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UNDERSTANDING VIDEO GAMES THE ESSENTIAL INTRODUCTION SIMON EGFNFELDT-NIELSEN /JONAS HEIDF SMITH E] $\ Routledoe rayio,aF,ancilcrorp NEW YORK AND LONDON / SUSANA PAJARES TOSCA 1 STUDYING VIDEO GAMES wHO STUD|ES V|DEO GAMEs?/HOW D0 YOU STUDY VtDEO GAMES?/ 0F ANALYSTS/SCHOOL5 0F TH0UGHT? TYPES Right at this moment, millions of people around the world are playing video games. One obvious way in which this matters is financial.The rising popularity of games translates into astounding amounts of cash. The game industry is quickly becoming a financial juggernaut. Our research may help make even better games, may help large companies increase their profits, or may offer a critical perspective on the soclal workings and effbcts of the game industry. Either way, the very size of the industry justifies our attention. But it isn't just the money that's important. Video games warrant attention for their cultural and aesthetic elements. The aesthetic developments of the gaming industry are intense, and constant, and thriliing; this explosive evolution of creative possibility is beginning to influence significantly other types of expression. It is clear by now, after the Motrix trilogy after the Grond Theft Auto gom€s, that movies and games are borrowing from each other's arsenals. For the younger generatlons, especially, games are crucial to the way they express themselves artisticaliy and, presumabiy, in the way they conceive of the world.What does it mean, for instance, when a person's sellexpression moves away from linear representations, such as books and {ilms, and they find more meaning in interactive, non-linear systems where outcomes depend on player choices? Maybe it doesn't mean anything. Maybe it means a lot of small changes are happening but no revolution should be expected. And maybe it means that in a decade or tvvo, video games will be so essential to the creation of culture that teenagers will be unable to imagine a world before video games existed. And most likely perhaps, is some combination of all three scenarios. Regardless, such questions need to be investigated systematically. WHO STUDIES VIDEO GAMES? Science is the building upon a foundation of experience, the abandonment of old theories and the revision ofearlier hypotheses. Is game research ascience in this sense? On the one hand, people who claim to doing game research clearly do not always live up to the highest standards of the scientific method (true for any field); further, there is even some disagreement about how to actually do game research. On the other hand, if we take science to mean the systematic, rigorous and self-critical production of knowledge, game research ccn and should be a scientific discipline. So who are game researchers? In general, they are professionals predominantly occupied with the study of video games. Undergraduates can now major in video games. PhD programs are emerging. Dedicated journals are available and distinct conferences are held. All of this is still new, however. Espen Aarseth, editor of the be Gome Studies iournal has noted that STUDYING VIDEO GAMES 2001 can be seen as theYear One of international, academic field. Computer Game Studies as an emerging, viable, 1 A new generation of researchers consider video games their primary research interest. But the struggle for acceptance and academic credibllity can still be considerable. After all, we study video games, not a phenomenon that epitomizes high-brow culturai expression. While we should acknowledge that our field of research may be frowned upon, we must also avoid any sort of paranoia. If our research is not accepted, we should not comfort ourselves with conspiracy theories nor vlew other fields as populated by enemies.We should instead raise our internal standards. A series of very important developments have helped put game studies on the road to become a viable field. For instance, the last few decades have witnessed a general rehabilitation of popular culture as a worthy topic of study. Also, many scholars have grown up with video games and see no reason why they should be exempt from enquiry. But more importantly, games have grown highly complexas has their development-inviting serious attention and creating the need for highly trained game graduates. It has become quite obvious that many fields can contribute to the study of games and game researchers are an eclectic bunch with a multidisciplinary background. Humanist scholars with film or literature backgrounds constitute the Iargest single group, but game research conferences are also attended by social scientists (mosdy sociologists) and, very importantly, game designers. The presence of the latter group, who are typically not academics, is noteworthy. For the time being at least, there is a relatively close relationship between game researchers and game designers. This may sound obvious, but is in fact quite a special situation. In older research fields-such as film and literary studies-the distance between scholars and practitioners can loom 1arge, and it seems at times that the two groups barely speak the same language. Thls may sometimes seem to be the case in our Iield as weli, but at least both sides are committed to making an