Mar 292010
 

There has been a sudden surge in folks talking about this whole “Work/Play” thing. I talked about it in my dissertation quite a bit, but mostly felt that it was already kind of overdetermined. Too many people have written about it in a way that I think is neither well rooted in empirical work or well theorized. Thus in my work I dissect “work/play” into distinct “aspects” or “components,” because I doubt there is a unified sense of “work/play.” Of course this hasn’t stopped anyone else from running around yelling the two words in close proximity and hoping that the more difficult empirical and theoretical work gets done for them.

I’ve been trying to find an objective language for the argument that is beginning to emerge from my observations, but it simply hasn’t come to me. So I’ll not sugar coat it. Many people pimping games at work are pimping games that really suck. Points are the lowest common denominator game mechanic. If your “game” can’t push the mechanics further than that, the game may still suck. Now, in the case of “class,” sucking less may be enough to re-engage students. Can players form a guild to raid the test? Can they replay any number of times? What would a class that enacts an innovative game mechanic look like?

But lets think about the workplace for a moment. Ribbon Hero is an interesting attempt to bring game mechanics to that horrific monster that is Microsoft Word. I only wonder if the game rewards “good” formatting (using styles sets) more than the willy-nilly formatting that I so often encountered as a journal editorial assistant. What might a game about Word that wasn’t set in Word look like? What I think the real power of games is the ability to divorce topic from conceptual idea. This is what actually helps us find the core concept and bridge it to new areas. What does this mean? What if I could perform some other task that corresponds to filing my email? Giving me points for filing my email is only a moderate improvement and ultimately when I get tired and realize that I don’t really care about the points, the task returns to what it had previously been, work. What if, instead I could perform an interesting “sorting/filtering” task in a graphically engaging and interesting environment, that actually corresponded to working on my inbox? Now there is some work/play.

But, most game designers are going to have a difficult time convincing anyone that they can make a game about X without making a game about X. Too many clients, funding agencies, etc can only understand a game about X in a game about X. If it is a game about proper fire-fighting technique, it should be a game with fire-fighters. If it is a game about AIDS, it should be about AIDS. But that isn’t the power of games, right? I can make a game about the way AIDS works without making a game about the immune system or anything else. I can make a game about cellular function without making a game about cells. I can make games that isolate the system we’re ultimately hoping people to recognize/critique/learn in some cases more effectively by pulling it outside its native environment.

Ultimately however, funding agencies will fund games about X before they fund anything else and ultimately these games will fail long term. I look at things like this recent grant to Yale and many of the DMLC HASTAC projects that are being funded and can’t help but think they’re helping to dig the grave for innovative serious/educational games that don’t suck. The numerous attempts to fund serious games and educational games may very well implode in on itself as players/students recognize bad game design, and they will. When players/students reject those things that have received so much money, there will likely be a funding backlash against researchers, who may be attempting to actually make games that don’t suck. Of course this isn’t to say that these projects wont all succeed swimmingly. I’ve simply been making games in this space long enough now to recognize the risk.

Nov 292009
 

Early last year, after I learned my wife was pregnant, I sat down and did a great deal of planning for how to organize the next year of work – conferences, essays, course development, etc – in order to figure out how to best balance work and family. Of course I’m sure that my best-laid-plans will be laid to waste by, “the Aleatory,” a phrase stolen from Mike Fortun.

One of the conferences that didn’t make the “last conference until post-baby will be prior to the start of November,” promise was the Digital Labor conference at the New School in NYC. Nick Montfort has a nice write-up, though.

I am also happy to see that other academics are beginning to take seriously the performative aspect of presentation. So props to Hector on his “stunt,” a title I wont give the staging and instead call it simply, “academic performativity.”

I’ve had a great deal of success taking the performative seriously lately with my talks. My recent 4S talk in particular, which spoke to many of the themes discussed at the D.L. conference. It was presented using a Nintendo DS Emulator running a program developed using DS Homebrew tools (a DS running the software on an R4 cartridge also was available for a “play along at home” version as well), was very successful. That talk, which examined the relationship between “software/firmware” and the ability for hardware/technologies to now participate in hegemonic discourse was recieved well. Too often when we talk about “hegemony” as academics, we fall into a tired-and true diatribe about static domination. For me it has more to do with “ruling relations” as Dorothy Smith calls it or Omi and Winant would talk about hegemonic projects. Ultimately it about negotiated dominations. The empirical aspect of the talk dealt with groups of DS homebrewers, and thus the materiality of the talk dovetailed well with the material it examined.

What Nick indexes as the “oooh, shiny!” syndrome is something I’ve written and thought a great deal about in the context of the game industry as well, as it seems to be a major factor between any kind of organizing within that field, well, that and a rampant vein of Libertarianism.

Sad to miss this particular gathering, but happy to hear that it seems to have been successful.

Digital Labor, NYC, Nov 12-14

At conferences on digital media, there are too few critical perspectives about large-scale hegemonic systems that are increasingly coming to define the computer and Internet experience. At some events, people exhibit general awareness of the complexities and problems that such systems pose, but they still turn and say oooh, shiny! when presented with Google Wave.


Scholz will run two more conferences on related topics. This conference on digital labor was a great start, advancing the discussion of how we work and play online and of how we can thoughtfully approach technologies that have been made to generate profits in a certain way, even if we want to use these technologies for political, aesthetic, or other purposes. I hope that this conference’s critical approach to digital systems and online communication will be carried over into other digital media contexts, which desperately need this perspective.