Tuesday, 8 October 2013

"Do we really play the game? Or does the game play us?"

From Pong to The Sims, the way we have played video games have never before evolved this much. By being fascinated from moving the white bar to orchestrating the life of a character, participation in the game has changed. This notion is prevalent throughout Raessen’s reading, whereby “computer games are re-mediating participatory culture, where one is able to interpret, reconfigure and construct within the game” (Reassen 2005, p. 24). There is now further interaction with the game, where we are provided more options and more power over our game play. Whether you are a video game junkie or not, it is undeniable that the structure, form, and content of video games have also transformed. However the more they move towards interactive gameplay, with rich content and story lines, the more the games are representing reality and echoing dominant discourses.  


As there is a transition from simplistic gaming to narrative gaming, there is also a shift towards higher levels of interpretation. As one of the three pillars to Raessen’s participation, interpretation explains the process of encoding and decoding. According to Hall (1973, p. 57), media texts, or in this case video games can be interpreted with a “dominant, negotiated or resistant code”. Now in the current world of games, with the rich content, narrative, and in depth story lines, players can determine the meaning or significance of the game in the following ways.

1) Dominant Code
A player with a dominant code will interpret the game according to the preferred reading, which has the “institutional and ideological order imprinted in them” (Hall 1973, p. 57).
2) Negotiated Code
A player with a negotiated reading will “understand the preferred reading, but in terms of their own personal experience.
 3) Resistant Code
 A player with an oppositional code is clearly aware of the preferred ideology, and out rightly opposes it.  

One example that displays this domain of participation is from The Sims. During the initial stages of the game you are allowed to create your own characters or select a default house. Let us say you are given a default house with two occupants being male and one female. Automatically you make the male find a job and work for the house, while the female will do all the housework, eventually establishing their relationship and furthering it on to creating a baby.



This is an interpretation that is relevant to a dominant reading, whereby the above is your conventional family dynamics. Negotiated readings on the other hand, may make them as just friends as it can be related to their current social situations. As the antithesis to the dominant reading, the player will notice the dominant reading, and actively oppose it by allowing the male to look after the child and let the female to work for the house.

 
Source: Beyond Sims

Therefore, from the above, interpretation can be taken on many paths in gameplay. However in the land of the Sims, it is tied down by one main idea that permeates every command executed in the game. This idea, contended by Sicart (2003, p. 9), sees the game as one that revolves around a capitalist society, to which the amount earned and owned, determines the conditions of happiness. Furthermore, Charles Taylor’s “The Ethics of Daily Life” also dictate that an individual is successful if work and family are successful, along with a sense of community in friendships. This all constituted a “good life” (Sicart 2003, p. 6).
For the duration of the game, the player can allow their Sim to experience the “good life” purchasing certain items, developing relationships, and satisfying their basic needs. However what is most imperative is the need for a job, thus when playing the Sims, one of the initial stages involve the player to use a newspaper or computer to seek work. 

Source: Bakatard

According to Sicart, the above cannot be avoided. In one of his experiments, he attempted to create a Kurt Cobain inspired Sim, to which the Sim would take joy in playing guitar all day and taking happiness in solitude. 

[SimCobain in the moment]
Source: The Sims 3 Forum

Yet eventually his “SimCobain” proved to be difficult to play with, as he “refused to play guitar or watch TV: [instead] he wanted to have friends, a job and to be nice to his wife” (Sicart 2003, p. 8). Following that, Sicart (2003) observed how the game took control and guided SimCobain in remaking his life. Consequently there is no progression within in a game if one does not follow the rules of it. Bolter and Grusin (Garite 2003, p. 9) draw on this by writing that “ the player must continuously defend the equilibrium of the game by ideologically defending or reestablishing the status quo”. The status quo, in this case, is the capitalist society.
As a result, although we have the freedom to interpret within games, we do not necessarily have the freedom in the game to fulfil our interpretations. It is the workings of the game, the ideological cogs and gears, which restrain us as players.  

Alternatively, another pressing issue refers to the distinction between the lines of virtual and physical reality through games. Addressing Reassen (2005, 374) “digitally produced reality can have effects which are comparable with effects of factual reality”. Thus, the ideologies present in our virtual reality can have
reinforcing effects that dictate behaviour in the physical world. On the same note, Sarkeesian (Dean 2012) explains that the stories that games relate to are being passed onto the next generation, "giving us (primarily children) cues as to how we should behave and what our expectations are". What Sarkeesian especially sees as undesirable passed onto the next generation, is the disempowerment of female characters. 

[Sarkeesian, 2013]


 In part 1 of her Damsel in Distress series, Sarkeesian analyses the ongoing prevalence of the vulnerable and passive female character, to the strong and able male in video games. Typically, female characters are almost always relegated to a position to which they are kidnapped and depicted as vulnerable.  According to Sarkeesian (Damsel in Distress: Trope vs. Women in Video Games, 2013), “this damsel trope make men the subject of narratives, while women the object. The female characters are objectified as they are acted upon, reduced to a prize to be won, a treasure to be found, or a goal to be achieved”. Furthermore, as the damsel in distress, the female is shown as powerless and incapable of engineering her own escape, only being allowed to wait for her saviour. Yet when it is the male archetype that is imprisoned or placed in a moment of weakness, he relies on his intelligence, and cunning skills to engineer his own escape, gaining back his own freedom. This just goes to show that the male archetypes within games are capable and strong, and most importantly, needed desperately by the damsel. In turn it is this exact relationship, prevalent in countless games, that “fosters the paternalistic idea that the power imbalance between the strong male and vulnerable woman is appealing, expected and normal” (Damsel in Distress: Trope vs. Women in Video Games, 2013).
                           

