I recently contributed an article entitled “Theme Parks Go Virtual: An Analysis of Gaming Simulations of Theme Parks” to In Media Res as a part of their dedicated week on scholarship around Theme Parks. You can check out the post here, and the entire week of content here.
This was a super fun article to write, despite not having an extensive background in theory surrounding theme parks. It was fun returning to some of the games mentioned, with an eye towards how they were representing physical theme park space. The word limit on the post was only around 350 words, so there were plenty of more games and depictions that had to be left out. Maybe when I get a chance I’ll turn this small piece into a full length article and include defunct online-games like Virtual Magic Kingdom and more fantastical depictions such as Adventure of Tokyo Disney Sea.
I wanted to share a guest blog post I did for the Strong Museum of Play’s Play Stuff Blog during my summer fellowship there last year. The post entitled, Clones in the Archives: Console and Software Cloning Practices in the Early Years of Video Games, is a short look at how console cloning contributed to the global proliferation of video games in the 1970s and 1980s. It narrows in on cloning narratives around Pong Clones and Famicom clones (Famiclones) and seeks to understand if these narratives differ in meaningful ways. It also briefly reflects on doing archival research and the amazing opportunity I was given by the Strong Museum.
This historical piece has increasingly become a tent pole of my understanding around cloning practices more broadly, as well as foundation for situating how video game history favors specific narratives over other. Hopefully I’ll have some more pieces of this project to share in the future, but the Play Stuff Blog post should give you an idea as to where my research is heading.
I wanted to share an area of research I’m currently engaged with, particularly looking at what are typically referred to as Bootleg Consoles as meaningful social artifacts that make up regional gaming identities.
Broadly, the term bootleg console can be used to refer to any third party video game device that plays another manufacturer’s software without the intent permission from the original developer. Bootleg consoles of the past had traditionally been cloned devices that enable one to play physical software on a non-licensed device. During the early years of the industry, these types of devices sprung up all around the world in areas left untapped by big name game developers (Atari, Sega, Nintendo, etc.) and many countries had their own variations that they fondly remember.
Modern bootleg consoles exist somewhere between cloned consoles and straight emulation, and many device tend to be marketed as all-in-one devices similar to official products like the NES Classic or Sega Genesis Mini. These devices tend to feature a swath of pirated games at a fraction of the cost of official products, with the most common platform pirated still being the Famicom/Nintendo Entertainment System.
Looking more critically at these devices as platforms that are more than just cheap cash-ins or pirateware may yield interesting results about gaming more broadly, and how the industry as created a platform hierarchy through I.P and access.
One way that I am examining this project is through a twitter account that collects, documents, and share many of these types of devices. You can check the twitter account @Bootlegconsoles.
The intent of this account is to share knowledge and experiences around these devices, and does not condone piracy. You can support this project by simply sharing or subscribing to this twitter account, but also by sharing your own experiences with these devices!
I’ll be sure to share more info on this project as it progresses.
This past week AnyKey, an advocacy group that promotes diversity and inclusion in gaming, relaunched their Good Luck Have Fun Pledge. I had the pleasure of representing the organization at TwitchCon 2019 in San Diego this past weekend.
I met a lot of engaged gamers and streamers and was really moved by all of the positive responses we received regarding the pledge and the work AnyKey does. For those who have not heard or taken the pledge, it is pretty simple. The GLHF pledge asks individuals to:
Be a good sport whether I win or lose
Know that people online are real people and my words have real impact
Set a positive example with my behavior
Speak up against discrimination, hate speech, harassment, and abuse
Show integrity by honoring the rules, my opponents, and my teammates
Stop, listen, and reassess if I’m told that my words or actions are harmful
Respect others, even if their sincere opinions are different from my own
The GLHF pledge is a part of a larger initiative to curb toxicity in gaming spaces, with a big emphasis being placed on esports and streaming. If you’re a twitch member you can also earn yourself a twitch global community badge icon, which your followers can then click and take the pledge for themselves.
AnyKey is hoping to have 1 million gamers take the pledge by 2020 and so far they’re nearing 300,000 at the time of this post. It’s a simple way of showing you’re not willing to stand for toxic behavior online. You can also support the cause by using the tag #glhfpledge on twitter and following AnyKey.
Continuing with an update about my games research related activities this summer, I wanted to share a little bit about my experience at the Higher Education Video Game Alliance (HEVGA) summer school in Skövde, Sweden.
