Wednesday, December 10, 2008

Takeaways

And what will I take away from my immersion into game studies this semester? Let me count the ways . . .

1. I was introduced to the emerging field of game studies and to the basic conversation between ludologists and narratologists.

2. My interest was thus sparked to conduct additional research for my own paper, through which I explored an emering literature on games from sociocultural and media studies perspectives.

3. These explorations convinced me that, while I may not be drawn to ludology or narratology, game studies offer a fertile new field into which I can apply my existing interests in communication studies.

For example, my paper was entitled "Avatars and Immigrants" and applied theories of cross-cultural adaptation (a subfield of intercultural communication studies) to the problem of new player adaptation to MMOG worlds. The topic also allowed me to apply theories of computer-mediated communication (CMC) and uses-and-gratifications theory (a key perspective in media studies) to the phenomenon of gameworlds.

4. Along these lines, I believe my introduction to game studies may have opened for me a new avenue for publication. At an NCA panel I attended last month I was encouraged to keep exploring the intersection between comm studies and game studies.

Not much has been done in this area but, because of the growing MMOG phenomenon, comm scholars seem interested and ready for articles on the subject. Meanwhile, game studies scholars may be ready to consider what comm-related sociocultural perspectives can bring to their table.

5. This is just the sort of interdisciplinary/transdisciplinary approach that interests me and through which I have found some success in getting articles published.

6. Perhaps you may be waiting to hear the word "rhetoric"? Last semester I enjoyed digging deeper on my own into the literature on visual rhetorics for RCID 804. So many topics I want to explore, and so little time! Yet I'd like in the future to do some writing and publishing on visual rhetorics.

Thus our readings on Bogost's proposal regarding "procedural rhetoric" gave me a thought. As I've blogged, before declaring the discovery of an entirely new rhetorical domain, I would prefer to see how theories developed in the established fields of visual (and digital) rhetorics might be applied to the problem of videogames.

But I also agree with Bogost that visual rhetorics tend to privilege static and filmic images, and digital rhetorics tend to privilege digitized texts.

So the introduction to videogames which I've gotten this semester may have given me the tools to write articles about games for journals in the field of visual rhetoric/visual communication/visual studies. In other words, I would be "partnering" in a sense with Bogost. But while he is arguing that games constitute a new domain, I would be arguing that games should receive more attention in visual studies scholarship.

7. Further, through our Video Games course I have been introduced to the gameworlds themselves by playing World of Warcraft and building a project in Second Life. Though I cannot say that I am minded to continue WoW or SL as personal hobbies, I readily affirm that:

a. For the writing I have done in our class, and the writing I hope to do on game studies in the future, it is vital that I be familiarized firsthand with the dynamics of MMOG gameplay and culture.

b. I can better understand the literature on games, and participate in scholarly conversations about games, by having gained firsthand experience.

c. I am interested in the possibilities for using MMOGs in my pedagogy, namely as a way to teach principles about culture and communication to my future students, or (via Second Life) as a means for virtual interaction with my students.

8. My design project for RCID 813 (Video Games), taken together with a similar assignment for RCID 811 (Perspectives on Information Design), challenged me to consider how 3D spaces should be designed to facilitate user experience and interaction.

At the same time, our design document assignment challenged me to think of UX design in terms of mechanics (what users can do), artificial intelligence (how the space reacts), elements (items and objects in the space), story (what the experience says), and progression (how users move through the space).

These impress me as good principles not only for designing games but also for designing the layout of websites, classrooms, and even 2D documents. And in my future teaching career I expect to design lots of course websites, classrooms, and documents!

9. Finally, from a very practical standpoint, I am hopeful that our coursework--and in particular, the paper I wrote--will have given me another conference presentation and another published article which can been added to my CV.

In conclusion: I remember last spring when Jason Helms excitedly emailed everyone about the possibility of an RCID course emerging from the Serious Games Colloquium. He was polling students to find out who would attend such a class. I replied that a course on Video Games would not be my first choice for a cognate seminar.

Later, of course, the Video Games class was approved and, as it turned out, was my only choice for a third cognate seminar this fall. But I've always believed that, oftentimes, the most pleasing and interesting results come from serendipity and simply playing the hand you're dealt.

So I remember last May and our final S3S gathering for the 2007-08 academic year. It was at Randy's house and I chanced to sit on the comfy sofa near Jan Holmevik. So I asked Jan about his thoughts for our upcoming Video Games class. At the time he was thinking that students would actually construct a game with levels and all the bells and whistles.

Then I told Jan that I was interested in the idea that MMOGs constitute cultures of their own and, in microcosm, could be seen as laboratories for studying the dynamics of culture. Jan replied that if such was my interest then, certainly, the class could accommodate it.

Looking back now, after having taken the course, I'm glad this proved to be the case. Because it has broadened my horizons and, serendipitously, given me a new field of interest with which to combine my existing academic interests, thus opening up new transdisciplinary possibilities for research and writing.

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