New Article: Game studies, futurity, and necessity (or the game studies regarded as still to come)

An article I co-wrote with a few of my games labmates entitled Game studies, futurity, and necessity (or the game studies regarded as still to come) was recently published in the journal Critical Studies in Media Communications as apart a issue on the future of games research. It was truly a wonderful collaborative experience putting together this piece and hopefully it will be of interest to some of you.

Here’s the abstract for the article:

As members of the Critical Approaches to Technology and the Social (CATS) Lab at UC Irvine, we are particularly motivated by this special issue’s call to action. As a collective of interdisciplinary students at various stages in relevant degrees, we are the future of game studies. As such, this question strikes us not as one for speculation, but as a space to commit a set of shared values necessary for game studies to have a future—one that is more equitable, more sustainable, and more transparent. We argue that working towards this future will require an increased commitment to critiquing the relationship between industry and game-making practice; examining the sociopolitical landscape of both game culture and the world; and an attention to the institution of the university itself. Imagining the future in this way is a necessary practice, and a core component to scholarly critique. When we imagine the future, we can work both towards and against it. We do this work as researchers, but also as streamers, makers, critics, and players, each of whom brings our perspective to this special issue to articulate our vision of a critical game studies that strives for equity, sustainability, and self-reflexivity.

The full article can be found at this link. If for whatever reason you are unable to access the article, please feel free to reach out and I can help out.

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Upcoming Presentations: PSA and Console-ing Passions

Just wanted to update the blog with a few presentations of research coming up. My presentations will be focused on a paper about privileged and gendered rhetoric in Retro Gaming content. Hopefully the paper will be available to the public soon.

In early April I’ll be presenting at the Pacific Sociological Association’s annual conference in Sacramento, CA.

In June I’ll be presenting (most likely virtually) at Console-ing Passions 2022, being held a the University of Central Florida.

I’m looking forward to attending these conferences and getting back to meeting other academics!

Platforms at the Peripheries Extended Abstract now Available to Read

My extended abstract entitled “Platforms at the Peripheries” that I submitted to the Digital Games Research Association’s (DiGRA) 2020 conference is now available via their proceedings.

A Famicom clone “Bootleg Console” called the Skyeye Racing Pro,

I wrote this around a year ago when the world looked pretty different, but it still encompasses a lot of what I’m exploring in my research. I’m excited to share more about the project as it progresses,.

Summer Travels 2: HEVGA summer school, Sweden.

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.

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A brainstorming exercise to find collaborative ideas

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

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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.

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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.

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Book Review: Coming of Age in Second Life by Tom Boellstorff

I’m a few years late with this, but I recently had the chance to read Coming of Age In Second Life by Tom Boellstorff, an anthropological ethnography of the Massive Multiplayer Online World Second Life. I know this might be an odd book to review, given that it’s nearly 10 years old now and Second Life isn’t quite the juggernaut in the MMO scene that it once was, but the book provides valuable insight for social researcher looking to do research in online worlds.  I thought I’d share my opinion about the book so that others could check it out.

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First published in 2008, Coming of Age in Second Life is part proof of concept and part by- the-books ethnography of a digital world. With new virtual worlds being constructed each year, Tom Boellstorff set out to prove to the academic community that traditional methods of research could be applied to these rapidly changing, new worlds. Coming from an anthropology background and having done. There have been many ethnographies of online worlds, but Coming of Age may be one of the most groundbreaking and influential.

Boellstorff starts the book by discussing the background of Second Life  and painting what a typical day in the world looks like, before moving onto a discussion about the philosophy, ethics, and academic interest in researching such a community. Collecting data and living natively for over 2 years as his online avatar Tom Bukowski, Boellstorff explores various topics of inquiry within this rapidly changing online world. Using traditional anthropological methods and theories, Boellstorff tackles this virtual world with the same keen sense and methods as he would any other social field.  Boellstorff does not claim his research to be a definitive guide to MMOs or even Second Life, rather a dive into a very specific era of a constantly changing world.

The crux of the book comes in the forms of chapters dedicated to overarching themes that emerged during Boellstorff’s research: place and time, personhood, intimacy, community, and political economy. In each of these chapters Boellstorff explores more narrowed down sub-themes in discussions that include the anthropological and philosophical background for their importance,  and data as evidence for their existence within Second Life. This justification through data comes in various forms, including transcribed interviews with second life citizens,  summaries of pertinent events the author witnessed or heard of second hand, and screenshots that give the reader a visual understanding of what the author is expressing.  I mention this range of topics to say that the book offers a sort of survey about the world of Second Life during the author’s stay. While your typical ethnography will focus on one individual topic of interest, Boellstorff has the luxury of exploring a world that many of his respondents will have absolutely no experience with; such a luxury is almost impossible in the “real world”.