This was a three day workshop where games researchers from multiple countries came together to discuss current topics in the field, share on-going research, and collaborate over shared interests. I presented on a research proposal about bootleg consoles I’m starting to dive into and received some great feedback from participants and faculty. It was a terrific opportunity to meet scholars from around the world and create connections outside of my narrow academic lens.
It’s a rare opportunity to engage in a event like this, so I was incredibly honored to have the chance to participate in the summer workshop. Even just traveling abroad for video game related research is something I never would have thought i’d be doing some years ago. Hopefully HEVGA decides to hold the summer school next year and the event becomes an annual gathering of academics.
After the summer school I had the chance to spend a few days in Stockholm, and I took the opportunity to check out some game related activities
One of my first stops was to NERDS video game bar, located in the area of Södermalm. Besides offering video game themed drinks, the bar offered the ability to rent out consoles and tvs for local play of classic titles like GoldenEye and Mario Kart 64. Having done research prior on physical gaming spaces, seeing how social engagement was key to the design of the bar was really fascinating. It was incredibly packed so I didn’t get a chance to play anything, but I did get to try one of the bar’s in-house beers.
Also decided to check out one of Stockholm’s used game store, GameShop.Se. It was a really neat store that had consoles and games from multiple regions (US, PAL, Japan) and even some old cloning/bootleg devices. The shop owners were incredibly hospitable and overall the store seemed like a great stop for anyone in area looking for some retro titles.
What’s next? I’m hoping to update the blog more often and actually share some written work. Unfortunately academic publishing moves slower than blogging and it’s taken me awhile to actually pull together some research worth sharing, but things are in the pipeline. Overall this summer has been incredibly productive for creating new connections around game studies and for solidifying some ideas I’ve been working on.
I’ve been active doing video game related things this summer and thought it was finally time to sit down and share. I’ll be breaking this up into multiple post, so stay tuned for most posts in the near future.
This July I had the opportunity to conduct archival research at The Strong National Museum of Play in Rochester, New York, as part of the Strong Research Fellowship. For those unaware of the this impressive museum, The Strong is the largest museum dedicated to the act of play in the world and boasts multiple exhibits dedicated to video games and gaming. I was thoroughly impressed by the range of exhibits the museum offered, both those pertaining to video games and those more centered more broadly around the history of play. In particular, the Strong had an excellent exhibit on the history of Women in Games that was expansive and nuanced. With the Strong having broken ground in 2018 on a major expansion aimed to open in 2021 that will include a World Video Game Hall of Fame gallery and other immersive video game related exhibits, the future for the museum as a global archive and educator of play is bright.
As a part of the fellowship, I had access to the International Center for the History of Electronic Games’s impressive collection of documents, artifacts, and digital records pertaining to play. I came in interested in studying software and hardware cloning in the early history of video games (1972-1995), a subject that I have developed a fascination for this past year. Through the ICHEG’s archives, I was able to to play and see some devices that have become increasingly rare to find in working order, as well as diving into documents of gaming past that inform our current community. I’ll have more to share via the Strong’s Play Stuff Blog about the specific of my research findings in the near future, but I can’t express how grateful I am to have received the opportunity to do this form of archival research by the staff at the Strong.
My next post will share some pictures and experiences from the Higher Education Video Game Alliance’s (HEVGA) first Summer School that took place in Skövde, Sweden.
I had the opportunity to participate in Accessible Media Inc.’s documentary Gaming Blind, a documentary that explores blind and partially sighted accessibility in the video game industry.
“After losing her sight, Shelby Travers thought video games were a part of her past. Join her as she discovers how accessible gaming is to the blind and partially sighted community today, picking up a controller for the first time in 10 years.”
You can see a trailer for the documentary here:
but you can also watch the entire documentary, including the interview with me, right here: Gaming Blind
I had the pleasure of talking with Shelby and we discussed the changing demographics of the video game industry, as well as how developers are attempting to reach a more inclusive audience. The documentary does a great job of evaluating issues that blind and partially sighted gamers face, and speaks with prominent industry professionals about how these issues may be faced.
Thanks to Shelby Travers and everyone at AMI-CA for developing this great documentary and for allowing me to be a part of it.
