as Air America's Inside Story and NPR's "Around And About." Follow Ethan's adventures.
March 3, 2010
Don't Miss Transmedia, Hollywood Conference March 16Transmedia, Hollywood: S/Telling the Story is a one-day public symposium exploring the role of transmedia franchises in today's entertainment industries. Transmedia, Hollywood turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means. Co-hosted by Denise Mann and Henry Jenkins, from UCLA and USC, two of the most prominent film schools and research centers in Los Angeles, Transmedia, Hollywood will take place Tuesday, March 16, 2010, on the eve of the annual Society of Cinema & Media Studies conference, the field's most distinguished gathering of film and media scholars and academics (March 17--21, 2010) in Los Angeles. By coinciding with SCMS, Transmedia, Hollywood hopes to reach the widest possible scholarly audience and thus create a lasting impact in the field. It will give cinema and media scholars from around the world unprecedented access to top industry professionals and insight into their thinking and practices.
Transmedia, Hollywood: S/Telling the Story Since then, Hollywood has created countless new transmedia titles, everything from Batman to Star Wars - an evolution only accelerated by the advent of digital convergence. While transmedia, in one way, vindicates the logic of the integrated media conglomerate and activates the synergies long hoped for by the captains of industry in charge of Hollywood's six big media groups, it may also prove to be more than they bargained for. Engaged, "lean-forward" consumers--coveted by advertisers and entertainers alike--are not content simply to watch traditional media but rather, they produce their own videos, remix other people's work, seek out those who share their interests, forging concordances and wiki's, fan fiction, and various forms of interactivity that are still in their infancy and that corporate Hollywood is just beginning to explore. Copyright law, guild rules, and the conventions of audience quantification are frequently operating at cross-purposes with these new, expansive sets of cultural-industrial practices. As the demise of the music industry shows, active audiences and technological advances can create an explosive combination, powerful enough to bring down an entire industry. The entertainment industry wants to embrace this new, active consumer while ensuring its own survival by seeking to recreate familiar rules of what is considered "valuable" and "entertainment" within traditional business models. Transmedia, Hollywood turns the spotlight on media creators, producers and executives and places them in critical dialogue with top researchers from across a wide spectrum of film, media and cultural studies to provide an interdisciplinary summit for the free interchange of insights about how transmedia works and what it means.
9:15--9:45 am
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