effbrt. HOW DO YOU STUDY VIDEO GAMES? To say that there is more than one way to approach video games is to put it mildly. Most researchers, at least at present, choose to adopt methods and approaches from their primary fields. Ethnographers tend to observe players. Those trained in film studies tend to analyze the games themselves and communication scholars tend to analyze interactions between players. There is inherently nothing wrong with this tendency as long as one acknowledges the more general ideal that one should use the methodology best suited to answer the question at hand. In order to give you a better sense of how to approach games academically, we will examine a few noteworthy studies and discuss the methodological approaches that they represent. V/e will start with DmitriWilliams's study of how video games have been represented in U.S. news media over a 30 year period.2 In order to understand the function of video games in public discourse and the relationship between the portrayal of video games and more general cultural currents, Wiliiams searched the archives of Time, Newsiweek and U.S. News ond Worid Report. He analyzed 1 19 articles which fit his criteria, and concluded that r t I I : I t t C I I I i STUDYING VIDEO GAMES Consistent with prior new media technologles, video games passed through marked phases of vilification followed by partial redemption. Also consistent wlth prior media, games served as touchstones for larger struggles within the culture-so much so that perhaps "lightning rod" is a better term.3 note that Wiliiams tackled not games themselves or even players, but to content analysis. In another study, Nicolas Ducheneaut, Robert J. Moore, and Eric Nickell explored the ways in which Star Wors Golaxies:;4n Empire Divided-a massively multiplayer online game set in George Lucas's Stor Wors universe-encourages sociability among players.* In particular, they were interested in how players interacted in the game's We should rather secondary texts that he subjected "cantinas," locations where players could meet and socialize. The observed behavior to determine if it conformed to sociologist Ray Oldenburg's notlon of for lnformal public places like bars and general stores. Ducheneaut, Moore and Nickell chose to combine various methodologies. They began by conducting a "virtuai ethnography," that is, they spent time in the field (in the game) systematically observing social interactions in the cantinas. They also ndeotaped their entire game sessions (with a camera plugged into the graphics card). Finally, they recorded a log of all the interactions that occurred between players as tracked by the game, and analyzed it using specially designed software. Among other things, the authors concluded that while the cantinas did not serve as particularly sociable spaces, the entire game, due to more subtle mechanics than just these intentionally designed social spaces was in fact quite sociable. Susana Tosca performed a "close reading" of Resident lvil X-Code: Veronicc,s a "survival horror" game, where players have to fight zombies and monsters and solve puzzles in order to escape from an altogether unpleasant island.Tosca's study harnessed the techniques of "reader-response criticism." She employed textual analysls, closely examining the work, looking for noteworthy properties of the game's structure and teasing out the meaning of the game's story.Tosca's research is primarily concerned with using this speclfic theoretical toolset to explore the text of the game. Surprisingly, given the number of humanist scholars ln the field, this is one of just a few detailed analyses of a concrete game title. Finaliy, Jesper Juul has pursued the philosophical and ontological foundations of games.6 One of his main goals has been to provide a definition of video games that highlights their special properties and to explore the relationship between video games and traditional games. In order to do this, Juul examlned noteworthy former attempts and arrived at a "classical game model" (see Chapter 3), which enumerates the features necessary for an activity to be considered a game. The method employed by Juul is a mlxture of logical deduction and induction, laying bare the assumptions which often go unnoticed when games are discussed or studied. was analyzed "the third place," a term used TYPES OF ANALYSIS we have seen, games can be approached from a wide range of academic and by employing a number of different methodoiogies. Salen and Zimmerman, in their detailed exploration of game design, suggest that games may be approached with a focus on rules (the design of the game), ploy (the human experience of playing the game), culture (the larger contexts engaged with and inhabited by the game).7To these three units of analysis, we add that of ontology, to arrive at these lour main perspectives: As perspectives 10 STUDYING VIDEO GAMES The game: here, one or more particular games are subjected to analysis. The point is to look at games in themselves and say something about their structure and how they employ certain techniques-of piayer reward, of player representation in the gameworld and so on-to achieve the piayer experience which the li r] game designer aims for. This is often the type of analysis chosen by those