Earnest, a technology company that analyzes data pulled from loan applications, surveys, and/or publicly available data sources released their finding on the demographics of video game consumers. In this case, they pulled their data from student loan refinancing applications. Data sets on video games usages and gamers are relatively rare so I figured I’d examine their findings and share. Despite the less than ideal data source, let’s examine what their key findings were:
Younger people, especially those aged 18-24, are more likely to make video game-related purchases than older individuals.
Men are more than three times as likely to make gaming purchases than women.
Individuals with high school diplomas or Associate degrees are the most likely to make gaming purchases, while dentists are the least likely.
People making more than $90,000 are less likely to make gaming purchases than their lower-earning counterparts.
People are less likely to make video game purchases the more time has elapsed since they graduated from their highest degree program.
There’s some interesting findings here, some of which reinforce or challenge the Electronic Software Associations. The disparity between male and female game purchasers is significantly higher than the findings of ESA, who found that men are the purchasers of video games about 63% of the time (compared to 37% for females). Likewise, the finding that 18-24 years are the ones most likely to make gaming purchases conflicts with finding that the average purchaser of video game content is 36 years old.
This graph I find particularly interesting, because it exemplifies how video games as a medium is a relatively universally participated one. You see some minor dips, especially as income increases, but for the most part there isn’t a huge difference across income levels. As the report points out, some of this may also be tied to age and profession; as one earns more they are often more set in their careers, older, and perhaps have less time for video games.
I’d be interested to see survey myself and to get a little more information about sample size and general demographics of respondents, but this report does provide an interesting perspective that we may not get in other large scale data sets. You can check out the entire report here: https://www.earnest.com/blog/the-demographics-of-video-gaming/
I’ll be presenting at the “Capitalism: Culture and the Individual” on April 14th at San Diego State University. The presentation, entitled “Now You’re Playing With Power: Video Games and Capitalism”, will focus on how video games have contributed to a continued capitalist global ethic and an extension of empire. The presentation will also look into how video games may combat capitalism, and how video games may be the medium to implement counter-capitalist ideology.
The conference is free to the public and will feature presentations on an array of subjects across the theme of capitalism and culture. My presentation will be apart of a panel focusing on capitalism and entertainment, but the entire day should foster some great conversations. The conference will conclude with a keynote presentation by Dr. Timothy Taylor of UCLA.
I recently did a pilot study of physical gaming spaces and why individuals choose to attend gaming events. I’m currently looking to extend the pilot study to a fully realized research project, and will hopefully share it when it is complete, but an interesting phenomenon occurred during the course of my research: The Nintendo Switch was released.
Released in early March, Nintendo’s new console handheld hybrid has been a hot topic in the gaming industry, but few are talking about what potential the console may hold for create physical gaming spaces. Simply put, physical gaming spaces are local gaming gathering, events, or meetings with the intent purpose of interacting together in a shared local environment. Examples of physical gaming spaces range anywhere from LAN Parties to competitive competitions. Although handhelds have had wireless multiplayer for over a decade, those seeking a true console local multiplayer experience often had to go to great lengths to create physical gaming spaces around console gaming. With the Nintendo’s Switch’s ability to immediately transfer between Console and handheld, it has the unique ability to create authentic local multiplayer experiences anywhere, without the need to connect to a television or several handhelds.
Anecdotally, we’ve seen new stories of athletes turning to the Nintendo Switch to kill time during rain delays and long travels, pointing to the console early success in reaching new audiences with innovative ways to create physical gaming spaces anytime, anywhere. Such an occurrence is exciting for anyone who is passionate about local multiplayer, as a rise in people playing in physical gaming spaces may result in more developers designing games that take advantage of space and place. Although games like the Jack Party Box and Towerfall Ascension have had success in the ever increasing niche local multiplayer market, the industry is progressive moving towards one that promotes online interaction in lieu of local multiplayer; the 2017 ESA Report on video game consumption and use found that the amount of time gamers play online with others is significantly higher than the amount of time they play with others locally. The Switch is still freshly on the market, and console shortages have prevented many gamers from being able to dive into all that console has to offer, so we’ll have to see how the console develops in regards to physical gaming spaces once the console is more readily available. Nonetheless, it’s an exciting time for people who enjoy playing locally; the industry has seen its first big developer’s push since the launch of the Wii.
I hope to update the blog as my research continues, but I would love your opinion about the Switch and what it may offer to both local multiplayer and physical gaming spaces. Feel free to post a comment or message me with your opinions or questions.