Throughout the book, Boellstorff is attempting to both prove that traditional methods work in digital worlds, but also argue that humans have always existed between real and virtual, with  online virtual worlds being newly enacted forms of  traditional culture creation, social interaction, and creativity.  By presenting his years of research with precision and thoroughly thought out discussion, Boellstorff’s argument is carefully explored and fought for.   The only draw back that I may mention in regards to the book, is that it is at time perhaps a little too academic. This of course is a concession the author must of had to make; either weigh too heavily on public appeal and be ignored by the academic community, or weigh too heavily on the academic side and prove a little dry to the general population. In the end, the book seeks what it sets out to do. For anyone seeking to conduct social research on video games or massive multiplayer online worlds, Coming of Age in Second Life proves to be a useful resource to have on your shelf. Boellstorff’s work exemplify what we students of the social sciences and lovers of interactive media should strive to. You’ll be hard pressed to find a deeper dive into an online world.

I hope this book review has proved worthwhile. I’ll try and recommend other useful books and resources as I come across them.

-Ian L

Games Studies and The Sociology of Video Games

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Having started upon a path towards advanced degrees with an emphasis in interactive media and online communities, it has increasingly become evident to me that there is no singular route to studying the emerging field of video games. As I have mentioned in the past, video games uniquely fall at the cross section of multiple disciplines, each with varying ways to analyze and interpret the social significance going on in these digital worlds.

Anthropology, Media Studies, Psychology, and, of course, Sociology, all offer valuable insights for researchers setting out upon this path towards the academia of video games, but the road isn’t probably the neatly paved one you hope it be. Academia, for all it affords and fails to be, is still a regimented system of bureaucracies and categories; those seeking to study video games in any of the aforementioned fields will undoubtedly come across hurdles and pitfalls. Despite this, we push on: we make concessions and we work at expanding the field inches at a time. A triumph has arisen in the developing field of  Game Studies, an interdisciplinary field for all of these traditional academic interests and more.

What is Game Studies?

Wikipedia (The student in me is rebelling) defines Game Studies as

The study of games, the act of playing them, and the players and cultures surrounding them. It is a discipline of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least, anthropology, sociology and psychology, while examining aspects of the design of the game, the players in the game, and finally, the role the game plays in its society or culture. Game studies is oftentimes confused with the study of video games, but this is only one area of focus; in reality game studies encompasses all types of gaming, including sports, board games, etc.

That all sounds great! But what does that all encompass? This really is a large umbrella term that captures multidisciplinary research across the vast subject matter of gaming. This isn’t to be confused with game design, which of course is a vastly different discipline centered around the creation of games themselves. The best place to start to understand Game Studies would be with the theory behind it. A foundational theory connecting these discipline comes from Dutch theorist Johan Huizinga in his extensive exploration into how play connects society and culture. To summarize in the most simplistic way, Huizinga believes that play is an essential part of the cultural membrane that connects, one that brings people together and sets rules and boundaries to define the rules of play.  This theory of play, originally formulated in the 1938  book Homo Ludens, has been expanded, reevaluated, and used to understand the cultural significance of gaming, even as it has evolved to to reach highly technological heights.

What role play holds in our life is an incredibly open and complex question, with endless angles for it to be tackled. Authors like Jesper Juul, Ian Bogost, Tracy Fullerton,and Jane McGonigal  have taken upon this question in vastly different ways and they are just the start. My current research has led me to tackle this issue from a different take as well: evaluating what role deviance and punishment play in virtual worlds. Still, there is much to be explored and much to understand. Game Studies sounds to be a haven for all these inquiries and more.

What’s the Issues?

You may be thinking “Well, that sounds all great. Why aren’t we [academics interested in video games] all just flocking to Game Studies then?” .  Unfortunately it’s not as easy as just that.  Academia  is slow to move and currently there are no programs that offer advanced degrees in game studies. Fortunately, Bonnie “Bo” Ruberg of The University of Southern California has been nice enough to put together a guide to obtaining a PhD in Game Studies. Their advice? Get in where you can. Find universities that have academics and professors who work and write in Game Studies, applying to their departments or related ones.  Graduate programs are often about who you know, so such a recommendation is definitely valuable; find individuals you want to work with, not schools that you want to go to on name alone.

Of course graduate programs aren’t for everyone, and one is certainly able to contribute to the field without an advanced degree. For those not wishing to  go back to school, the best thing I think one can do is create work and submit it to the appropriate sources. For all of you lovely game enthusiasts, an online journal for game studies has  been created: Game Studies.

The Journal’s mission statement is:

To explore the rich cultural genre of games; to give scholars a peer-reviewed forum for their ideas and theories; to provide an academic channel for the ongoing discussions on games and gaming.

Sounds perfect…Now to just produce something worthwhile.

All of this is to say that we, gaming academics, have options and avenues available to us. It won’t be an easy route, but perhaps will prove to be a fruitful one.  I am of course not in any way a Game Studies expert, so any oversights or generalizations can be attributed to ignorance. Of course I’m always willing to learn more, so if you have any insight or information that you feel I am leaving out, please let me know.

I hope this post was helpful. For any regulars (the few of you), I apologize for the lack of posts. Graduate school has a way of making you not feel like writing in your free time. I’m hoping to write and share more in the coming weeks.  And now it’s time for me to bury myself in piles of graduate assignments and research.