with a background in comparative literature or other aesthetic disciplines.8 si The players: sometimes the activity of playing games is more important than the games themselves. Studies focusing on the players usually wish to explore how players use games as a type of media or as a social space. Sociologists and ethnographers tend to favor this type of analysis.e ll }v n The culture: moving still further from the games themselves, we can choose to focus on the wider culture that games are part of, Here, we wish to understand how games and gaming interact with wider cultural patterns. For instance, we may be interested in the subcultures that evolve around gaming or in the discourses surrounding gaming, looking at public outrage to violent games as compared to earlier "media panics." Methodologically, such studies often turn to secondary sources like news media or advertising.l0 s( Cl (r Cl Cl ir fo Ontoiogy: finally, some studies examlne the philosophical foundations of to present general statements that apply to all games, and may enable us to understand, for example, the relationship between rules, fiction and the player.ll Such scholarship bullds on loglcal analysis which is typically grounded in concrete examples but is not interested in the individual titles per se. games. These studies usually seek The following table outlines the four major types of analysis: h q rl lu ir c t2 lz Type of Common Theoreticol Common ,4nolysis Methodologies Inspirction Interest Game Textual analysis Comparative iiterature, Design choices, meaning film studies Player Observation, Sociology, ethnography Culture interviews, surveys Interviews, textual cultural studies Cultural studies, analysis sociology Use of games, game communities Games as cultural objects, games as part of the media ecology Ontology Philosophical enquiry Various (e. g. philosophy, cultural hlstory, literary criticism) gical,/philosophical foundations of games Lo and gaming Actual studies, of course, often disrespect such neat reductionism and span multipie categories.The scheme above indicates general trends, but we must remember that a certain set of methodologies and a certain set of theories need not always go together. u e. rl tl v d d o o 7 I STUDYING VIDEO GAMES SCHOOLS OF THOUGHT? of schools of thought within game studies may be an overstatement, as groupings do not usually self-identify themselves as groups nor indeed "schools." Nevertheless, certain perspectives do stand out as particulariy stable. First of all, two research communities currently perform game research on a significant scale. The first of these we can call the simulation community. Researchers wrthin this group focus on all forms of simulations, including non-electronic ones like the Sumerian Game from 1961 in which the player learned about the Mesopotamia of 3500 e.c., but also consistently studies video games.This group is well established and has its orn conferences and journals. The second and much To speak these newer video gome studia community sprung into existence around the year 2000; it repre what we refer to as "game studies" in this book. The video game studies community presently revolves around the Digital Games Research Association (DIGRA) and journals like Gome Studies and Gama cnd Culture. Communication and collaboratlon beh,veen the simulation community and the video game studies sents community has so far been scarce. Within the video game studies community, two general approaches can be identified, though most researchers do not resort solely to one of the other. A fornalist group tends to use game analysis or ontological analysis. They represent a humanistic approach to media and focus on the works themselves or philosophical questions related to the nature or use of these works. Within the formaiist group there are two primary subdivisions. One subgroup prioritizes representation whiie the other prioritizes rules; they are sometimes referred to as norrdtologists and ludologists respectively (see Chapter 8). These two have so far instigated the most intense paradigm clashes ofthe field. The situotionist group is generally interested in analysls of game players or the culture at large.They are not interested in all-encompassing statements that do not take context and variation into account. They search less for general patterns or laws and more for analysis and descriptions of speci{ic events or social practices. On the whole, however, game studies has so far been an inclusive field. It is unified by a certain pioneering spirlt, and the understanding that the underexplored nature of games leaves room for all those interested. It is also unified in the belief that in order to understand most aspects of video games you need to piay them. So we wholeheartedly encourage you, as someone who wants to understand video games, to seek out video game classics and to simply famiiiarize yourself with as many genres as possible. Always ask yourself the following questions. Why does this work? Why was it done in this manner? How else might it have been done? And why do players act in this way in this particular game? Love of games obviously is no requirement but it certainly doesn't hurt when entering the world of game research. And it is to this world that we now turn.