Source: Kotaku


The above normalisation is made even more stronger by a games nature in providing high graphic, dynamic worlds in a box that focus our attention on what is important, and what is to be ignored in a world (Kurt 2006, p, 7). As a result, since women are underrepresented within games, it presents to players the idea that they are insignificant. In the “world in the box”, games show the aspect of our world that idolises men and under represents women, hence having players focus on what is shown and ignore what is omitted. As they say, out of sight out of mind.  
Furthermore is that within this gaming microcosm, players are conditioned by the dominant ideas again and again. As Kurt (2006, p. 10) notes, the active player learns the game through “cycles of doing, seeing and being”. This repetitious behaviour continuously embeds the ideas and processes of the game into the player, eventually being internalized in them. For instance, by incessantly saving the damsel in distress, the player will find it normal for women to be vulnerable and in need of rescuing.
Henceforth, games naturalize relationship between player gestures and on screen effects by demanding repetition of these gestures (saving the damsel). In order to keep the player to responding in this way, the game rewards them, whereby this action is then entirely internalized into the player (Garite 2003, p. 3).

Source: Live Mint

As a result, under all these levels, characters and narratives, the underlying ideologies always prevail over the player. The real controller of the game is the “inaccessible system core that is known as Read Only Memory, which cannot be touched or changed’ (Garite 2003, p. 7). Therefore the same misrepresentations, dominant discourses and unequal power relationships will remain the same, until game developers tweak the ROM to create a more equal representation of the world. We can challenge these representations and fix the problems by first identifying them. If gaming is all about enjoying ourselves, then it should matter to all of us that it be inclusive and representative (Dean 2012). The same way that equality is supported and advocated for our physical environment, it is time that we do the same in our virtual environment too.








Damsel in Distress: Trope vs. Women in Video Games 2013, Video Recording, Feminist Frequency, March 2013, date retrieved: 1st October 2013, <http://www.youtube.com/watch?v=X6p5AZp7r_Q>

Dean, P 2012, “Tropes vs. Women in Video Games: Why it Matters”, date retrieved: 7th October 2013, <http://au.ign.com/articles/2013/05/31/tropes-vs-women-in-video-games-why-it-matters>

Garite, M 2003, The Ideology of Interactivity: Or Video Games and Taylorization of Leisure. Level Up. Digital Games Research Conference, edited by M. Copier and J. Raessens. Utrecht: Utrecht University

Hall, S. 1973, Encoding and Decoding in the Television Discourse, Birmingham England: Centre for Cultural Studies, University of Birmingham, pp. 507-17 

Kurt, S 2006, “From Content to Context: Videogames as Designed Experience”, Educational Researcher, Vol. 35. No. 8, p. 1 – 30

Raessens, J. 2005, ‘Computer games as participatory media culture’, Handbook of
Computer Game Studies, MIT Press, Cambridge, Mass, pp. 373-388

Sicart, M 2003, Family Values: Ideology, Computer Games, and The Sims. DiGRA conference, Utrecht, The Netherlands







Wednesday, 25 September 2013

"Mash Up" your life


Copyright. The words itself seem to explain it all, just a little twist, and it is the right to copy something. Although this is quite self-explanatory from the term itself, I thought I might offer you a definition anyway. According to Doctorow (2008, p. 83) Copyright refers to the “exclusive right to control the copy, performance, adaptation, and general use of a creative work”. As a creator this is understandable to have your creative works be under certain rights, as it is your own intellectual property. However when living in this day and age, an age infused with technology, this “control is now somewhere between fragile and non-existent” (Picker & Randal, 2012). With the creation of p2p file sharing sites and their distribution of mp3 files, movie and TV torrents, an intricate web of sharing is created. It is in this web that the source of the piece tends to be lost, and with that the need to ask permission for it. Thus we see many mash ups being created, with samples of original songs compiled into one massive song. As many people might see this as theft, I see this as innovation.   


 
Source: Brain Pickings (recommended watch: "Steal Like an Artist")

According to Austin Kleon's "Steal like an Artist" (above), “nothing is completely original. All artists’ work builds on what came before. Every new idea is just a remix or a mashup of two previous ideas” (Popova). What mash up artists do is transform the single song and make it fit in within the whole picture of their song, letting it seamlessly flow with all other songs put into it. So long as the individual artists are credited, I believe the DJ or mash up artists is an innovator. In my opinion it’s continuing the life of a piece of art, or in this case a song. Addressing Kleon, it’s “saving what we love from oblivion”(Brain Pickings).


There are countless mash ups that I listen to that have songs from years ago. If it weren’t for the mash up, I would not have been exposed to such classics. In my experience, listening to mash ups bring life to songs from the past, and helps them exist again in time today. It is not theft if the original artists are referenced, and it is not theft if it is helping the original artists stay relevant.  




Popova, M “Austin Kleon on Cultivating Creativity in the Digital Age”, date retrieved: 25th September 2013, http://www.brainpickings.org/index.php/2011/09/27/steal-like-an-artist-austin-kleon/

Doctorow, C. 2008 Context, Tachyon Publications: San Francisco <http://craphound.com/content/Cory_Doctorow_-_Content.pdf>


Picker R, Randal C 2012, “The Yin and Yang of Copyright and Technology”, Communications of the ACM, Vol. 55, No. 1